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MrHappyFace

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Everything posted by MrHappyFace

  1. There is a docking event in the GameEvents class, it's something like GameEvents.onVesselDocked. There is probably also an undock event too, but I'm not sure.
  2. I kind of preferred the multi-color yellow/blue texture you had before.
  3. 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
  4. I posted this question in its own thread, but I'm posting it here too, because this thread seems much more active.
  5. I don't think it's possible to give atmospheres to atmosphereless stock bodies.
  6. 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.
  7. 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.
  8. @GregroxMun, I think you missed my post about changing the solar lighting. Here: 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.
  9. 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)
  10. Not yet. You can look at the example configs though. There are instructions on how to download them on the front page of this thread.
  11. There's no reason it shouldn't be possible, you'd just need to configure the radius, length, brightness/opacity curves, etc. to be more appropriate for a gas giant, instead of a comet.
  12. As far as I know, the female transform tree is the exact same as the male one.
  13. 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.
  14. Would you consider adding a mirror download, I can't download from mediafire for some reason.
  15. As far as I know, they bypass the problem entirely by calculating the true anomaly from state vectors
  16. 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. } } }
  17. There aren't any incompatibilities with dds textures, as far as I know. You should be fine using dds for whatever you want
  18. Why don't you split the ocean into smaller lakes scattered across the surface, kind of like it actually is on Titan?
  19. 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.
  20. Right now, the cloud direction cannot be changed. Just remove it from Urlum for now. As for rings, this mod does nothing to rings, they can stay the same.
  21. As far as I know, the gas giant clouds don't affect EVE in any way, nor vice versa. I really like Thatmo, I've never seen planets with atmospheres that thin, and it's already a challenge to fly aerodynamically on Duna...
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