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Tellion

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Everything posted by Tellion

  1. Meeloo's colormap is a modified venus, right? Because if there is a way to make stuff like this yourself I'd love to know it
  2. Wow, looking excellent! Regarding the plugin: How exactly do you modify the terrain - are you writing custom PQSMods for use with Kopernicus or is there some other magic involved? Will the methods used by you be applicable to other planets as well?
  3. Similar to Solar Sail navigator? No need to reinvent the wheel, provided you need the same thing.
  4. Thanks for doing all this by the way. It must be a tremendous amount of work and KSP really would not be anywhere close to as good as it is if it were not for EVE.
  5. Nvidia X server settings is probably what you want then. You will have to add an application specific override where you add an entry for anisotropic filtering, turning it off. It is not exactly intuitive to use but it should be doable with a little googling. Or you just wait for the next version in which that issue is fixed. On a less cumbersome note, have you tried shift (left or right, I don't remember) + F11 for opening the ingame gui? Edit: aand too slow ._.
  6. What Olympic posted was a comment that NathanKell made in the Kopernicus thread a while ago, the properly refers to as opposed to the "set the opacity of your normalmap to 50%" tip that gets thrown around in response to the question you asked a lot. I had no idea what to do when I read that at first, so I wrote a little tutorial on it after figuring things out with lots of trial and error. Normalmaps can be generated from your Heightmaps, high initial resolutions are preferred here. The process for doing this right can be slightly daunting at first, but correctly executing it is important for achieving an acceptable standard of quality. Alternative solutions presented for this problem often consist of slaughtering your normalmap's quality among other things, so try to refrain from them. To generate a normalmap from a heightmap with Photoshop, you will first need the Nvidia normalmap and dds plugins. After having downloaded and installed those, execute the following steps: Image > Mode > RGB Color Filter > NVIDIA Tools > Normalmap Filter, check “Invert Xâ€Â. The Scale option allows you to set the “strength†of your normalmap, experiment a bit! Click ok, and you are halfway there. Next, go to Image > Image Rotation > Flip Canvas Horizontal, followed by Filter > Other > Offset, where you offset by ¼ of your image width. After that, Save your normalmap as dds and select DXT5_NM from the dropdown menu. Make sure that you do not save flipped vertically at this point. ) Voilà, you just made a normal map (provided I explained correctly and you followed correctly, that is Note that step 3), for reasons related to the Unity engine, has to be done for all planetary maps in Kerbal Space Program so make sure that your maps are aligned after completing all of them. Also, I think it is a good idea to start with an unmodified heightmap, then change it to a normalmap by all the steps above, then do step 3. for the heightmap and colormap. I just made a quick and dirty test of this method with an old map of mine and it seems to work, but please correct me if you spot any errors. And all of this really belongs in the Kopernicus thread, so sry for going offtopic.- - - Updated - - - Edit: The plugin Sigma mentioned is Gimp DDS and will allow you to save as DXT5nm. Following the steps above should be doable in gimp as well, but I can't help with that.
  7. Some Kopernicus configs use a Finalize {} node after the usual stuff in which modifications to PQS are done, among other things. I guess it has something to do with the order in which certain parameters are parsed, but don't quote me on that. Inside the Finalize node, finalizeOrbits can be set to true or false, and while I am not sure what that does exactly, one thing was that it used to keep SOIs from dropping below a certain minimum before we could set them manually. Now on the other hand, having it set to true seems to overwrite all the manual specifications of those, and mess with your binary solution for some incomprehensible reason... But tbh, I don't how it works either - Lacking documentation my approach to Kopernicus consists of a quick forum search followed by childlike trial and error
  8. It occurred with DunaIke as well, and I just managed to reproduce it with nothing more than 10x (only the 10x folder, no compatibility stuff), Kopernicus, SigmaBarycenter with DunaIke and ModuleManager. I just remembered having some trouble with 64k a while back, it was specifically related to SOI settings not making it into the game - that was related to having finalizeOrbits set to true. I bet that this is the case here too. Edit: Yeah, its finalize. You might want to include a notice for users of rescale packs, all the ones I played with use it (and I think RSS does too).
  9. Really? I had thought it would work because it did for a planet I made from scratch with Kopernicus, following basically the same procedure you tried. Too bad ._.
  10. Imagine my confusion when I managed to break it: Restarted, checked configs, checked again, checked logs, recalculated masses and semi major axes by hand, to no avail. Basically, the primary appears to be rotating much faster than it should, even though the displayed speed and all values associated with barycenter and bodies seem to be perfectly fine, as are the logs. It stopped when I uninstalled 10xKerbol (which does not touch the bodies in the screenshot), but I did tons of experimenting on that install so it might be tied to something else too... You haven't seen something like this before by any chance?
  11. Eh, I think it's doable. Even if you are trying to make a binary that is supposed to be realistic with regard to orbital stability you can transfer within decades for <100km/s dV - those numbers are definitely achievable with KSPI, probably even with NFP. That needs a mod that allows on rails thrust of course, and higher timewarp and some sort of sleep/freeze mechanic, but it is definitely within the realms of possibility
  12. If you haven't already tried that, you can change scatterer's reference planet in config.xml.
  13. I figured as much in the meantime So you set the orbital eccentricity of the primary based of the orbital eccentricity of the secondary?
  14. If you don't manage to find anything, ask Roverdude - he made it
  15. Aww, that is great news! Regarding multiple planets: Could two instances of Scatterer be active at the same time? Stock does not really offer that many possibilities for this apart from maybe Jool, but it would still be possible to make some great looking things together with Kopernicus.
  16. Rockets don't build themselves. Admittedly, the choice of crew is questionable
  17. But would that work out metabolically? Can photosynthesis support an organism that has a large brain to take care of? In any case, you would still need carbon, water and lots of sunlight
  18. Amarius, do what multiple people have repeatedly advised you to do: Start with one planet, only one, and make sure that it works. If it does not, take a working template that is as uncomplicated as possible and modify it piece by piece to find out where exactly your additions cause problems. Then, after you have made absolutely sure that absolutely everything works as desired, you move on to the next planet and repeat this process until everything works. I can see why one might be reluctant to do this - it costs a lot of time and is not fun at all, but it will fix your problems and, perhaps more importantly, teach you something about their causes. It is no one else's responsibility to help you fix problems that you caused and that are very much in your own power to fix.
  19. Eh, I don't think that's it judging by the amount of planet packs that use .dds textures as their heightmaps.
  20. You aren't using any other modifications to planets, like rescales or other packs by any chance? Because OPM sets SOIs manually since one or two versions to prevent what you are experiencing... Have you tried on a clean install with the latest version (and hyperedit)?
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