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Everything posted by MrHappyFace
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Valklipper won't have rings for now, but it will later if Kopernicus rings ever look better. The current version of Kopernicus's rings have no shadows, and are just flat discs with 1D textures wrapped around, which isn't all that great.
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I did some things today: 1. Started updating/bugfixing BetterTimeWarp for 1.0.4 2. Finished Valklipper. I decided it shouldn't have rings, but it does need a moon, which I started today. 3. Started a checklist of things we need to complete before the first pre-alpha release. The checklist is below: Checklist: - Finish Tyrok, including the PQS issues, and fixing the other glaring issues involving it's atmosphere, pun intended. - Finish integration with SigmaBinaries, if that's something we want. - ... will finish checklist later, am sleepy.
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Looked at the GameData folder and now I'm scared... Please don't die computer Edit: we are going to be releasing this as seperate sub-packs, right? Edit 2: all of the packs only used 300mb of memory, which is better than most part packs Edit 3: holy crap, Tyrok is a mess! Edit 4: It appears that most of the issues with rings and stars popping in and out of existence are caused by rendering limitations of the game, namely that only one star can provide light at a time, and that rings weren't intended to be SO FREAKING BIG!
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AddAdd a file called license.txt into the download containing the license's text. It's not really that strict, it just has to be a way to obviously show the terms and conditions of use. At least the name of the license also has to be included in forum thread according to forum rules. Edit: Nice textures.
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I might remake new kerbol in Kopernicus sometime in the future, but probably not any time soon. We should reuse the New Jool texture (yellow gas giant), and maybe the heightmaps, but the rest probably wouldn't be that useful here. As for licensing, you don't really get a licence, you just include one in the download and the forum thread. I think the planets' configs and textures should be under CC, and the plugin should be under LGPL.
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3 things: Valklipper will be done as soon as the version of Kopernicus with support for external plugins is released. I still have to do the moon though, but I have a good idea What's the timeline for releasing? When should I try to finish the planets I've been making? #3 coming as soon as I edit this comment...
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There's Kopernicus v0.2.1 now, released yesterday.
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Well, this may be premature, but the next version of Kopernicus might have native support for barycenters, judging by this commit to Kopernicus/development: https://github.com/BryceSchroeder/Kopernicus/commit/6131a3215dcb4540b930802bad2327b8b63b6fe2
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Yes, just add a node called SolarPowerCurve to your star's config file. There's an example here: https://github.com/BryceSchroeder/Kopernicus/blob/master/Distribution/KopernicusExamples/Nemesis/Nemesis.cfg#L91 You probably don't need so many keys though. I think you can get the stock power curve from any solar panel's part config.
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I just completed glowing oceans in Scaled Space for my planet: I still need to do the shaders for the ocean PQS though. I'm going to be using a custom PQSMod for the emissive effect in conjunction with the OceanFX mod, instead of the patchy, ugly system I used in NewKerbol for laythe. I also completed the colormap for the planet, although it still needs its rings and the large crater in the northern hemisphere. The moon in the image is a clone of Phoop I used to test retrograde orbits, which do work btw.
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I agree, nothing new until the ones we have are all half-decent
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I downloaded and built the source of Kopernicus 0.1, and am using that. This is just so I can use HeightColorMaps without issue until the next release of Kopernicus. Probably going to start working on the plugin portion of the glowy purple planet next. I'm looking forward to seeing the progress made in the last few weeks.
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So I've been having issues with Kopernicus not properly applying HeightColorMaps, and I was stumped until I saw this in the code in Kopernicus: [ParserTarget("altitudeStart")] private NumericParser<double> altitudeStart { set { landClass.[U][B]altStart [/B][/U]= value.value; } } [ParserTarget("altitudeEnd")] private NumericParser<double> altitudeEnd { set { landClass.[U][B]altStart [/B][/U]= value.value; } } As you can see in the underlined areas, the altitudeEnd and altitudeStart both set the altitudeStart value internally. This makes it so only one of the Land Classes shows up, no matter what you do. I submitted a pull request to Thomas P., whose fork of Kopernicus most people use, but for now, I'm using my own fork, which has this issue fixed. EDIT: so apparently, there's a Kopernicus beta release on the main Kopernicus repository that I didn't know about. It still doesn't have this issue fixed though. I'll submit a pull request there too.
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Hello everybody, so I haven't done much in the past few weeks, sorry Question 1: Where could I get the latest download, so I can continue development? Question 2: which version of Kopernicus should I use, I've been using the one from OPM
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Add a VertexSimplexHeightAbsolute with a highish frequency (around 15-30, depending on planet size) and a deformity set to however high you want the bumpieness to go (in meters) Just going to say that this should be added to all planets, so that the pixelated look from the heightmap is hidden.
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Well, i have the height map: It was generated using an assortment of VertexHeightNoises and VertexSimplexHeightAbsolutes, and then exported at 2048x1024 and used in a VertexHeightMap, to save the game from computing 4-5 cpu intensive noise functions every time some terrain is generated, and to help with the buggyness of Kopernicus. But the coloring is having a fit, and I can't get it to be anything but 1 single color. I haven't gotten around to making the glowing oceans yet, and frankly, that may be the hardest part, even though I've spent the last 2 days trying to get the colors to work.
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Here's the code: https://gist.github.com/HappyFaceIndustries/c1b22de4727c8a867fc0 The issue was that the ramp in the PQSMod was null. Whenever I tried to build the maps, or go close enough to it that it would need to load the PQS, it would say that the color ramp was null. The log file shows that the keys are being parsed correctly, but the Ramp itself refuses to go to the PQSMod. I'm pretty sure the SimplexParser was working though.
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I'm working on Valklipper now. (the purple lifey thingy) The height map refuses to cooperate, and whenever I try to use a custom PQS mod, it throws a fit. I'll keep trying though, but I think it may be Kopernicus at fault here... Also whenever I installed Sirona, my game crashed, but I think it may be me. I'll try again later.
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If you want the escape velocity to go down, reduce the gravity. Jool's gravity is only 0.8g, and Sarnus from OPM only has 0.2ish
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Why don't we use MM to move Eve closer to the sun and give ourselves more room?
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I acccidentally deleted the post, so I rewrote it here: I think that, at the very least, Mysterio and all of it's moons need to be scaled up 2x. I could be on the surface of any of the moons, go up for 5 seconds in an EVA pack, and be escaping, also the moons are too small to easily see from other moons. I also noticed another trend: Large craters Asterix, Mina, Haricot, and Valklipper (that pink lifey planet I'm making) all feature a single, large crater. In other news, I finished my menus plugin thingy: Download: https://www.dropbox.com/s/1riklty70l2vxl6/BetterMenus_0.1.zip?dl=0
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I think we should revise everything we currently have before we continue with adding new stuff. After looking through the configs and comparing them to stock planets, here are some bugs/inconsistencies/bad-things-TM I've found: For reference: Gilly has a radius of 13,000m, and a gravity of 0.005g (10x less than minmus) Minmus has a radius of 60,000m, and a gravity of 0.05g Kerbin has a radius of 600,000m, and a gravity of 1g Jool has a radius of 6,000,000m, and a gravity of 0.8g (apparently the devs set it so low so that the escape velocities and SOI wouldn't be too large) - --------------------------------------- - Kosarn: The place has gravity similar to Minmus but a radius 3x smaller, and it's config is a mess. Mina: It's about the same size as Minmus, but has twice the gravity. It's also way over Kerbin's hillsphere, which is the maximum limit at which celestial moons are stable. Alo: It's 9x as dense, and has 1.5x the gravity as Eeloo... Mysterio: It's still too small in my opinion, should be upped to at least 1200000 (4x it's current size), which is still 5x smaller than Jool, and 2x smaller than Neidon, (Neptune analogue) from OPM. MTM-1 Haricot: It's got too much gravity (0.03g), while being 4x smaller (15000m). MTM-3 Phoop: It's too small for it's gravity, and it's too close to MTM-1 (stupid me!) MTM-4 Tihoratus: Way too small (6x smaller than minmus) for it's gravity. All in all, things need to be about 3-4x bigger. Yeah, that's pretty much it. Also, most of the planets are either blue or brown. Only Alo and Mina break that trend. We need more colors If it's ok with you guys, I'd like to redo the stock-planet moons; they are badly in need of a makeover. I'd also love to see some pictures of the lava oceans on MTM-2.