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Teknoman117

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Everything posted by Teknoman117

  1. The Kopernicus planet is back as an example called "FullCustomPlanet." 4 PQSMod loaders left before the entire original config can be represented in pure Kopernicus. View our progress on PQSMod loaders here: https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoader
  2. At the moment Kopernicus automatically generates scaled space meshes from the PQS tree or loads it from cache if it was previously generated. I'm planning to have it autodetect changes to the configuration so regeneration is automatic. Eventually there will be a GUI for Kopernicus, but it is not currently the objective. The first goal is to get everything 100% working and then build from there. There are a couple of issues with something like Alternis. At the moment, and I don't know why, the skybox & atmosphere don't update correctly when Kerbin orbits another body besides the sun.
  3. I'm still curious - you mind setting up a vanilla KSP install with just kopernicus installed and see what happens? Also, I managed to find the solution to the darn bug plaguing a StarSystems like setup. Its now in the developement/ branch. Will make the next release as soon as we fix some other things (like being able to set the sphere Of Influence).
  4. OpenGL mode shouldn't be affecting anything in Kopernicus. I'm doing all my KSP dev on Linux 64 bit, so I only get OpenGL
  5. Sweet! I'll get around to posting some examples of custom atmospheres for 0.0.5 so you no longer have to do a template clone of Jool (and any of the problems that may bring).
  6. Can't confirm this, Mun works just fine for me with just Kopernicus installed. [LOG 11:12:01]: Logger "Mun.Body" was created [LOG 11:12:01]: Parsing Target name in (Kopernicus.Configuration.Body) as (System.String) [LOG 11:12:01]: Parsing Target Template in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.Template) [LOG 11:12:01]: Parsing Target name in (Kopernicus.Configuration.Template) as (System.String) [LOG 11:12:01]: Parsing Target removePQS in (Kopernicus.Configuration.Template) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target removeAtmosphere in (Kopernicus.Configuration.Template) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target removeOcean in (Kopernicus.Configuration.Template) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target removePQSMods in (Kopernicus.Configuration.Template) as (Kopernicus.Configuration.StringCollectionParser) [LOG 11:12:01]: [Kopernicus]: Configuration.Template: Using Template "Mun" [LOG 11:12:01]: Surface Shader = Terrain/PQS/PQS Main - Optimised [LOG 11:12:01]: Fallback Shader = Terrain/PQS/Sphere Projection SURFACE QUAD (Fallback) [LOG 11:12:01]: --------- ---- Surface Material ---- ------------ [LOG 11:12:01]: saturation = 1 [LOG 11:12:01]: contrast = 1 [LOG 11:12:01]: tintColor = RGBA(1.000, 1.000, 1.000, 0.000) [LOG 11:12:01]: powerNear = 0.75 [LOG 11:12:01]: powerFar = 0.75 [LOG 11:12:01]: groundTexStart = 0 [LOG 11:12:01]: groundTexEnd = 40000 [LOG 11:12:01]: steepPower = 1 [LOG 11:12:01]: steepTexStart = 20000 [LOG 11:12:01]: steepTexEnd = 50000 [LOG 11:12:01]: steepTex = lunar cliff face (UnityEngine.Texture2D) [LOG 11:12:01]: steepTexScale = (1.0, 1.0) [LOG 11:12:01]: steepTexOffset = (0.0, 0.0) [LOG 11:12:01]: steepBumpMap = Cliff (Layered Rock)_NRM (UnityEngine.Texture2D) [LOG 11:12:01]: steepBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: steepBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: steepNearTiling = 1 [LOG 11:12:01]: steepTiling = 2 [LOG 11:12:01]: lowTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: lowTexScale = (1.0, 1.0) [LOG 11:12:01]: lowTexOffset = (0.0, 0.0) [LOG 11:12:01]: lowBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: lowBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: lowBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: lowNearTiling = 1200 [LOG 11:12:01]: lowMultiFactor = 5 [LOG 11:12:01]: lowBumpNearTiling = 1200 [LOG 11:12:01]: lowBumpFarTiling = 5 [LOG 11:12:01]: midTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: midTexScale = (1.0, 1.0) [LOG 11:12:01]: midTexOffset = (0.0, 0.0) [LOG 11:12:01]: midBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: midBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: midBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: midNearTiling = 1000 [LOG 11:12:01]: midMultiFactor = 4 [LOG 11:12:01]: midBumpNearTiling = 1000 [LOG 11:12:01]: midBumpFarTiling = 4 [LOG 11:12:01]: highTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: highTexScale = (1.0, 1.0) [LOG 11:12:01]: highTexOffset = (0.0, 0.0) [LOG 11:12:01]: highBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: highBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: highBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: highNearTiling = 800 [LOG 11:12:01]: highMultiFactor = 3 [LOG 11:12:01]: highBumpNearTiling = 800 [LOG 11:12:01]: highBumpFarTiling = 3 [LOG 11:12:01]: lowStart = 0.2 [LOG 11:12:01]: lowEnd = 0.4 [LOG 11:12:01]: highStart = 0.6 [LOG 11:12:01]: highEnd = 0.7 [LOG 11:12:01]: globalDensity = 1 [LOG 11:12:01]: fogColorRamp = [LOG 11:12:01]: fogColorRampScale = (1.0, 1.0) [LOG 11:12:01]: fogColorRampOffset = (0.0, 0.0) [LOG 11:12:01]: planetOpacity = 0 [LOG 11:12:01]: shader = Terrain/PQS/PQS Main - Optimised (UnityEngine.Shader) [LOG 11:12:01]: color = RGBA(0.000, 0.000, 0.000, 0.000) [LOG 11:12:01]: mainTexture = [LOG 11:12:01]: mainTextureOffset = (0.0, 0.0) [LOG 11:12:01]: mainTextureScale = (1.0, 1.0) [LOG 11:12:01]: passCount = 4 [LOG 11:12:01]: renderQueue = 2000 [LOG 11:12:01]: shaderKeywords = System.String[] [LOG 11:12:01]: name = MunLocalSpace [LOG 11:12:01]: hideFlags = None [LOG 11:12:01]: -------------------------------------- [LOG 11:12:01]: Mun (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Mun (UnityEngine.Transform) [LOG 11:12:01]: Mun (PQS) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _CelestialBody (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _CelestialBody (UnityEngine.Transform) [LOG 11:12:01]: _CelestialBody (PQSMod_CelestialBodyTransform) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Color (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Color (UnityEngine.Transform) [LOG 11:12:01]: _Color (PQSMod_VertexColorMap) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Height (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Height (UnityEngine.Transform) [LOG 11:12:01]: _Height (PQSMod_VertexHeightMap) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Material_ModProjection (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Material_ModProjection (UnityEngine.Transform) [LOG 11:12:01]: _Material_ModProjection (PQSMod_AltitudeAlpha) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _SurfaceQuadUVs (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _SurfaceQuadUVs (UnityEngine.Transform) [LOG 11:12:01]: _SurfaceQuadUVs (PQSMod_UVPlanetRelativePosition) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Scatter (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Scatter (UnityEngine.Transform) [LOG 11:12:01]: Scatter (PQSLandControl) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith00 (UnityEngine.Transform) [LOG 11:12:01]: Monolith00 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: QuadMeshColliders (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: QuadMeshColliders (UnityEngine.Transform) [LOG 11:12:01]: QuadMeshColliders (PQSMod_QuadMeshColliders) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith02 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith02 (UnityEngine.Transform) [LOG 11:12:01]: Monolith02 (PQSCity) [LOG 11:12:01]: Monolith02 (PQSMod_FlattenArea) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith01 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith01 (UnityEngine.Transform) [LOG 11:12:01]: Monolith01 (PQSCity) [LOG 11:12:01]: Monolith01 (PQSMod_FlattenArea) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch02 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch02 (UnityEngine.Transform) [LOG 11:12:01]: RockArch02 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch00 (UnityEngine.Transform) [LOG 11:12:01]: RockArch00 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch01 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch01 (UnityEngine.Transform) [LOG 11:12:01]: RockArch01 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: ArmstrongMemorial (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: ArmstrongMemorial (UnityEngine.Transform) [LOG 11:12:01]: ArmstrongMemorial (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Memorial (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Memorial (UnityEngine.Transform) [LOG 11:12:01]: Memorial (UnityEngine.MeshFilter) [LOG 11:12:01]: Memorial (UnityEngine.MeshRenderer) [LOG 11:12:01]: Memorial (UnityEngine.Animation) [LOG 11:12:01]: Memorial (UnityEngine.BoxCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: UFO (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: UFO (UnityEngine.Transform) [LOG 11:12:01]: UFO (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: ufo (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: ufo (UnityEngine.Transform) [LOG 11:12:01]: ufo (UnityEngine.MeshFilter) [LOG 11:12:01]: ufo (UnityEngine.MeshRenderer) [LOG 11:12:01]: ufo (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _ColorNoise (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _ColorNoise (UnityEngine.Transform) [LOG 11:12:01]: _ColorNoise (PQSMod_VertexSimplexNoiseColor) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _HeightNoise (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _HeightNoise (UnityEngine.Transform) [LOG 11:12:01]: _HeightNoise (PQSMod_VertexSimplexHeight) [LOG 11:12:01]: _HeightNoise (PQSMod_VertexHeightNoiseVertHeight) [LOG 11:12:01]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 11:12:01]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Parsing Target flightGlobalsIndex in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.NumericParser`1[System.Int32]) [LOG 11:12:01]: Parsing Target Properties in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.Properties) [LOG 11:12:01]: Parsing Target description in (Kopernicus.Configuration.Properties) as (System.String) [LOG 11:12:01]: Parsing Target radius in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target geeASL in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target mass in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target rotates in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target rotationPeriod in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target tidallyLocked in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target initialRotation in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target isHomeWorld in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 11:12:01]: Parsing Target timewarpAltitudeLimits in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericCollectionParser`1[System.Single]) [LOG 11:12:01]: Parsing Target sphereOfInfluence in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target biomeMap in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.Texture2DParser) [LOG 11:12:01]: Parsing Target biomeMap in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.MapSOParser_RGB`1[CBAttributeMapSO]) [LOG 11:12:01]: Parsing Target ScienceValues in (Kopernicus.Configuration.Properties) as (Kopernicus.Configuration.ScienceValues) [LOG 11:12:01]: Parsing Target landedDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target splashedDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target flyingLowDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target flyingHighDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target inSpaceLowDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target inSpaceHighDataValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target recoveryValue in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target flyingAltitudeThreshold in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target spaceAltitudeThreshold in (Kopernicus.Configuration.ScienceValues) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: --------- Science Values ------------ [LOG 11:12:01]: LandedDataValue = 4 [LOG 11:12:01]: SplashedDataValue = 1 [LOG 11:12:01]: FlyingLowDataValue = 1 [LOG 11:12:01]: FlyingHighDataValue = 1 [LOG 11:12:01]: InSpaceLowDataValue = 3 [LOG 11:12:01]: InSpaceHighDataValue = 2 [LOG 11:12:01]: RecoveryValue = 2 [LOG 11:12:01]: flyingAltitudeThreshold = 18000 [LOG 11:12:01]: spaceAltitudeThreshold = 60000 [LOG 11:12:01]: -------------------------------------- [LOG 11:12:01]: Found Biome: Midlands : RGBA(0.439, 0.439, 0.439, 1.000) : 0 [LOG 11:12:01]: Found Biome: Northern Basin : RGBA(0.388, 0.012, 0.396, 1.000) : 0 [LOG 11:12:01]: Found Biome: East Crater : RGBA(0.000, 0.996, 0.329, 1.000) : 0 [LOG 11:12:01]: Found Biome: Northwest Crater : RGBA(0.694, 0.427, 0.114, 1.000) : 0 [LOG 11:12:01]: Found Biome: Southwest Crater : RGBA(0.773, 0.996, 0.000, 1.000) : 0 [LOG 11:12:01]: Found Biome: Farside Crater : RGBA(0.984, 0.000, 0.996, 1.000) : 0 [LOG 11:12:01]: Found Biome: Canyons : RGBA(0.663, 0.624, 0.000, 1.000) : 0 [LOG 11:12:01]: Found Biome: Polar Crater : RGBA(0.996, 0.000, 0.000, 1.000) : 0 [LOG 11:12:01]: Found Biome: Poles : RGBA(0.400, 0.976, 0.996, 1.000) : 0 [LOG 11:12:01]: Found Biome: Polar Lowlands : RGBA(0.322, 0.780, 0.796, 1.000) : 0 [LOG 11:12:01]: Found Biome: Highlands : RGBA(0.996, 0.996, 0.996, 1.000) : 0 [LOG 11:12:01]: Found Biome: Highland Craters : RGBA(0.678, 0.384, 0.733, 1.000) : 0 [LOG 11:12:01]: Found Biome: Midland Craters : RGBA(0.106, 0.106, 0.106, 1.000) : 0 [LOG 11:12:01]: Found Biome: East Farside Crater : RGBA(0.118, 0.008, 1.000, 1.000) : 0 [LOG 11:12:01]: Found Biome: Twin Craters : RGBA(1.000, 0.565, 0.000, 1.000) : 0 [LOG 11:12:01]: Parsing Target Orbit in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.OrbitLoader) [LOG 11:12:01]: Parsing Target inclination in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target eccentricity in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target semiMajorAxis in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target longitudeOfAscendingNode in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target argumentOfPeriapsis in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target meanAnomalyAtEpoch in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target epoch in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericParser`1[System.Double]) [LOG 11:12:01]: Parsing Target referenceBody in (Kopernicus.Configuration.OrbitLoader) as (System.String) [LOG 11:12:01]: Parsing Target color in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.ColorParser) [LOG 11:12:01]: Parsing Target cameraSmaRatioBounds in (Kopernicus.Configuration.OrbitLoader) as (Kopernicus.Configuration.NumericCollectionParser`1[System.Single]) [LOG 11:12:01]: Parsing Target ScaledVersion in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.ScaledVersion) [LOG 11:12:01]: Parsing Target type in (Kopernicus.Configuration.ScaledVersion) as (Kopernicus.Configuration.EnumParser`1[Kopernicus.Configuration.BodyType]) [LOG 11:12:01]: Parsing Target fadeStart in (Kopernicus.Configuration.ScaledVersion) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target fadeEnd in (Kopernicus.Configuration.ScaledVersion) as (Kopernicus.Configuration.NumericParser`1[System.Single]) [LOG 11:12:01]: Parsing Target solarLightColor in (Kopernicus.Configuration.ScaledVersion) as (Kopernicus.Configuration.ColorParser) [LOG 11:12:01]: ============= Scaled Version Dump =================== [LOG 11:12:01]: Mun (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Mun (UnityEngine.Transform) [LOG 11:12:01]: Mun (UnityEngine.MeshFilter) [LOG 11:12:01]: Mun (UnityEngine.MeshRenderer) [LOG 11:12:01]: Mun (UnityEngine.SphereCollider) [LOG 11:12:01]: Mun (ScaledSpaceFader) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: =========================================== [LOG 11:12:01]: Parsing Target Atmosphere in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.Atmosphere) [LOG 11:12:01]: Parsing Target PQS in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.PQSLoader) [LOG 11:12:01]: Parsing Target Rings in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.RingLoader) [LOG 11:12:01]: Parsing Target SolarPowerCurve in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.FloatCurveParser) [LOG 11:12:01]: --------- ---- Surface Material (Post PQS Loader) ---- ------------ [LOG 11:12:01]: saturation = 1 [LOG 11:12:01]: contrast = 1 [LOG 11:12:01]: tintColor = RGBA(1.000, 1.000, 1.000, 0.000) [LOG 11:12:01]: powerNear = 0.75 [LOG 11:12:01]: powerFar = 0.75 [LOG 11:12:01]: groundTexStart = 0 [LOG 11:12:01]: groundTexEnd = 40000 [LOG 11:12:01]: steepPower = 1 [LOG 11:12:01]: steepTexStart = 20000 [LOG 11:12:01]: steepTexEnd = 50000 [LOG 11:12:01]: steepTex = lunar cliff face (UnityEngine.Texture2D) [LOG 11:12:01]: steepTexScale = (1.0, 1.0) [LOG 11:12:01]: steepTexOffset = (0.0, 0.0) [LOG 11:12:01]: steepBumpMap = Cliff (Layered Rock)_NRM (UnityEngine.Texture2D) [LOG 11:12:01]: steepBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: steepBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: steepNearTiling = 1 [LOG 11:12:01]: steepTiling = 2 [LOG 11:12:01]: lowTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: lowTexScale = (1.0, 1.0) [LOG 11:12:01]: lowTexOffset = (0.0, 0.0) [LOG 11:12:01]: lowBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: lowBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: lowBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: lowNearTiling = 1200 [LOG 11:12:01]: lowMultiFactor = 5 [LOG 11:12:01]: lowBumpNearTiling = 1200 [LOG 11:12:01]: lowBumpFarTiling = 5 [LOG 11:12:01]: midTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: midTexScale = (1.0, 1.0) [LOG 11:12:01]: midTexOffset = (0.0, 0.0) [LOG 11:12:01]: midBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: midBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: midBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: midNearTiling = 1000 [LOG 11:12:01]: midMultiFactor = 4 [LOG 11:12:01]: midBumpNearTiling = 1000 [LOG 11:12:01]: midBumpFarTiling = 4 [LOG 11:12:01]: highTex = RockyGround (UnityEngine.Texture2D) [LOG 11:12:01]: highTexScale = (1.0, 1.0) [LOG 11:12:01]: highTexOffset = (0.0, 0.0) [LOG 11:12:01]: highBumpMap = RockyGround2 (UnityEngine.Texture2D) [LOG 11:12:01]: highBumpMapScale = (1.0, 1.0) [LOG 11:12:01]: highBumpMapOffset = (0.0, 0.0) [LOG 11:12:01]: highNearTiling = 800 [LOG 11:12:01]: highMultiFactor = 3 [LOG 11:12:01]: highBumpNearTiling = 800 [LOG 11:12:01]: highBumpFarTiling = 3 [LOG 11:12:01]: lowStart = 0.2 [LOG 11:12:01]: lowEnd = 0.4 [LOG 11:12:01]: highStart = 0.6 [LOG 11:12:01]: highEnd = 0.7 [LOG 11:12:01]: globalDensity = 1 [LOG 11:12:01]: fogColorRamp = [LOG 11:12:01]: fogColorRampScale = (1.0, 1.0) [LOG 11:12:01]: fogColorRampOffset = (0.0, 0.0) [LOG 11:12:01]: planetOpacity = 0 [LOG 11:12:01]: shader = Terrain/PQS/PQS Main - Optimised (UnityEngine.Shader) [LOG 11:12:01]: color = RGBA(0.000, 0.000, 0.000, 0.000) [LOG 11:12:01]: mainTexture = [LOG 11:12:01]: mainTextureOffset = (0.0, 0.0) [LOG 11:12:01]: mainTextureScale = (1.0, 1.0) [LOG 11:12:01]: passCount = 4 [LOG 11:12:01]: renderQueue = 2000 [LOG 11:12:01]: shaderKeywords = System.String[] [LOG 11:12:01]: name = 9c0cce0c-4995-4b34-8cef-059675b3b073 [LOG 11:12:01]: hideFlags = None [LOG 11:12:01]: -------------------------------------- [LOG 11:12:01]: Mun (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Mun (UnityEngine.Transform) [LOG 11:12:01]: Mun (PQS) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _CelestialBody (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _CelestialBody (UnityEngine.Transform) [LOG 11:12:01]: _CelestialBody (PQSMod_CelestialBodyTransform) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Color (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Color (UnityEngine.Transform) [LOG 11:12:01]: _Color (PQSMod_VertexColorMap) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Height (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Height (UnityEngine.Transform) [LOG 11:12:01]: _Height (PQSMod_VertexHeightMap) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _Material_ModProjection (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _Material_ModProjection (UnityEngine.Transform) [LOG 11:12:01]: _Material_ModProjection (PQSMod_AltitudeAlpha) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _SurfaceQuadUVs (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _SurfaceQuadUVs (UnityEngine.Transform) [LOG 11:12:01]: _SurfaceQuadUVs (PQSMod_UVPlanetRelativePosition) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Scatter (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Scatter (UnityEngine.Transform) [LOG 11:12:01]: Scatter (PQSLandControl) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith00 (UnityEngine.Transform) [LOG 11:12:01]: Monolith00 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: QuadMeshColliders (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: QuadMeshColliders (UnityEngine.Transform) [LOG 11:12:01]: QuadMeshColliders (PQSMod_QuadMeshColliders) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith02 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith02 (UnityEngine.Transform) [LOG 11:12:01]: Monolith02 (PQSCity) [LOG 11:12:01]: Monolith02 (PQSMod_FlattenArea) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Monolith01 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Monolith01 (UnityEngine.Transform) [LOG 11:12:01]: Monolith01 (PQSCity) [LOG 11:12:01]: Monolith01 (PQSMod_FlattenArea) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: monolith00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: monolith00 (UnityEngine.Transform) [LOG 11:12:01]: monolith00 (UnityEngine.MeshFilter) [LOG 11:12:01]: monolith00 (UnityEngine.MeshRenderer) [LOG 11:12:01]: monolith00 (UnityEngine.Animation) [LOG 11:12:01]: monolith00 (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch02 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch02 (UnityEngine.Transform) [LOG 11:12:01]: RockArch02 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch00 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch00 (UnityEngine.Transform) [LOG 11:12:01]: RockArch00 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch01 (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch01 (UnityEngine.Transform) [LOG 11:12:01]: RockArch01 (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: RockArch (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: RockArch (UnityEngine.Transform) [LOG 11:12:01]: RockArch (UnityEngine.MeshFilter) [LOG 11:12:01]: RockArch (UnityEngine.MeshRenderer) [LOG 11:12:01]: RockArch (UnityEngine.MeshCollider) [LOG 11:12:01]: RockArch (UnityEngine.Animation) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: ArmstrongMemorial (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: ArmstrongMemorial (UnityEngine.Transform) [LOG 11:12:01]: ArmstrongMemorial (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: Memorial (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: Memorial (UnityEngine.Transform) [LOG 11:12:01]: Memorial (UnityEngine.MeshFilter) [LOG 11:12:01]: Memorial (UnityEngine.MeshRenderer) [LOG 11:12:01]: Memorial (UnityEngine.Animation) [LOG 11:12:01]: Memorial (UnityEngine.BoxCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: UFO (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: UFO (UnityEngine.Transform) [LOG 11:12:01]: UFO (PQSCity) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: ufo (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: ufo (UnityEngine.Transform) [LOG 11:12:01]: ufo (UnityEngine.MeshFilter) [LOG 11:12:01]: ufo (UnityEngine.MeshRenderer) [LOG 11:12:01]: ufo (UnityEngine.MeshCollider) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _ColorNoise (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _ColorNoise (UnityEngine.Transform) [LOG 11:12:01]: _ColorNoise (PQSMod_VertexSimplexNoiseColor) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: _HeightNoise (UnityEngine.GameObject) [LOG 11:12:01]: >>> Components <<< [LOG 11:12:01]: _HeightNoise (UnityEngine.Transform) [LOG 11:12:01]: _HeightNoise (PQSMod_VertexSimplexHeight) [LOG 11:12:01]: _HeightNoise (PQSMod_VertexHeightNoiseVertHeight) [LOG 11:12:01]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 11:12:01]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 11:12:01]: >>> ---------- <<< [LOG 11:12:01]: --------- Celestial Body ------------ [LOG 11:12:01]: bodyName = Mun [LOG 11:12:01]: bodyDescription = The Mun, is a large satellite orbiting Kerbin. It is mostly gray in appearance, with craters of various sizes dotting its otherwise smooth surface. The Mun’s discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted, it didn’t happen all that long ago, but it’s still fair to say Kerbals are wiser and more evolved now than they were back then. [LOG 11:12:01]: GeeASL = 0.165999993681908 [LOG 11:12:01]: Radius = 200000 [LOG 11:12:01]: Mass = 9.76002360215474E+20 [LOG 11:12:01]: gravParameter = 65138397520.7807 [LOG 11:12:01]: sphereOfInfluence = 0 [LOG 11:12:01]: hillSphere = 0 [LOG 11:12:01]: gMagnitudeAtCenter = 65138397520.7807 [LOG 11:12:01]: use_The_InName = True [LOG 11:12:01]: isHomeWorld = False [LOG 11:12:01]: ocean = False [LOG 11:12:01]: atmosphere = False [LOG 11:12:01]: staticPressureASL = 1 [LOG 11:12:01]: atmosphereScaleHeight = 5 [LOG 11:12:01]: atmosphereContainsOxygen = False [LOG 11:12:01]: temperatureCurve = UnityEngine.AnimationCurve [LOG 11:12:01]: maxAtmosphereAltitude = 0 [LOG 11:12:01]: altitudeMultiplier = 0 [LOG 11:12:01]: altitudeOffset = 0 [LOG 11:12:01]: atmoshpereTemperatureMultiplier = 0 [LOG 11:12:01]: useLegacyAtmosphere = False [LOG 11:12:01]: atmosphereMultiplier = 1 [LOG 11:12:01]: pressureCurve = UnityEngine.AnimationCurve [LOG 11:12:01]: pressureMultiplier = 0 [LOG 11:12:01]: rotation = (0.0, 0.0, 0.0, 0.0) [LOG 11:12:01]: orbitDriver = Mun (OrbitDriver) [LOG 11:12:01]: pqsController = [LOG 11:12:01]: scaledBody = [LOG 11:12:01]: rotates = True [LOG 11:12:01]: rotationPeriod = 100 [LOG 11:12:01]: solarRotationPeriod = False [LOG 11:12:01]: initialRotation = 230 [LOG 11:12:01]: rotationAngle = 0 [LOG 11:12:01]: directRotAngle = 0 [LOG 11:12:01]: angularVelocity = [0, 0, 0] [LOG 11:12:01]: zUpAngularVelocity = [0, 0, 0] [LOG 11:12:01]: tidallyLocked = True [LOG 11:12:01]: inverseRotation = True [LOG 11:12:01]: inverseRotThresholdAltitude = 100000 [LOG 11:12:01]: angularV = 0 [LOG 11:12:01]: timeWarpAltitudeLimits = System.Single[] [LOG 11:12:01]: atmosphericAmbientColor = RGBA(0.000, 0.000, 0.000, 0.000) [LOG 11:12:01]: orbitingBodies = System.Collections.Generic.List`1[CelestialBody] [LOG 11:12:01]: progressTree = KSPAchievements.CelestialBodySubtree [LOG 11:12:01]: bodyType = Generic [LOG 11:12:01]: scienceValues = CelestialBodyScienceParams [LOG 11:12:01]: BiomeMap = mun_biome (CBAttributeMapSO) [LOG 11:12:01]: bodyTransform = Mun (UnityEngine.Transform) [LOG 11:12:01]: --------------------------------------
  7. It has begun - PQSMod loaders are starting to be written! https://github.com/BryceSchroeder/Kopernicus/commit/133ef3bf7feac416dcfce6690851a6ba60629229
  8. Okay, so, just my luck it doesn't work for me... Did everything you said, got the "development version" watermark in the KSP window and everything. However, nothing happens when I try to attach to the process (I'm guessing it failed to attach). However, it sometimes opens the developer console with a long list of the same message about failing to wait on a semaphore (something which seemed to be mentioned in angavrilov's commit log for his debugger. If i try to set a breakpoint anywhere, a couple seconds later mono pops up a dialog with "Debug operation failed." I verfied that in this case I hit attach before the connection timed out. This is what the executable spits out for me as well. Set current directory to /home/nathaniel/Projects/ksp/0.90.0 Found path: /home/nathaniel/Projects/ksp/0.90.0/KSP.x86_64 Mono path[0] = '/home/nathaniel/Projects/ksp/0.90.0/KSP_Data/Managed' Mono path[1] = '/home/nathaniel/Projects/ksp/0.90.0/KSP_Data/Mono' Mono config path = '/home/nathaniel/Projects/ksp/0.90.0/KSP_Data/Mono/etc' PlayerConnection initialized from /home/nathaniel/Projects/ksp/0.90.0/KSP_Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55502 Multi-casting "[IP] 192.168.1.69 [Port] 55502 [Flags] 3 [Guid] 661409256 [EditorId] 803286173 [Version] 1048832 [Id] LinuxPlayer(192.168.1.69) [Debug] 1" to [225.0.0.222:54997]... Waiting for connection from host on [192.168.1.69:55502]... Timed out. Continuing without host connection. Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56256 PlayerConnection already initialized - listening to [192.168.1.69:55502]
  9. Oh wow. This will be absolutely fantastic. So much better than that old project where you had to build a modified version of the Mono libraries. Edit: I'm stupid. You linked the archives. - - - Updated - - - Actually, could you email me the linux executables? I'm in the middle of a project with Unity 4.6 and don't particularly want to risk breaking my dev environment by reverting Unity and then going back
  10. Okay, since I managed to get the coronas fixed, I've put together another release of Kopernicus. Fixed a bunch of issues, although a few notable ones remain in relation to reparenting Kerbin to another body, or reparenting anything it orbits (i.e. the Sun). https://github.com/BryceSchroeder/Kopernicus/releases/tag/pre-alpha-05
  11. Well the source is already up on the development branch. I'll do the next release today, I'm just going to see if Mu's guidance can get custom coronas working first...
  12. Okay, the recovery distance issue is fixed. I honestly have no idea why, but the prefab version of the space center was assigned to the global space center object, versus the live version. Either way, figured out how to force it to switch to the live version. Did some testing, works correctly now.
  13. In the future for bugs, please, report them so I have a concise list so I don't have to scroll through endless pages of the forum https://github.com/BryceSchroeder/Kopernicus/issues
  14. Cool! Although, Augustus, if you want to talk about planet pack development, please start a separate thread for it.
  15. Okay, so I've got rudimentary support for PQS loading. The actual mod loaders aren't there, but the PQS Loader can generate a usable base PQS that shows up as a black sphere in space. At least its subdividing now, so it's just a question of integrating the PQSMod loaders.
  16. We're attempting to keep the memory overhead of Kopernicus as low as possible, but as Thomas said, the memory consumption is purely related to what you do with Kopernicus. However, let me detail some of the major consumers of memory one will bump into with Kopernicus. At the moment, even if you don't use the built in planets the resources for them still consume memory. This is because the assets for the stock planets and moons are actually in the autoloaded unity asset bundles. It might be possible to destroy these assets at load time, but the issue is that KSP doesn't intelligently load things. Kopernicus won't know what stock bodies could be deleted until after Kopernicus processes its config files, at which point the game has already crashed from breaking the memory barrier because we literally can't process configs until the asset loading is done. We are probably stuck with some of the memory overhead of the stock planets (dunno if the MapSO source textures are destroyed), I suppose someone can experiment and see. However, for Kopernicus generated bodies, there are some notable sources of memory consumption 1) Heightmaps - The best possible storage on disk is of one channel, grayscale textures. KSP stores heightmaps internally as 8 bits per channel, one channel textures of the source resolution. 2) Colormaps - Surface color maps are stored internally as 8 bits per channel, 3 channel textures of the source resolution. 3) Biome Maps - stored internally as 8 bits per channel, 3 channel textures of the source resolution, which doesn't need to be that high. (Why squad didn't use a one channel <uncompressed> texture or a 4-5 bits/pixel packed binary format with the value corresponding to the biome ID escapes me, 32-256 biomes would still be ridiculous) I should note however - since none of these textures end up on the GPU, as they are used as part of the PQS or other systems THEY CAN NOT BE COMPRESSED IN MEMORY (SO NO DDSLoader). Best practice also would have these textures places in the PluginData/ directory of your mod so that they aren't loaded into the texture database, as they aren't needed by the GPU. However, the two remaining uses CAN be compressed, so I highly recommend using DDSLoader or ActiveTextureManagement. 4) Scaled Space Colormap - The colormap used to texture the scaled space body of your planet 5) Scaled Space Normalmap - The normal map for the scaled space body The recommended mod layout would be as follows GameData/MyAwesomePlanet | ---- MyAwesomePlanet.cfg ---- PluginData/ | ---- HeightMap.png ---- ColorMap.png ---- BiomeMap.png ---- Textures/ | ---- ScaledColorMap.dds ---- ScaledNormalMap.dds For a thought experiment, lets say you are running seriously high quality textures (8k x 4k) The height map and color map together represent 4x 8 bit channels (32 bits x 8k x 4k) = 128 MB The biome map you can get away with like 1024x512, so 1.5 MB The scaled space color map of 8kx4k is a DXT1 (rgb, 6:1) compressed texture for the color, so 16 MB The scaled space normal map of 8k x 4k is a DXT5 (rgba, 4:1) compressed texture for the color, so 32 MB Overall, for an 8k x 4k textured planet, you're looking at a 176 MB ram impact (ouch...) For a 4kx2k textured planet, you're looking at 44 MB For a 2kx1k textured planet, you're looking at 11 MB For a 1024x512 textured planet, you're looking at 2.75 MB ... and so on .... Now this is just the memory consumed by the resources themselves, there is potentially up to a 2x overhead because of how the PQS functions, but since those resources are freed when not needed, its not cumulative consumption. However, these are some alternatives for simplistic bodies. The best memory efficiency is with planets/moons like Gilly. Gilly doesn't have a heightmap or colormap that is used in the PQS generation process. There is a low resolution color map and a normal map that is used to texture the scaled space (map view) version of the body. Other than that, Gilly is procedurally generated for the height and the colors, and has far lower memory impact. So its up to the artist to strike a balance between raw quality and the performance considerations. I will disclose however, that I've exclusively run KSP on 64 bit Linux since the Linux version was available, mind you I've been a Linux user since 2004. KSP just runs so cleanly, as Linux handles high load tasks more efficiently that both Windows and OS X (you will still hit a performance barrier because KSP is still single threaded). If you have an ATI card, your results may vary, but if you have an Nvidia card, you'll have nothing but smooth sailing IF YOU INSTALL THE PROPRIETARY DRIVERS. You'll also want to make sure to install the ttf-msfonts for KSP uses the microsoft Arial fonts. After that, launch KSP with these options, as it will instruct the Nvidia driver to use its multithreaded workqueue system, and it ended up doubling my KSP performance. # Launch KSP with some special sauce LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 ./KSP.x86_64 EDIT: You may ask why there is a separate scaled space texture and PQS color map texture, just use one and save memory right? Well, sadly it doesn't work that way. The texture is used as a source to generate an object called a MapSO, which feeds things like the PQS colormap, heightmap, and the body's biome map. It can't be fed from a compressed texture, but is stored raw internally. The source texture can then be deleted. Instead of having two copies of a large texture in existance (MapSO, scaled space), we just kill off the source texture of the MapSO and load a compressed texture for scaled space.
  17. Basically the idea is to use the Kopernicus planet to test out the systems available, and to serve as an example a 100% custom planet, without using the Template directive. That was just there for convenience sake, but there are a lot of things 100% customization can do for you. Since we are supporting modifying everything down to the material level - you can specify custom terrain detail textures. You can even increase the tiling ratio to increase detail for super-size planets. For instance, here is the dump of Kerbin's surface material. I've also patched in support to look up built in textures. For instance, you can use "texture = BUILTIN/terrain_rock00" to get Kerbin's rock detail texture for whatever you're going to use it for. EDIT: This is now complete at of 1:30 AM PDT 3/26/2015 [LOG 22:40:04]: --------- ---- Surface Material ---- ------------ [LOG 22:40:04]: saturation = 1 [LOG 22:40:04]: contrast = 4 [LOG 22:40:04]: tintColor = RGBA(0.173, 0.173, 0.173, 0.482) [LOG 22:40:04]: powerNear = 0.75 [LOG 22:40:04]: powerFar = 0.75 [LOG 22:40:04]: groundTexStart = 0 [LOG 22:40:04]: groundTexEnd = 10000 [LOG 22:40:04]: steepPower = 4 [LOG 22:40:04]: steepTexStart = 10000 [LOG 22:40:04]: steepTexEnd = 100000 [LOG 22:40:04]: steepTex = terrain_rock00 (UnityEngine.Texture2D) [LOG 22:40:04]: steepTexScale = (1.0, 1.0) [LOG 22:40:04]: steepTexOffset = (0.0, 0.0) [LOG 22:40:04]: steepBumpMap = Cliff (Layered Rock)_NRM (UnityEngine.Texture2D) [LOG 22:40:04]: steepBumpMapScale = (1.0, 1.0) [LOG 22:40:04]: steepBumpMapOffset = (0.0, 0.0) [LOG 22:40:04]: steepNearTiling = 1000 [LOG 22:40:04]: steepTiling = 100 [LOG 22:40:04]: lowTex = terrain_sand00 (UnityEngine.Texture2D) [LOG 22:40:04]: lowTexScale = (1.0, 1.0) [LOG 22:40:04]: lowTexOffset = (0.0, 0.0) [LOG 22:40:04]: lowBumpMap = Waterbump (UnityEngine.Texture2D) [LOG 22:40:04]: lowBumpMapScale = (1.0, 1.0) [LOG 22:40:04]: lowBumpMapOffset = (0.0, 0.0) [LOG 22:40:04]: lowNearTiling = 4000 [LOG 22:40:04]: lowMultiFactor = 10 [LOG 22:40:04]: lowBumpNearTiling = 4000 [LOG 22:40:04]: lowBumpFarTiling = 10 [LOG 22:40:04]: midTex = terrain_grass00_new (UnityEngine.Texture2D) [LOG 22:40:04]: midTexScale = (1.0, 1.0) [LOG 22:40:04]: midTexOffset = (0.0, 0.0) [LOG 22:40:04]: midBumpMap = cloud_normal (UnityEngine.Texture2D) [LOG 22:40:04]: midBumpMapScale = (1.0, 1.0) [LOG 22:40:04]: midBumpMapOffset = (0.0, 0.0) [LOG 22:40:04]: midNearTiling = 4000 [LOG 22:40:04]: midMultiFactor = 100 [LOG 22:40:04]: midBumpNearTiling = 1000 [LOG 22:40:04]: midBumpFarTiling = 100 [LOG 22:40:04]: highTex = terrain_snow00 (UnityEngine.Texture2D) [LOG 22:40:04]: highTexScale = (1.0, 1.0) [LOG 22:40:04]: highTexOffset = (0.0, 0.0) [LOG 22:40:04]: highBumpMap = 05_NORMAL (UnityEngine.Texture2D) [LOG 22:40:04]: highBumpMapScale = (1.0, 1.0) [LOG 22:40:04]: highBumpMapOffset = (0.0, 0.0) [LOG 22:40:04]: highNearTiling = 4000 [LOG 22:40:04]: highMultiFactor = 4 [LOG 22:40:04]: highBumpNearTiling = 2000 [LOG 22:40:04]: highBumpFarTiling = 4 [LOG 22:40:04]: lowStart = 0.02 [LOG 22:40:04]: lowEnd = 0.1 [LOG 22:40:04]: highStart = 0.5 [LOG 22:40:04]: highEnd = 1 [LOG 22:40:04]: globalDensity = -8E-06 [LOG 22:40:04]: fogColorRamp = AerialRampKerbin (UnityEngine.Texture2D) [LOG 22:40:04]: fogColorRampScale = (1.0, 1.0) [LOG 22:40:04]: fogColorRampOffset = (0.0, 0.0) [LOG 22:40:04]: planetOpacity = 0 Dear god we're going to need a GUI of some sort, there are just too many variables to play with ... I'm going to need to come up with something just like parser to generate GUIs... PQS { materialType = AtmosphericOptimized Material { } FallbackMaterial { } }
  18. The Kopernicus planet hasn't been spawned in a long time by the mod. As far as an ETA on PQS goes, I really can't give you one. Except, unlike before, I'm actively working on it right now. So I can tell you it IS going to be released, but probably in various levels of capability over the next few weeks. Tonight I'm planning on getting the code that lets you customize the surface materials ready to go and potentially a skeleton of the PQS loader.
  19. I've now fixed the problem with the maximum view distance in the tracking station. It is now dynamically computed from the system configuration - essentially, it finds the farthest away any body can be from the root body (center of the KSP universe, be it the sun, a black hole, etc.), multiplies that number by 3, and then divides it by the scaled space factor. After Thomas P. puts together the Star Systems config, I'll put together another release of Kopernicus.
  20. --- Kopernicus Dev Here --- As of today (thanks for your contributions Thomas), Kopernicus now supports adding custom stars, with coronas and solar power curves that are fully customizable (textures, colors, size, rotational speed, etc.). It also uses an improved version of the star light switcher. I just did a test with multiple stars combined with outer planets mod. Ran beautifully.
  21. Okay, so I reviewed all the code that Thomas P. put together. I've spent the last 6 hours converting the star customization to be part of the node based configuration loading system (versus an at runtime system modification). The results - pretty darn awesome. I think I can safely say Thomas and I have killed the star systems mod XD . The star light fixer (ported from KCreator and StarSystems) works as intended, although the power curve in the sample is slightly less than realistic. The ring loader didn't need any modification (thank you Thomas for taking the time to learn the configuration system). The beauty of how Kopernicus was designed to function and our embrace of Module Manger really shine through here. As I recently convinced the outer planets mod guys to move to a purely module manager based solution for OPM, the examples Thomas put together (custom star and rings on jool) work without modification in tandem with Outer Planets Mod. A star systems config is now trivial to implement, i just need to yank the settings out of Star Systems. -- Relevant Screenshots -- https://drive.google.com/file/d/0B2-P21mrjglsWF9HNHp5YlNQNms/view?usp=sharing https://drive.google.com/file/d/0B2-P21mrjglsRTRJbUF2OGdYQkE/view?usp=sharing https://drive.google.com/file/d/0B2-P21mrjglsaXI4d2NiMl8wR1U/view?usp=sharing -- Relevant Kopernicus Configs -- https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/Nemesis https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/JoolRings
  22. I've tested and merged the fix from Thomas. I'll put together a new release in a bit. It is interesting that the custom stars don't have celestial bodies, I was fairly certain that was a necessary component considering most of the ways of accessing the list of planets in the game (FlightBodyGlobals and such) return arrays of celestialbodies. Either way, I'll take a look at it when I have a chance.
  23. To tell you the truth I myself am still trying to figure out exactly how the atmosphere coloring works =P. I thought that the provided gradient changed things but it seems I am mistaken (does it only do scaled space?). The provided controls for atmospheric color in kopernicus are as follows: // Goes under body, remove the '@' if you're creating an atmosphere where there previously wasn't one (i.e. new planet) @Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = r,g,b,a // sets the waveLength property in the AtmosphereFromGround component of the scaled version // From my picking around in the KSP assemblies, it seems this is fed to the shader in this way: // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // // Obviously the code for the shader is not available, and I don't feel like picking through ARB shader IL so we'll need // to figure this out experiementally. lightColor = r,g,b,a } // Goes under body, remove the '@' if you're creating a scaled space where there previously wasn't one (i.e. new planet) @ScaledVersion { // Existing planets don't define a Material specialization, so use '@' when you're overriding your own or someone else's planet config Material { // Sets the atmosphere gradient, if one already exists, you need to put !Gradient on the line before Gradient because // gradient fields obviously don't support merging. // // Gradient is a list of points along a line where you define colors. A Texture is then computed from the gradient and // substituted for the rimColorRamp texture. Gradient { 0.0 = r,g,b,a n.m = r,g,b,a 1.0 = r,g,b,a } // If you have a texture for the gradient, you can specify to use the texture instead of a manual gradient rimColorRamp = path/to/texture (strip GameData/ prefix and file extension) // I think these have to do with how large the horizon appears rimPower = float rimBlend = float } } Edit: Actually typing this out game me sort of an epiphany ... as the shader is receiving the inverses of the color, technically, the lower each value the more of that color there is. But because its the inverse, and each channel is raised to the 4th power, numbers approaching zero cause r,g,b to approach infinity and cause the system to break down and strange graphical artifacts. This generates an pinkish atmosphere: lightColor = 0.609,0.788,0.743,0 It also appears that the magnitude of the inverse color (square root of the sum of the squares of the elements) is inversely related to how quickly the atmosphere fades to dark. Smaller values for each channel of the lightColor property overall cause a brighter atmosphere.
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