Greetings fellow kerbonauts!
As my first post, i figured i would both announce a planet pack i'm working on, and ask for review/help with some code for planet construction within Kopernicus,
(former is a consequence of this post as this is the first i've mentioned this, and the latter being the main focus of this post).
So, as the title suggests, if anyone would be willing to help me out with some code i'm working on for my first planet pack, new worlds, it would be incredibly appreciated ^^, as i do not know if i'm on the right track or not in making one of the first Terrestrial planets (Spike), and i also do not fully know how to make height/color maps or textures for these bodies at this moment in time, at least, not to any substantial degree anyways, and to top all that off, there are still a lot of Kopernicus variables i still don't know how to use.
regardless, like i said above, if anyone could help me out/guide me through the process i would greatly appreciate it ^^
also, if someone's got a legend or manual somewhere where it describes all of the variables and what they do, that'd be great as well, though it's not necessary as i could probably find them somewhere online.
here's the code i got so far:
[Spike's Current Config]:
@Kopernicus:AFTER[Kopernicus]
{
body
{
name = Spike
cacheFile = Spike/Cache/Spike.bin
Template
{
name = Kerbin
removeAllPQSMods = true
removeOcean = true
}
Properties
{
description = a dry, lifeless, lonely planet, not much is known about it.
radius = 400000
geeASL = 0.5
isHomeWorld = false
tidallyLocked = false
rotationPeriod = 46800
timewarpAltitudeLimits = 0 6000 7500 15000 50000 100000 300000
ScienceValues
{
landedDataValue = 7
splashedDataValue = 1
flyingLowDataValue = 1
flyingHighDataValue = 1
inSpaceLowDataValue = 5
inSpaceHighDataValue = 5
recoveryValue = 5.5
flyingAltitudeThreshold = 29000
spaceAltitudeThreshold = 380000
}
biomeMap = Spike/PluginData/Spike_biomes.dds
Biomes
{
Biome
{
name = Midlands
value = 1
color = 1,0,0,1
}
Biome
{
name = Pits
value = 1.2
color = 0,0,1,1
}
Biome
{
name = Spires
value = 2.2
color = 0,1,0,1
}
Biome
{
name = Vast Crater
value = 1.2
color = 1,0,1,1
}
}
}
ScaledVersion
{
type = Vacuum
Material
{
texture = Spike/PluginData/Spike_color.dds
normals = Spike/PluginData/Spike_normal.dds
}
}
Orbit
{
referenceBody = Sun
semiMajorAxis = 50000000000
inclination = 2
eccentricity = 0.2
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 7
color = 0.4,0.4,0.4,1.0
}
PQS
{
Mods
{
VertexHeightMap
{
map = Spike/PluginData/Spike_height.dds
deformity = 3500
scaleDeformityByRadius = false
offset = 0
enabled = true
order = 8
}
VertexHeightNoise
{
noiseType = RiggedMultifractal
deformity = 3300
frequency = 7
persistence = 0.2
lacunarity = 2.5
octaves = 7
mode = low
seed = 92745
enabled = true
order = 25
}
}
}
}
}
[end of config]
I'm really looking forward to what this pack may become in the future, and i'm excited to start diving into the world of planet modding ^^.
I'm still very new to KSP modding and i'd like to start a discussion about planet modding to further supplement my understanding of the required material and to just have a nice discussion about KSP modding in general ^^, i look forward to hearing from you all.
Thanks for reading and have a great day!
Shadewhisker.