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braininator

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Everything posted by braininator

  1. Are those actual binary star systems? And awesome color system Looking forward to it
  2. Ok... solved it, I was looking in the wrong CFG file for the error. The PF part is now working almost flawlessly... orbits need minor adjustment before I release that part. Thought that will be soon, probably next few days
  3. Well... I have written all 8 configs and I have my color and height maps for absolutely everything. The pack is called Snow yellow and the seven dwarf planets. Though last night when I was trying to do the scaled space, when I loaded the game PF broke claiming an overflow error when creating the planets... It was really rather odd, never seen anything like it. I am going to try and fix it... but I have no clue where to even start...
  4. Alrighty, I will do dwarf planet pack. If someone can compile a list of gas giant planet packs, I will use the 64 bit hack and use Kittoptech to make sure there are no SOI issues, and that they all seem to fit with in a certain amount. I will try to get it so that all the planet packs are (within reason) compatible, without actually changing their individual files.(And this is on top of adding my own small chunks of rocks around the Kerbol system)
  5. GeeASL is the acceleration due to gravity at surface level in units of "g"s or the acceleration due to gravity of earth and kerbin. While I do not know for certain I believe the SOI is supposed to be wear the gravitational force of the body is stronger than the pull of the parent body. I have not done the math yet, but I will if people want me to. Space engine is a game where you can move about the universe and any body you come across you can export the color and normal maps for. For example here is Scott Manley's most recent space engine video i you want an example.
  6. Yes it unfortunately is. Krag has not updated this in 6 months on Tuesday. Also AFAIK nobody has heard from him in nearly 4 months.
  7. With the number of planets that Project Doomsday has the 64bit hack is starting to get unstable. Therefore I am halting development till .24 when the 64bit is a lot more stable. Until then, which project do you wish me to start in my spare time? 1. Another gas giant slightly further out than Sa-Fire with some more moons 2. A dwarf planet pack where I make a some dwarf planets in the kuiper belt, and the asteroid belt, and also make some comets or such using Kittoptech
  8. May I please see your ksp log - not the PF one, most errors don't turn up there. Also may I please see your system file again? The log is probably the most important information now. Also what scaling issue are you specifically having with the laythe derivative? Edenis is only .2% bigger than laythe, you probably wouldn't be able to tell the difference in size. If you are having issues with the model not meeting the mesh, it's the same as (I believe Christoff?)'s problem and you need to have fewer significant digits(replace the 1 with 0 in size only a .2% difference anyway).
  9. Actually most of the template that I see currently used are by trial and error, including but not limited to jool, minmus with maps rather than seeds, Laythe, kerbin, and Duna. Honestly the best thing you can do is to just start up the game, go to a save, go to tracking center, go to your pack, check if the asteroid is there, then ALT f4 then post the log. This is because most of the errors that have occurred will have popped up already by then in the log and it will keep the log as uncluttered as possible.
  10. I apologize I couldn't help earlier... RL got in the way... So to summarize, you have Aer a gas giant that is now working. You then have a duna derivative called Multumhabeteranae (quite a mouthful...) orbiting it that is working with proper scaling. You have then have Edenis a Laythe derivitive that has scaling issues. You then have Festucam, a pol derivative(never seen that one before to be completely honest...most people go with minmus) which isn't showing up. I could not see anything wrong with the pol CFG but I admittedly have never seen one before so I do not know if there is something else. If your system file is in working order( all are planetName = your planet)* it's that cfg, so I would recommend trying using Minmus(if you want a working cfg to look at I have quite a few in my Sa-Fire pack now...) Also please post your cfg for Edinis so I can see if I can help Good luck * this is case sensitive; it has to be exactly that.
  11. New version released! Added Peynight, fixed Amie-Thistle(shouldn't break saves) and redid the color map of Cuwarts(This one I know won't break saves). Without ATM, just stock + Sa-Fire is now running at 2900 MB of RAM on my PC. I think I am done making new planets for this pack. I might either make another pack or work on Project Doomsday for now.
  12. Amie-Thistle done and tinted... so do I just release what I've done, or should I work on either "peynight" or "Oneiz" or both I suppose.... Edit: Peynight done in under 20 minutes with four iterations. This one should be fairly good, smooth looking terrain, nice looks, and another witty description... Here it is:
  13. OK, I have fixed the Cuwarts color map. I did not mean to dual layer the color changer, or make such choppy defects. I now have a better color map. I did as you suggest and did a blur. I have made that the color you see from space to give a more realistic view. if you want it for both, try it out first(copy and paste the cuwarts_map as the cuwarts_color and replace the old.) if you prefer that please tell me All I need to do now is fix Amie-Thistle, something that if I was only doing a simple fix would be easy - and I probably will for now, though a complete revamp is still not out of the question - I just need a working prototype. As for Peynight I need more votes for more planets as it's starting to be quite a few high detail planets and thus a lot of RAM unfortunately - which I feel bad about since I have not specified 64 bit only- and that's not out yet anyway.
  14. Well that is indeed possible to work like that. All that they would need to do is delete the file, and erase the line in the system file. Though obviously removing Sa-Fire would be bad I might end up going with Peynight, but first I need to fix Amie-Thistle and cuwarts(with the broken color map). Amie-Thistle should theoretically be a quick fix if all I wanted was to fix the normal map.(and theoretically it shouldn't break the saves - once I fix it please tell me if it does.) Cuwarts is also an easy fix. I won't be able to do anything till maybe 5 or 6 today but I might be able to get fixes done then
  15. Awesome looks like it was a floating point number rounding error, but I am going to guess it's not a 32 bit float but something smaller(meaning less significant figures...)
  16. Do you guys want more planets? The planet pack is already taking a vast proportion of the allotted memory allowance in 32 bit. Now obviously 64 bit is coming but I don't want to make my pack completely unusable to Mac and linux... or to those without large quantities of RAM.
  17. Try 1200000 meters and if that does not work, can you either post or send me the files? I'll then take a look and see what I can do
  18. OK... well it really depends on a few vairables. most importantly, do you have the RAM, either little RAM used or the 64 bit hack. Then theoretically you can just keep installing. As most planet packs I have seen are just gas giants+ moons (as its simple and compact). If you feel that they are overlapping to much just go into the cfg for the gas giant and then I would recommend changing the semi major axis.(No one is going to complain that you move a planet... ) Also I had a base template I was using for Cuwarts, and I edited it and saved... Edited it some more and didn't like it so I didn't save. I didn't notice to this morning it auto saved. So I am going to have to go back to the template and start again and re-release. I wont change height-map so the saves won't break That'll probably be later today
  19. New version released. added Di-Mend added Cuwarts(color map didn't turn out well, so it will be edited in the future, but the height-map will remain to keep saves) I have not yet redone Amie-Thistle, that will be soon Enjoy
  20. I think I got it. It's a rounding error, according to my dad( A professional programmer...) 32 bit floats, the type used to measure radius, only gets about 6.5(it uses a different number base) significant figures. You are using 7. Thus the final number you are using will be rounded. Try making some of the final numbers 0 and report back please
  21. I had thought of something like that back when I was designing this pack, but AFAIK there is no way to tint only some areas of a PNG. I suppose I can do something along the lines of a very simple color map (starting with a pure white one) and use paint, but IDK how to do a high quality color map like that. Which is why I never did it... if anyone knows how I can do that No problem
  22. Dooz, do you mind showing me EXACTLY what you put in the CFG, because I have a hunch (based on my very limited one year course in programming) that if you just put in Color.blue in the CFG file it would not work. And if so, I would like to know what you put so I can work from there. Bloxgate, that might be an accurate hypothesis, and my hypothesis (which I can't really test) is rounding error in either squad or Krag's code. Can you do a quick test for me? This is probably irrelevant but can you check how much RAM you are using, also are you using the 64bit hack? IIRC some old RSS bugs was to do to RAM.
  23. well... the color a gas planet is is based on the planetname_map. That is how it appears, though it will have an ambient color surrounding it that if you use jool will be green. If you for some reason go deep into a gas giant it will appear green if you base it off jool, also there will be a green glow near the edges of a gas giant. Now a few days ago I read some source code somewhere(I believe PF) and I had a thought that I might be able to edit this color by adding to the CFG file I honestly just can't remember ATM. I have a day off tomorrow so I will keep you posted on how that experiment goes Also yes, he can use Kittoptech, it is definitely useful, he was just asking about PF, which Kittoptech is not so I did not mention it. Regarding a sample cfg of planets with atmospheres, you can look at a few planet packs for cfg ideas and examples. The first one I can think of is mine, obviously... since I made it if you are to look at mine The specific planet is Emralled in the celestial body section of the cfg file.
  24. Ah I apologize, I had not noticed exbortBin = false as I had never seen that before... I forgot to check I have never seen the sinking into the ground bug with PF however, I have seen it in real solar system back when it first came out in October - I am not sure why this would be a problem. Also I am not sure what to do with ground scatter as I personally always have ground scatter turned off. I am really sorry that I cannot help
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