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Everything posted by Gravitasi
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Unfortunately, DDS texture is not yet supported. I don't have much experience working with them at the moment... You can control the roughness of the normal by changing the mapMaxHeight parameter on PQS. Setting it to lower value will make the normal map rougher, and vice versa. For the bin file problem, I have no idea what caused it... Is there any error messages on the KSP.log?
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Glad that you're back! I guess my KopernicusTech hack would be a short-lived, temporal solution... I think I'm the one who is responsible for it. Yes, it fixes the R&D scaled space bug. I found that almost all stock planets have scaled space size of Jool's (1000 unit), and then use the local scale transform to adjust its size on solar system view (and ingame). So I tried to mimic the convention, and R&D planets showed up successfully. But, I believe there is some scaling factor elsewhere for planets on R&D, because there are a few planets that has 100 unit sized scaled space, yet, in R&D, they appear as large as the other planet with Jool's size mesh. I'm not sure, thought; I'm still new on KSP modding. But I'm sure you guys can figure it out better than I.
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Okay, here's a quick, dirty way to modify a KittopiaTech config, so that it will work on your planet (hopefully): 1. Pick a planet that has the same template as yours (check out the Kopernicus configuration). 2. Copy its config to a new file that has the same name as your planet. 2. Change the header on the very top of the config file, to your planet name. PlanetSomething { AdditionalData { ... 3. Change the image path on PQSMod_VertexHeightMap (if it exists) and PQSMod_VertexHeightMap. Sorry guys, I have some important RL matters to do.... So I'm afraid I have to log out now. Just keep experimenting, and good luck with the planets.
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Yes, I think the template issues will be the most hardest to deal with. There is even some depressing possibility that I could never find a solution for it... Nevertheless, I'm currently interested most with the biome problem. I will prioritize more on fixing it. Hmmm... I think it's a good question... I have asked something like this myself when I had tried to decide whether to use KittopiaTech or RSS as the planet alteration base for the plugin. After I had delved more into both codes, I decided to use KittopiaTech, for various reasons: KittopiaTech has some nice GUI for planet editing. In addition, KittopiaTech also has a lot of interesting features (rings and stuffs). PQS modification that you could do in RSS is surprisingly limited. It doesn't expose all the possible parameters, maybe for stability reasons. And finally, RSS is never meant to be used on custom planets. It tends to replace currently existing resource, rather that allocating something new. That's why scaled space texture on template planet would get replaced if you were specify some texture on the SSColor value. Try to paste both of the texture path to the PQSMod_VertexHeightMap and PQSMod_VertexColorMap. So you will get something like this: PQSMod_VertexHeightMap { heightMap = GameData/Kopernicus/Textures/BerdimBump.png heightMapDeformity = 4000 heightMapOffset = 0 scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/Kopernicus/Textures/BerdimMap.png } Yeah, I know it's somewhat confusing to use at first. Maybe I need to write a tutorial/tips of how to get started...
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...A long, epic journey to distant planets... Descriptions This plugin adds some outer dwarf planets to the Kerbol system. Each of the dwarf planets is analogue of the real world dwarf planets (e.g. Pluto, Eris). Currently, there are 4 new dwarf planets and 5 new moons to explore. These planets are very distant and quite challenging to reach; gravity assist is a must for a more efficient journey. Expect missions that span for decades! This is the Kopernicus version of Trans-Keptunian Planet Pack. For the PlanetFactory CE version, please go here instead. Preview KottabosGames's review for the planet pack (v0.1) (thanks for the review!): Plugin Goals Stockalikeness is always been the main goal of this plugin. I take this matter VERY seriously, since I'm a hardcore stock player myself. I never wish to make a planet pack that seems detached from existing planets. So, eventually, the planet pack will have all feature that stock planets have. Some of them are (but not limited to): Stockalike descriptions (full of Kerbal silliness, and with paragraphs) Stockalike biome conventions (Highlands, Lowlands, Poles, etc.) Stockalike science blurbs etc.... and of course, some Easter eggs. ;-) Realism is good; I will, and have added, some aspect of realism on the pack. But, stockalikeness always comes first. Downloads Trans-Keptunian Planet Pack for Kopernicus (v0.4) [Download] Unofficial update by Borisbee (featuring ALL biomes!) [Download] (still needs the main pack above) Downloading tips: Close/ignore the Dropbox registration dialog, and proceed with the download. The plugin redistributes Kopernicus, which includes ModuleManager. [Link] Changelog Changelog --------- v0.4 7 Jun 2015 - Updated Kopernicus to version 0.0.7. - Updated ModuleManager to version 2.6.3. - Removed KopernicusTech & DDSLoader from the downloads; they are no longer needed. - Added biome to Dhar. - Readjusted science multiplier, to make it in line with multiplier on stock planets. v0.3 26 Mar 2015 - Added support for Outer Planets Mod. - Improved Rheis terrain quality. - Fixed Flo terrain height map. - Added ingame descriptions for Putto, Dhar, and Rheis. - Adjusted fade limits of all the bodies. - Put all KittopiaTech config files on a subfolder. - Updated KopernicusTech to version 0.13. v0.21 19 Feb 2015 - Fixed Arane terrain height map. v0.2 11 Feb 2015 - Changed Putto significantly; it has a new texture and terrain. - DDS texture format is now used. - Changed directories placement; to comply with Kopernicus standard. - Improved Dhar surface; its terrain is less spiky now. - Nuu is no longer tidally locked to Arane. - Changed Rheis orbit visibility range. - Updated science altitude limit for all of the bodies. v0.1 31 Jan 2015 - Initial release. To-Dos Some terrain reworks. Coloring with landclasses instead of textures. Custom ground textures (if necessary). Adding (stock-feel) descriptions to all bodies. Adding custom science definitions. Adding biomes. ...suggestions are always welcome! Credits Developer of SpaceEngine, from which all of the planets on this pack are based. Kragrathea, for making PlanetFactory CE. Some configs on the pack are based from it. CaptRobau, for making Outer Planets Mod, which I used as preliminary study. _Augustus_, for giving me the idea for Putto's description. sarbian, for developing DDSLoader. Licenses Trans-Keptunian is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. Kopernicus is licensed under a GNU Lesser General Public License v3.0. ModuleManager is licensed under a Creative Commons Attribution-ShareAlike 4.0 International.
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Descriptions This plugin tries to deliver better compatibility between Kopernicus and KittopiaTech Ingame Terraforming Tools. Since Kopernicus deals with planet creation, and KittopiaTech deals with planet alteration, both tools certainly have potential to complement each other. In addition, the plugin will also try to add more feature and try to fix some problem that persist within the current planet creation scheme. Ideally, I would like to continue working on Kopernicus, and maybe incorporate some aspect of KittopiaTech to it. But in reality, I don't have much experience dealing with KSP API, and also Unity engine in general. So, for now, until I get much more experience, the plugin consists of modified version of both mods. (So yeah, it's still hacky, mostly... sorry for that... ) Here is some descriptions of the hacky, but hopefully better, solution: Downloads For those who want a fresh start: KopernicusTech v0.13 [Download] The plugin redistributes ModuleManager, and modified version of Kopernicus and KittopiaTech. Modified source code for both plugins: Kopernicus [source] KittopiaTech [source] If you want some working example, I suggest you to download Trans-Keptunian Planet Pack instead. It already includes KopernicusTech. [Link] Changelog Changelog --------- v0.13 26 Mar 2015 - Generic saver and loader for PQS mods; both now support more parameters. - Multiple PQS mods support. - Made HeightColorMap customizable (thanks BorisBee). - Fixed VoronoiCrater; you can now add procedural craters (thanks BorisBee). - Allowed KittopiaTech configs to reside on subfolders (thanks BorisBee). - Fixed a bug on star/planet sorting procedure; You can now add stars. (thanks Thomas P.) - Made DDSLoader optional; you only need it when you use DDS texture format. - Removed DDSLoader from the main package. - All directories now reside on GameData folder (thanks CaptRobau). - Updated KittopiaTech license file. - Updated ModuleManager to version 2.5.13. - Updated DDSLoader to version 1.9. v0.121 13 Feb 2015 - Added DDSLoader, as temporal fix. v0.12 11 Feb 2015 - Changed texture loading procedure on KittopiaTech. - Added DDS texture support; only on PQS textures right now. - Removed scaled space generation on startup; they must be generated beforehand. - Integrated Kopernicus 0.0.4 (biome fix and more). - Custom resolution for the generated scaled space textures is now possible; use the mapFileSize parameter on PQS setting. v0.1 31 Jan 2015 - Initial release. To-Dos Readded support for stock planets modification. You can still modify stock planets with this plugin, but the functionality is barely supported now. Incorporate some features from Kopernicus and RSS to KittopiaTech. Delve more into RSS code. Even though I don't recommend its usage on the plugin, I have to say that RSS is one of the most stable planet alteration mod out there. I'm pretty sure I could learn a thing or two from its source code. Help Wanted For people who are interested in the project, and would like to contribute, please help me by searching for possible bugs on: Planets with atmosphere Gas giants Rings So far I've only tested the plugin on atmosphere-less planets, since that's all the planet on Trans-Keptunian are. I have not tested it on the other aforementioned planet types, because I don't have much experience dealing with them. My lack of experience makes it hard for me to notice that something's not right. If you're not sure how to start, try to imitate configuration file of the Trans-Keptunian planets with your own planet configuration (especially on the KittopiaTech configs). If you find some possible bugs, please post it here or inform me via PM, I will look into it. Credits KCreator, for making KittopiaTech, which the plugin is based. BryceSchroeder and Teknoman117, for developing Kopernicus, which the plugin is based. Kragrathea, for making PlanetFactory CE, which I learn a lot from. NathanKell, for making Real Solar System. Some of the code in the plugin are used here. CaptRobau, for making Outer Planets Mod, which I used as preliminary study. _Augustus_, for maintaining Kopernicus Core, which I used as preliminary study. sarbian, for developing DDSLoader and ModuleManager. Licenses KopernicusTech is licensed under a GNU General Public License v3.0. Kopernicus is licensed under a GNU Lesser General Public License v3.0. ModuleManager is licensed under a Creative Commons Attribution-ShareAlike 4.0 International. DDSLoader is licensed under a MIT License. KittopiaTech is licensed as followed (as of version 0.183): Some useful links to posts in the thread: Some information regarding generated scaled space textures (VERY important) [Link] How to control the roughness of the generated normal map (check this out if the normal map looks funny) [Link] How to NOT put everything in Kopernicus folder (thanks Teknoman117) [Link] Texture size of the stock planets, or some tips to make them look good (thanks CaptRobau) [Link]
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Hmmm... Maybe he still uses PlanetFactory CE because he also happens to use StarSystem (here's a post that suggests it)? PFCE is the only mod that can add more planets in StarSystem, as far as I know. I could be wrong... Anyway, the Kopernicus version will be released in a few hours from now... I'm currently preparing downloads and documentation for the OPs.
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Yes, the custom version needs to be updated... But unfortunately, Krag hasn't uploaded the 0.90 beta code yet. Without the new code, it is impossible for me to update the customized version... I did some experiment with Kopernicus (and KittopiaTech) in the past few weeks. So far it is... promising... Yes, you can expect it to be released around 1-3 weeks from now...
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Changes in v0.45: Renaming mod directory on GameData to "Trans-Keptunian". Changed Putto, Oorma, Arane, and Flo orbits to match the four plutoids. (Pluto, Haumea, Makemake, and Eris, respectively) Adjusting orbits of all the moons; only a bit, not a significant change. Darkened Phoe, Nuu, and Es orbital color; they were too bright. Please delete "Gravitasi" folder in "GameData" before updating. I've decided to make an incremental update for v0.45, just to save some downloading time... The most major change on the update is the orbit of the dwarf planets. I have decided to make their orbits (almost) exactly match their real life counterpart's, which are Pluto, Haumea, Makemake, and Eris. I had made some comparison between orbit of the stock planets with their real life counterpart. I found that many of them have similar orbital properties (other than the 1:11 radius ratio). Not all of them, but mostly are. Therefore, I matched their orbit in order to make the planet pack more stock-alike... Hope you guys like the new orbits... Edit: Regarding planet descriptions, some of them actually have been made... But I think I will release them all at once later...
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Wow, yeah sure, both of the planet packs are really fit together, like a jigsaw puzzle... I will surely add some custom orbital/science configuration that compatible with Outer Planets Mod, only if I can get the porting off the ground... Yes, I'm well aware about the problems regarding Kopernicus porting... Krag seems to define some his own PQS mods on PlanetFactory CE. I also noticed about _Augustus_ attempt to port the Sentar system... But I think things are not entirely hopeless, though. Trans-Keptunian doesn't use any of the Krag's custom PQS mods, coincidentally. Besides, CaptRobau's Outer Planets Mod looks promising in my opinion. If I understand it correctly, he will add some terrestrial moon to the pack. I will surely try it once it released, and check whether it's really feasible to (properly) add terrestrial bodies to Kopernicus. Thank you. I've never said it explicitly anywhere, but yes, making the planets stock-alike is one of the main goal on this pack. So I'm really glad someone's finally said it. Regarding gravity... Because making stock-alike planets is the main goal, I calculated their gravity from densities of the stock bodies. I used Dres and Gilly density as a base, IIRC. I also remember that I have increased them a little bit from the gravity value I had got from the calculation. Nevertheless, I will still consider increasing them a little bit more. Thanks for your suggestion. For the atmosphere... Okay, I'll be honest with you; yes, it was one of the main reason. But my other reason is that, again, I would like to keep the planet as "stockish" as possible. Since Moho and Eeloo don't have an atmosphere (even their real-life counterpart have a tenuous one), neither do planets on the pack. For the orbits, they are actually quite natural, since I based them from real-life outer dwarf planets. But then again, I think the next version has something more to say about them... Yes, custom biomes and science will be in the future version. Like what I've said numerous times in this post, I will make them as stock-alike as I possibly can. Thanks for the review and feedback.
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Thank you... Hmm... Okay... Now that both of you have said it, I guess I need to prioritize more on porting the planet pack to Kopernicus... So far I had tried to port one or two of the planets on the pack to Kopernicus, as some kind of test. It seemed to work, but their quality were still quite unacceptable. They certainly need some more work... But, before I start an attempt to port the planet pack, let me release an important update for the PlanetFactory version first, okay? The update will also apply to the future Kopernicus version. It should be released tomorrow...
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Many thanks for the update! Science archive is (technically) working now... Even rings are now customizable... By the way, will the official release support custom science multiplier for planets? If you have no idea what I'm talking about (since it looks like that it's been a while since you play KSP), here's a wiki that explains it. It basically just adjusts the amount of science points gained for each planets. Here is how I added it to the January code (in a somewhat hacky way): A commit on Github Here is the way of how it will be configured: ScienceValues { LandedDataValue = 21 SplashedDataValue = 21 FlyingLowDataValue = 20 FlyingHighDataValue = 20 InSpaceLowDataValue = 19 InSpaceHighDataValue = 19 RecoveryValue = 16 flyingAltitudeThreshold = 8000 spaceAltitudeThreshold = 16000 } I think it will be a great addition to the (science) gameplay if you add the feature to the official release. Thanks once again!
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Kopernicus Core - Version NAN - Outdated
Gravitasi replied to _Augustus_'s topic in KSP1 Mod Releases
Nice screenshots that you got there! By the way, I have some question regarding Trans-Keptunian. I see that Flo is.... way too uneven... I don't even recall made it that uneven... Did you deliberately make it uneven, or is it currently impossible to give a more even surface on them? And, one more question, could you explain why you don't add the moons from the pack? Don't get me wrong, I'm not complaining here , but I need some technical reasons why they are not added.... I just want to know how mature is Kopernicus now... Thanks! -
Updates for v0.4: Changed Dhar's orbital properties a little bit. Removing the huge ray crater on Oorma; never really liked it. Adding support to Distant Object Enhancement mod. Created a custom build of PlanetFactory CE. Adding orbital colors to all bodies. Adding proper science multiplier to all bodies. The update brings you a custom build of PlanetFactory CE! I finally decided to make one, because there are some features that I wish were in the original mod. Check out the first post for more information... Because there is some chance that the planet pack will be ported to Kopernicus, future development will be more focused to things that independent from PlanetFactory CE.... which is SCIENCE! There will be custom science definitions and biomes in the future version.... (but of course, planet descriptions must go first, so it can be used as backstories, and it will be easier to make the science blurbs)
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Technically, yes, but they still give you the default Minmus/Tylo science points. I have yet to add some custom science definitions for each planets... No, not really... I still have the old 0.23 install with me, along with PlanetFactory CE... This is what I use for updating the planet pack... By the way, could you tell me in what way PlanetFactory (CE) is incompatible with the latest version? I haven't tried it much, but it seems to work well... (beside breaking the science archive)