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Everything posted by VonFrank
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Is the complete editing of stock planets possible with this yet? So far, I've had no luck doing so. I tried to modify Moho to resemble Mercury in the following way: 1. Modified Moho's properties in the Kopernicus config (radius, orbit). 2. Applied a texture and normal map to Moho's Scaled Space Mesh in the Kopernicus config. 3. Entered the game and saved a copy of Moho's properties to Kittopia's saves folder. 4. Modified the PQS_VertexHeightMap to reference a new heightmap. 5. Added PQSMod_VertexColorMapBlend to the file to override the surface color and display the new surface texture. When I enter the game again to see if the changes have been applied, the physical and orbital parameters have changed, but the textures and PQS modifications have not taken effect. Am I doing this incorrectly? Or is the mod not set up for that yet?
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Thanks for that link Nathan. It's actually very useful. On a (somewhat) unrelated note, I've noticed that Phobos (Bop) and Deimos (Gilly) have very strange surfaces. They are like staircases with alternating sections of flat and slope. As far as I can tell, this happens when the heightmap has large sections of the same valued pixel, thus generating flat areas. Is there some PQS function to smooth out this effect?
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Even that info on the stock planet's PQS mods would be helpful. From that you could figure out a number of things. I've gotta try and find it somehow...
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Is there a list out there somewhere of all PQS mod functions that can be used in RSS? I ask this because I'm having difficulty understanding what each PQS mod within the RSS config actually does. Some are simple, but others are more difficult to understand. If there was some kind of documentation on this I feel it would greatly help people to be able to create their own configs.
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Kopernicus Core - Version NAN - Outdated
VonFrank replied to _Augustus_'s topic in KSP1 Mod Releases
Well, they do. I tried changing the template of Mimas to use Moho (Mercury) instead and I got the same result. Mercury now has Mimas' heightmap instead of its own. Here's my code so maybe you can point out something I'm doing wrong. Mimas' Kopernicus file: @Kopernicus { // Moon of Saturn, Mimas. Body { name = Mimas flightGlobalsIndex = 61 Template { name = Moho } Properties { } Orbit { referenceBody = Dres color = 0.5,0.5,0.5,1 inclination = 25.164 eccentricity = 0.0196 semiMajorAxis = 18552000 longitudeOfAscendingNode = 126 argumentOfPeriapsis = 182 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = RSSTextures/Mimas_map } } } } Mimas' information in the RSS config file. // Mimas = Mimas Mimas { SSTScale = 1 Radius = 198300 bodyDescription = Moon of Saturn, Mimas. rotationPeriod = 118386 tidallyLocked = true axialTilt = 0 Mass = 3.7493E+19 Orbit { semiMajorAxis = 185539000 eccentricity = 0.0196 inclination = 28.304 meanAnomalyAtEpochD = 60 LAN = 50 argumentOfPeriapsis = 25 referenceBody = Dres orbitColor = 0.560, 0.560, 0.560, 1.0 } CelestialBodyScienceParams { InSpaceHighDataValue = 7 spaceAltitudeThreshold = 198300 InSpaceLowDataValue = 7 FlyingHighDataValue = 7 flyingAltitudeThreshold = 1983 FlyingLowDataValue = 7 LandedDataValue = 8 RecoveryValue = 8 } PQS { Mimas { PQSMod_VertexHeightMap { heightMapOffset = 0.0 heightMapDeformity = 10000.0 heightMap = GameData/RSSTextures/PluginData/Mimas_height.png } Add { PQSMod_VertexColorMapBlend { vertexColorMap = GameData/RSSTextures/Mimas_map.png blend = 1.0 order = 9999999 } } } } } -
Kopernicus Core - Version NAN - Outdated
VonFrank replied to _Augustus_'s topic in KSP1 Mod Releases
Is anyone else having a problem where Heightmaps applied to Kopernicus planets are overriding the heightmaps of the stock planets that the template is based on? For example, i tried to create Mimas (a moon of Saturn) for RSS, and it gets in-game all okay, but since I based the template off Mun, Earth's moon now has the heightmap of Mimas instead of its stock RSS heightmap. Is there a way around this problem? -
I'm running into a problem where the lighting on the new planets I create is offset from the actual direction of the sun. The scaled space mesh of the celestial object is illuminated 90 degrees to the right of what it it should be. It's very strange. I am using Kopernicus to create the planet and the scaled space textures, then using RSS to define the planet's variables, the PQS info, and create the Scaled space mesh. Any help would be appreciated.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
VonFrank replied to cybutek's topic in KSP1 Mod Releases
So since the 0.90 version of Engineer comes built in to all pods & probe cores, is there any point in still including the two parts that come with the mod? Or do they have a function that I'm unaware of? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
VonFrank replied to ferram4's topic in KSP1 Mod Releases
As far as I can see, this does nothing. Setting a part to have "PhysicsSignificance = 1" does not seem to make it more stable at all. There has to be some way of making joints 100% rigid... and if there isn't, there should be.- 2,647 replies
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- kerbal joint reinforcement
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
VonFrank replied to ferram4's topic in KSP1 Mod Releases
Is there any way to modify the values in the config file to make all joints indestructibly strong? So rigid that they do not wobble or wiggle AT ALL? I realize this is a bit unrealistic, but for testing purposes it would come in handy. What values do I need to edit to accomplish this?- 2,647 replies
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I've noticed that the surface textures on Earth and The Moon are in much higher detail at close range in version 8.3 than they were before. When you're landed on the surface, it is almost as detailed as Kerbin and Mun's original textures. All other planetary objects are still the old stretched and blurry textures that were in previous versions. Is there a reason for this? What settings determine the close-up resolution of surface textures?
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Lol. Keep in mind that the 'orbital altitude' value you modify in Kopernicus is actually the 'Semi-Major Axis'. This value ignores however large the parent object is (in this case Kerbin which has a radius of 600km) because the point defined as '0km' is down near the center of Kerbin. So when you put in 600km, it made the orbit the same radius as the parent planet, thus giving you a phasing mass traveling across Kerbin's surface.
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I'd like to understand how the PQS textures work on planetary objects. How does the game display surface textures based on distance form the planet? I know there is a switchoff from Scaled Space textures to PQS textures at a certain specified point, but how are the levels of PQS detail dealt with? It's clear that the texture gets sub-divided the closer and closer you get (as you can see more detail the closer you get) but does the game do this automatically? Can the number of times it gets divided be increased in order to improve the texture quality on the surface of planets in RSS? I don't fully understand how it works so I would appreciate any explanation regarding the mechanics in this area. Thanks.
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1. Essentially, all you need to do is write a config file for a planet and put it in the Kopernicus_Examples folder. Just like tho the 'Hodor' Example planet is in there already. Here's an example of my own that creates Enceladus (a moon of Saturn) orbiting around Dres for use in RSS. You can use it in a stock install too though. @Kopernicus { // Planetary Data Body { name = Enceladus flightGlobalsIndex = 62 Template { name = Eeloo } Properties { // Change the description description = Moon of Saturn, Enceladus. // Radius of the object radius = 252100 // Mass of the object mass = 1.080E+20 // Gravitational force at surface (Earth Sea Level = 1) geeASL = 0.0113 } Orbit { referenceBody = Dres color = 0.534, 0.543, 0.547, 1.0 inclination = 26.749 eccentricity = 0.0047 semiMajorAxis = 237948000 longitudeOfAscendingNode = 160 argumentOfPeriapsis = 25 meanAnomalyAtEpoch = 65 epoch = 0 } ScaledVersion { Material { texture = KopernicusExamples/Saturn_Moons/Enceladus_map } } } } If you paste that into a planet config file, and have an appropriate texture in the specified game path, the game will load it and you will have a new planet/moon. 2.You font need to do anything special at all to take a PFCE texture and use it for Kopernicus. You just need to move it to the appropriate directory that is referenced in your planet's config file. For my Enceladus example, that was in "Gamedata", then "KopernicusExamples/Saturn_Moons" and the image file was called "Enceladus_map.png" 3.If you use my example^^ you should be able to replace the names and numbers with the info you want in order to very easily make your own planet/moon. It doesn't take any coding knowledge at all in my opinion.
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1. Download the Kopernicus-Master file from the link on the first post. Inside that zip folder you navigate to "Kopernicus-master\Pre Alpha\prealpha3\GameData" and extract to your gamedata folder as you would any other mod. Then, in the "Kopernicus Examples" folder, you can enter and modify some of the provided examples. "Hodor" is the only one that's a completely new planet, so you can use that as a template for other new planets if you want. 2. This mod adds new planets to the Kerbol system. It's not done yet, so you CAN'T modify the surface of planets yet, but you CAN create new planets, modify the physical parameters of those planets, modify the orbital parameters of those planets, and modify the scaled space texture of those planets (the look of the planet form far away in space). 3. PF and PFCE are similar to this mod, however they accomplish the same task in a different way. You CAN modify the surface of planets with PFCE but there are a number of glitches. Minor glitches, but they're still there. Once Kopernicus is completed, it will be better in pretty much every way. 4. You can add as many planets as you want with Kopernicus. At the moment, I have an install with 24 new planets/moons which adds onto Real Solar System in order to complete the majority of the Sol system. There;s probably a hard coded limit, but RAM is most likely going to be a limit before you come across it. 5. Read above for the first part of this question, but for the second part, the answer is no.... mostly. You CAN take the textures form PFCE planet packs and apply them to Kopernicus planets, but you have to manually copy the planet's parameters from PF to Kopernicus. Keep in mind, this will still not modify the surface of the planet. It will only look like a unique planet from far away.
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So what does that mean for RAM usage? Will it be reduced enough to allow the x8192 textures on 32 bit?
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Ring rotation lock works well now, however I'm confused about what determines the ring's orientation relative to the solar system (it's Longitude of Ascending Node). Every time I start the game, the rings seem to be facing a different direction. There is no consistency, and it becomes impossible to align them to a planet's moons. An ideal way to fix this would be to implement some kind of LAN input option for the rings, similar to how an orbiting moon has a specific LAN. Hopefully you understand what I mean, but if you need further clarification, I can upload some pictures. Keep up the good work! This mod adds much needed features to the game.
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I was curious, where was the information of the elevation profiles gathered for the various planets and moons? Specifically, the values for the highest and lowest points on the surfaces to input into 'heightMapDeformity'. Some, (like Venus, Earth, The Moon, and Mars) are easy to find, but I cant find anything on things like Jupiter and Saturn's moons. I noticed the values put into the RealSolarSystem.cfg file are accurate for some bodies, but others, (Europa for example) seem to have arbitrary values like 1000 or 2000 for the 'heightMapDeformity'. Does anyone know of a source where this information is available? It would help increase the accuracy of RSS.
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Mysterious Green Markers
VonFrank replied to VonFrank's topic in KSP1 Technical Support (PC, modded installs)
Ah, I didn't notice your edit. And thanks for the help. I guess this problem is solved. -
I've discovered something strange that happens when you press Ctrl-S. It makes a bunch of green lines appear out from the terrain of every planet/moon. Here's a few pictures: I cant seem to figure out a key combo to make them disappear, and the only way to get rid of them is to exit the game and restart. Is this an intentional function of the mod? If so, how do I make them go away if that button combo is pressed? It tends to happen quite frequently when landing a ship since it involved the throttle and movement keys. Thanks.