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Everything posted by MrHappyFace
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[Dead Mod][1.0.5] Saru Planet Pack v0.1
MrHappyFace replied to tygoo7's topic in KSP1 Mod Development
I kind of preferred the multi-color yellow/blue texture you had before. -
Wanting to add Koperincus and KSPI to my next lvl
MrHappyFace replied to alacrity's topic in KSP1 Mods Discussions
Try Galactic Neighborhood, by Sigma88. It adds a few stars, and even detects if you have other planet packs installed, and moves them to their own stars. There is a list of supported planet packs on the forum page: http://forum.kerbalspaceprogram.com/threads/128856-WIP-1-0-4-Galactic-Neighborhood-Integration-of-multiple-planet-packs-in-the-same-game -
Exospheres and Bodies
MrHappyFace replied to VASMIR's topic in KSP1 C# Plugin Development Help and Support
I don't think it's possible to give atmospheres to atmosphereless stock bodies. -
I have a plugin that spawns some gameobjects into the game. Unfortunately, they shift around whenever the floating origin shifts. Does anyone know how to shift them back when that happens I've tried using the GameEvents.onFloatingOriginShift event, but it does not appear to do anything. I also tried checking the FloatingOrigin.Offset property every frame to see if it's changed, and it works, but there is still 1 frame where it's shifted before I can shift it back, which usually ends up with an object appearing inside my ship for a single frame and tearing it apart.
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So I've been experimenting with making caves on planets... Needless to say, there have been many explosions, bugs, etc. Some bugs I've noticed: Whenever I zoom out so that the camera touches the ceiling, instead of not going any further, it immediately clips up to the surface. Sometimes I'll just randomly explode The modified PQS Quads won't be reset, and will be reused by the terrain in other parts of the world, or even on other planets. This makes Mun caves appear on Kerbin, even retaining the Mun surface material... Not sure how to fix this, short of completely destroying the quad and removing it from the pool. The obvious lighting issues with bending the terrain that much. This is easily fixable, I just need a better cave mesh generator. The insides of the cave will still be lit, even if the sun is occluded. Not sure how to fix this... Otherwise, it behaves surprisingly well, I need to do further testing though. I'm not currently using a PQSMod, I just have a behaviour added to all PQs that allows me to alt-click on them to turn them into caves. I still need a better mesh generator though, so if anyone can help me in that area, please do. Also, the caves are generated differently on different latitudes and longitudes, thankfully though, it's consistent through time.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
MrHappyFace replied to KillAshley's topic in KSP1 Mod Releases
Tylo looks the best, with Bop and Ike in close second. The Mun though... those voronoi cells make it look like some sort of frankensteinesque thing Otherwise, this looks very nice, I especially like the name. Uncharted because it uses no charts (maps) -
You don't need that VertexColorMap node, just the LandControl one. You also don't need to specify the offset or deformity in the VertexHeightMap node, as they are provided by the original Laythe. You should also add a line that says enabled = true to the LandControl. The config should look something like this: @Body[Laythe] { @PQS { Mods { VertexHeightMap { map = AlternisKerbol/Laythe/PluginData/laythe_newheight.png enabled = true } LandControl { landClasses { //the land classes i specified before } enabled = true } } } } As for the sun, there are parameters to specify the sunlight color, but I'm unsure if they work. You can try them out though, and see if they work. @Body[Sun] { %ScaledVersion { %SolarLightColor { sunlightColor = 1, 0.92, 0.85, 1 sunlightIntensity = 0.825 sunlightShadowStrength = 0.95 scaledSunlightColor = 1, 0.92, 0.85, 1 scaledSunlightIntensity = 0.825 IVASunColor = 1, 0.92, 0.85, 1 IVASunIntensity = 0.825 sunLensFlareColor = 1, 0.85, 0.75, 1 ambientLightColor = 0, 0, 0, 1 } } } Alternis Kerbol also replaces the atmosphere gradients to make them warmer. I'm not sure how to do that, but I'll tell you if I figure it out. FYI, I'm pulling these values from the Alternis source code.
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[Mod Collection] Sigma Mod Expansions
MrHappyFace replied to Sigma88's topic in KSP1 Mod Development
Nice work as always sigma! -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
MrHappyFace replied to pizzaoverhead's topic in KSP1 Mod Development
Would you consider adding a mirror download, I can't download from mediafire for some reason. -
Q: How does KSP calculate true anomaly?
MrHappyFace replied to monstah's topic in KSP1 Mod Development
As far as I know, they bypass the problem entirely by calculating the true anomaly from state vectors -
Can I see the entire laythe config? I had that same issue with one of my planets. Also, It is possible to do what alternis kerbol did with the sunlight, in Kopernicus. Just do something like this: @Body[Sun] { %ScaledVersion { SolarLightColor { ambientLightColor = 0,0,0,1 //<--- this sets the ambient lighting to pitch black. } } }
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[Dead Mod][1.0.5] Saru Planet Pack v0.1
MrHappyFace replied to tygoo7's topic in KSP1 Mod Development
Why don't you split the ocean into smaller lakes scattered across the surface, kind of like it actually is on Titan? -
Why don't you patch the existing LandControl on laythe, the exact same way that Alternis Kerbol did. Judging on this bit of code from the original alternis kerbol... PQSLandControl cb_laythe_lc = cb_laythe.pqsController.gameObject.GetComponentInChildren<PQSLandControl>(); if (cb_laythe_lc != null) { print("Found LandControl, spewing land classes..."); foreach (PQSLandControl.LandClass lc in cb_laythe_lc.landClasses) { print(lc.landClassName); print(lc.color); if (lc.landClassName == "Mud") { lc.color = new Color(0.35f, 0.25f, 0.2f); lc.noiseColor = new Color(0.26f, 0.27f, 0.15f); lc.noiseBlend = 0.8f; lc.noiseFrequency = 20; } if (lc.landClassName == "BaseLand") { lc.color = new Color(0.16f, 0.185f, 0.15f); lc.noiseColor = new Color(0.14f, 0.15f, 0.02f); lc.noiseBlend = 0.2f; } if (lc.landClassName == "IceCaps") { lc.latitudeRange.endStart = 0.09; lc.latitudeRange.endEnd = 0.1; //print("IceCap latitude whatsit: ss-" + lc.latitudeRange.startStart + " se-" + lc.latitudeRange.startEnd + " es-" + lc.latitudeRange.endStart + " ee-" + lc.latitudeRange.endEnd); } } } ...You could do something like this for the config: @Body[Laythe] { @PQS { LandControl { landClasses { Class { name = Mud color = 0.35, 0.25, 0.2, 1 noiseColor = 0.26, 0.27, 0.15, 1 noiseBlend = 0.8 noiseFrequency = 20 } Class { name = BaseLand color = 0.16, 0.185, 0.15, 1 noiseColor = 0.14, 0.15, 0.02, 1 noiseBlend = 0.2 } Class { name = IceCaps latitudeRange { startStart = -10 startEnd = -10 endStart = 0.09 endEnd = 0.1 } } } } } } You could then just use the old heightmap from the original Alternis Kerbol (the license allows is) and voila, you have Laythe! I just wrote that config off the top of my head, so it's not guaranteed to work, but it would definitely make laythe look authentic.