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Everything posted by Teknoman117
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Teknoman117 replied to medsouz's topic in KSP1 Mod Development
Well if I remember correctly, Star Systems rearranges the planets after the game officially loads planets. -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Teknoman117 replied to medsouz's topic in KSP1 Mod Development
This seems eerily similar to the issue I had with Kopernicus when I wasn't preserving the built in flightGlobalsIndexes. (i.e.) the built in planets were not in the same positions in FlightGlobals.Bodies[]. If the reference id's of the sun and kerbin are mangled, the game just flat out breaks. -
Grab the current release. I uploaded it right before I made this post. https://github.com/BryceSchroeder/Kopernicus/releases/tag/pre-alpha-04 Check out this example for overwriting Eeloo's biomes. @Kopernicus:AFTER[Kopernicus] { // We want to edit the definition of Eeloo @Body[Eeloo] { @Properties { // Provide a biome map for Eeloo (drop game data prefix, drop extension) biomeMap = KopernicusExamples/EelooBiomes/biomes // Provide the definitions Biomes { // Ice sheets are the white on the map Biome { name = Ice Sheets value = 1.0 color = 1,1,1,1 } // Rifts are the black of the map Biome { name = Rifts value = 1.25 color = 0,0,0,1 } } } } } Here is the biome map I used for this module manager patch: https://raw.githubusercontent.com/BryceSchroeder/Kopernicus/master/Pre%20Alpha/prealpha3/GameData/KopernicusExamples/EelooBiomes/biomes.png
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Erm, what launch glitches do you speak of? I've got a 0.90.0 install with the only mods being the outer planets mod and the current 0.0.3 build of Kopernicus (that I seriously just posted). Just wrote a script to parent Kerbin to the "Urlum" gas giant, and I launched a ship without noticing any issues. (However, the Kerbin's moons also came with, so they'd need to be edited). // Apply this patch after the Kopernicus mod is loaded @Kopernicus:AFTER[Kopernicus] { // We want to edit the definition of Eeloo @Body[Kerbin] { @Orbit { @referenceBody = Urlum // Other orbit stuff inclination = 0.375 eccentricity = 0 semiMajorAxis = 15000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } } } - - - Updated - - - Release 0.0.3 is officially posted. https://github.com/BryceSchroeder/Kopernicus/releases/ - Fixed bug preventing reparenting of stock bodies - Fixed bug where stock biomes could not be overridden - Added code to sort bodies in R&D center by maximum distance from parent body
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
Teknoman117 replied to medsouz's topic in KSP1 Mod Development
Well, I'm actively working on Kopernicus again. I posted a release today that fixes the reparenting of bodies, you can check out an example of this here: https://github.com/BryceSchroeder/Kopernicus/blob/master/Pre%20Alpha/prealpha3/GameData/KopernicusExamples/MoveEeloo/move_eeloo.cfg The official dll release for this is here: https://github.com/BryceSchroeder/Kopernicus/releases/ Obviously I haven't had a chance to write the PQS Loader, I'm spending my first few days cleaning up any known bugs. Also, neither the star fixer from this mod, nor the coronas are build into Kopernicus. Since both these are less complex than the PQS loader I might do that after bug fixes... -
Repost from another thread Sorry, I probably should've made an example for reparenting. The module manager config for editing an existing value needs to be prefixed with @. So its "@referenceBody = Sarnus". I just tested this in 0.90.0 with Kopernicus ("core" i guess). Worked just fine! @Kopernicus:AFTER[Kopernicus] { // We want to edit the definition of Eeloo @Body[Eeloo] { @Orbit { @referenceBody = Kerbin color = 1,1,0,1 inclination = 2 eccentricity = 0 semiMajorAxis = 30000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } } }
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Basically when all the planets are created, the game shoves them all in a list. It then sorts the list by the flightGlobalsIndex, and the resulting position is the reference body id used in the rest of the game. However, there are some issues with haphazardly redefining them. For some reason (well, it carried over from old versions of the game), Kerbin is flightGlobalsIndex 0, the Sun is 1, and the Mun is 2. If any of those are redefined strange things break in the game. Like not being able to recover ships and stuff.
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Sorry, I probably should've made an example for reparenting. The module manager config for editing an existing value needs to be prefixed with @. So its "@referenceBody = Sarnus". I just tested this in 0.90.0 with Kopernicus ("core" i guess). Worked just fine! @Kopernicus:AFTER[Kopernicus] { // We want to edit the definition of Eeloo @Body[Eeloo] { @Orbit { @referenceBody = Kerbin color = 1,1,0,1 inclination = 2 eccentricity = 0 semiMajorAxis = 30000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } } }
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Well I've officially resumed development of Kopernicus (or "core", or whatever you guys call it now ), and KCreator doesn't want to work on KittopiaTech anymore apparently. Either way, I'm a little curious - a lot of these planet packs I've been browsing though cram everything in the Kopernicus folder - it's *supposed* to support module manager, textures and configs don't have to be put in the Config folder of Kopernicus. Everything was just supposed to be a module manager script editing the Kopernicus config. If it is broke PLEASE TELL ME!!! The idea was to be able to have planets / planet systems potentially be their own mods so you could mix and match planet packs. (Well, those who run KSP on Linux 64bit could anyway, as it's the only stable 64 bit version =P ) For instance, here was one of the original biome editing samples (it haven't personally tested 0.90.0). Everything was encapsulated in its own folder.... https://github.com/BryceSchroeder/Kopernicus/tree/master/Pre%20Alpha/prealpha3/GameData/KopernicusExamples/EelooBiomes - - - Updated - - - You goofed your value here. I haven't had a change to test, but this could be causing it to throw an exception (I should honestly improve Kopernicus' error checking) Biome { name = Midlands value = 0.01176,0.87056,1,1 }
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PQS loading is what Bryce and I were working on when we got tied up with real life. All the prerequisites were pretty much solved (spent a week making a generic reflection based config loader), we just didn't get around to writing the PQS mod loaders. It makes more technical sense to do it all as one mod - mainly because Kopernicus instantiates planets before PSystem loading (I've talked about this in detail in the past). I guess I'll check out this outer planets mod I see in the banner above this post and check out how things have changed. Edit - Oh dear lord. The reason I made Kopernicus compatible with ModuleManager was so that everything didn't have to get shoved into System.cfg...
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Uh, how much have the configuration files changed? As far as what I can see pushed to GitHub (or at least tracked forks of the source I should say), the configuration file really hasn't changed much right? RSS was never a dependency, I just used a couple of textures from it as sample content. Which I provided in the Pre Alpha/ download... Jools small moons have the scaling of 100, I believe Gilly does as well.
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Yeah sorry. Work had piled up. I had a couple really difficult courses last semester and some other (work) projects that had piled up over the summer. I had to take a break from all my personal projects and get .... done. At this point I just have courses as all the backed up projects are completed (hopefully). The only thing that comes to mind as far as incorrect lighting is that I had hard coded the shaders loaded for planet materials. It could be that the shaders I used have become deprecated in 0.9, but I'll check it out this week. The PQSMod loaders shouldn't be too complicated to write, there is just a lot of them TO write. And then there is the topic of documentation and tutorials ... I do honestly think that Bryce is done of this project at this point, I haven't heard from him since early November but he was swamped at school then. But again, *hopefully* we can wrap Kopernicus up within a month or so. Probably right in time to get broken by the next KSP update...
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Okay. Hey guys and girls, I'm back. Kopernicus is back to a priority of mine, finished the IRL projects that were getting in the way. However, I'm still taking 5 courses this semester (two of which ended up being really easy). So, could anyone PM me (or comment here) a short summary of what's gone on as far as people forking or other work in the last couple months? I want to make sure I don't run over anything others have done. I only see one fork of Kopernicus on the GitHub by Gravitasi, as Gerry's changes are merged back into master. As far as changes I can see... - Something about scaled space and using a local scale transform instead of complete resize. Unless it got changed I did this because something (I think it was Better Atmospheres...) wasn't liking localScale being anything but {1,1,1} --> Does this fix the scaled space in R&D center? iirc it was broke in 0.24.2 - Adding controls for initial rotation and tidal locking - Changing the controls for the PQ debug (this could just be removed altogether in the future, I was just trying to figure out why the land was invisible at one point) - I see someone changed the code formatting (thank you! it only viewed properly when using Unix line endings. Freaking MonoDevelop not deciding on a standard even on the same tool between OSes) Hopefully we can get a fully featured version out before something happens to my time again. I'm going to be interning somewhere hopefully this summer, so I expect to be busy then!
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I certainly will give you guys credit for your code when I pull it in as I have yet to pull in your corona resources or star fix and such. The things I introduced in that push was purely to load the shader properties for stars from a config. This is of course not finished, as the corona settings is just a place holding stub ATM.