Andi K. Posted January 29, 2017 Author Share Posted January 29, 2017 1 minute ago, smotheredrun said: @AndrewDrawsPrettyPictures, Is there a way to make Valentine 4 light years away or more? Just interested for the new challenge posted by @FreeThinker, and I'm not too keen on cluttering up my install (and subsequently computer) anymore than I already have... Just go to this file directory: GameData\Extrasolar\ValentineSystem\Valentine\ Open up Valentine.cfg and replace the line of code that says "semiMajorAxis = 9.46e+15" with "semiMajorAxis = 7.569e+16" Link to comment Share on other sites More sharing options...
smotheredrun Posted January 29, 2017 Share Posted January 29, 2017 1 minute ago, AndrewDrawsPrettyPictures said: Just go to this file directory: GameData\Extrasolar\ValentineSystem\Valentine\ Open up Valentine.cfg and replace the line of code that says "semiMajorAxis = 9.46e+15" with "semiMajorAxis = 7.569e+16" Will this make other "things"/Krakken appear? Link to comment Share on other sites More sharing options...
Andi K. Posted January 29, 2017 Author Share Posted January 29, 2017 14 minutes ago, smotheredrun said: Will this make other "things"/Krakken appear? It shouldn't. Link to comment Share on other sites More sharing options...
smotheredrun Posted January 29, 2017 Share Posted January 29, 2017 1 minute ago, AndrewDrawsPrettyPictures said: It shouldn't. Yay! Link to comment Share on other sites More sharing options...
AlexArkham Posted January 29, 2017 Share Posted January 29, 2017 @AndrewDrawsPrettyPictures I installed the EVO folder in the GameData folder so I can get some lovely scatterer with your planets, but whenever I look at the planets with scatterer they flicker a lot and my FPS goes to about 10. It's fine with any stock planets. I wonder if I've done something wrong or maybe it's not compatible with the latest scatterer? I'm using scatterer 0.0300 and I'm not using EVE at all. Link to comment Share on other sites More sharing options...
Andi K. Posted January 29, 2017 Author Share Posted January 29, 2017 24 minutes ago, AlexArkham said: @AndrewDrawsPrettyPictures I installed the EVO folder in the GameData folder so I can get some lovely scatterer with your planets, but whenever I look at the planets with scatterer they flicker a lot and my FPS goes to about 10. It's fine with any stock planets. I wonder if I've done something wrong or maybe it's not compatible with the latest scatterer? I'm using scatterer 0.0300 and I'm not using EVE at all. That's strange. Install EVE and see what happens. Post your output log as well. Link to comment Share on other sites More sharing options...
Gameslinx Posted January 29, 2017 Share Posted January 29, 2017 Hey dude! Awesome mod, I've had great fun with it. The time has come for me to try my own planet pack, but I'm facing some problems with a number of things and nobody has gotten back to me with any solid information so far My first problem: Ony atmospheric planet, the atmosphere is 60,000M high. The sky is completely black even though ambientlight and skycolour have been set to RGBA 0.8 0.8 0.9 1.0. The sky is black during daytime and the atmospheric rim is extremely low. (No scatterer). My second problem: I have noticed that a lot of my terrain is pixelated because of my DDS format (1-bit depth, no alpha). This makes my file size small but makes the height map more pixelated, and thus the terrain. Paint.net won't even open the height maps from OPM. If I save as anything other than DDS 1 bit no alpha, the file size is closing up to 16MBz when my resolution is 4k x 2k. The OPM mod retains a non-pixelated height map and only 5.3mb file sizes for the height maps, and I think this has something to do with the DDS format the author uses. If you could help with these issues, that would be awesome. Link to comment Share on other sites More sharing options...
Andi K. Posted January 30, 2017 Author Share Posted January 30, 2017 11 minutes ago, Gamel0rd1 said: Hey dude! Awesome mod, I've had great fun with it. The time has come for me to try my own planet pack, but I'm facing some problems with a number of things and nobody has gotten back to me with any solid information so far My first problem: Ony atmospheric planet, the atmosphere is 60,000M high. The sky is completely black even though ambientlight and skycolour have been set to RGBA 0.8 0.8 0.9 1.0. The sky is black during daytime and the atmospheric rim is extremely low. (No scatterer). My second problem: I have noticed that a lot of my terrain is pixelated because of my DDS format (1-bit depth, no alpha). This makes my file size small but makes the height map more pixelated, and thus the terrain. Paint.net won't even open the height maps from OPM. If I save as anything other than DDS 1 bit no alpha, the file size is closing up to 16MBz when my resolution is 4k x 2k. The OPM mod retains a non-pixelated height map and only 5.3mb file sizes for the height maps, and I think this has something to do with the DDS format the author uses. If you could help with these issues, that would be awesome. For your first problem, post the code you have for the planet and I'll take a look at it. As for your second problem, I'm not sure I can help, but you can always use png's. Also, don't use paint.net. Use gimp. Link to comment Share on other sites More sharing options...
Andi K. Posted January 30, 2017 Author Share Posted January 30, 2017 @Gamel0rd1 Here, this should help you with your second problem: Link to comment Share on other sites More sharing options...
Gameslinx Posted January 30, 2017 Share Posted January 30, 2017 18 hours ago, AndrewDrawsPrettyPictures said: For your first problem, post the code you have for the planet and I'll take a look at it. As for your second problem, I'm not sure I can help, but you can always use png's. Also, don't use paint.net. Use gimp. Ah my bad for forgetting to reply! Sorry! Here's the code: @Kopernicus:AFTER[Kopernicus] { Body { name = Niebos flightGlobalsIndex = 188 Debug { exportMesh = true update = true } cacheFile = Olei/Cache/Niebos.bin Template { name = Laythe removeAllPQSMods = true } Properties { radius = 100000 geeASL = 0.6 rotationPeriod = 120000 tidallyLocked = false description = Niebos used to be the core of Jool before it became a gas giant. Ejected by unknown forces, it has gathered a breathable atmosphere - could this perhaps be refuge for the Kerbals? timewarpAltitudeLimits = 0 60500 60750 65000 69000 100000 120000 150000 ScienceValues { landedDataValue = 7.5 splashedDataValue = 1 flyingLowDataValue = 2 flyingHighDataValue = 2.5 inSpaceLowDataValue = 4 inSpaceHighDataValue = 6 recoveryValue = 6.5 spaceAltitudeThreshold = 118000 } } Orbit { referenceBody = Sun color = RGBA(10, 155, 255, 255) semiMajorAxis = 22000000000 inclination = 0.01 eccentricity = 0.15 longitudeOfAscendingNode = 220 argumentOfPeriapsis = 50 meanAnomalyAtEpoch = 0 epoch = 213 } Rings { Ring { angle = 35 innerRadius = 1500 outerRadius = 2800 texture = Olei/PluginData/Niebos_ring.png color = 1,1,1,1 lockRotation = true unlit = true } } Atmosphere { ambientColor = 0.781,0.882,0.697,1 lightColor = 0.781,0.882,0.697,1 enabled = true oxygen = true albedo = 0.2 altitude = 60000.0 staticPressureASL = 6 pressureCurve { key = 0 6 key = 1000 5.991 key = 3000 5.9643 key = 5000 2.5584 key = 10000 1.9176 key = 20000 0.67089 key = 30000 0.286917 key = 40000 0.1872768 key = 50000 0.0520956 key = 60000 0 0 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 24.7 temperatureCurve { key = 0 24.7 0 -0.002938 key = 20250 20 -0.0004149 -0.0004149 key = 30000 15 0.0004149 0.0004149 key = 40000 15 0.0002268 0.0002268 key = 60000 15 0 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = true temperatureSunMultCurve { key = 0 0.5 0 0 key = 30000 0 0 0 key = 60000 1 0 0 } temperatureLatitudeSunBiasCurve { key = 0 0 0 0 key = 90 -6 0 0 } temperatureLatitudeSunMultCurve { key = 0 5 0 0 key = 90 0 0 0 } temperatureEccentricityBiasCurve { key = 0 1.5 0 -3 key = 1 -1.5 -3 0 } adiabaticIndex = 1.48 gasMassLapseRate = 2.06477390407027 atmosphereMolarMass = 0.0289644 } ScaledVersion { type = Atmospheric Material { texture = Olei/PluginData/Niebos_color.dds normals = Olei/PluginData/Niebos_normal.png rimPower = 2 rimBlend = 0.3 Gradient { 0.0 = 0.9,0.9,1.0,1.0 0.5 = 0.6,0.6,0.8,1.0 0.9 = 0.3,0.3,0.4 1.0 = 0.05,0.05,0.09,1.0 } } } PQS { fadeStart = 140000 fadeEnd = 280000 deactivateAltitude = 281400 materialType = AtmosphericExtra Material { saturation = 1 contrast = 0.85 tintColor = 1,1,1,0 groundTexStart = 0 groundTexEnd = 9000 steepTexStart = 0 steepTexEnd = 9000 steepTex = CTTP/Textures/cliff steepBumpMap = CTTP/Textures/cliff_normal steepNearTiling = 2500 steepTiling = 25 lowTex = CTTP/Textures/beach lowBumpMap = CTTP/Textures/beach_normal lowNearTiling = 2500 lowMultiFactor = 25 lowBumpNearTiling = 2500 lowBumpFarTiling = 25 midTex = CTTP/Textures/sand midBumpMap = CTTP/Textures/sand_normal midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highTex = CTTP/Textures/gravel highBumpMap = CTTP/Textures/gravel_normal highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 lowStart = 0 lowEnd = 0.25 highStart = 0.35 highEnd = 1 } Mods { VertexHeightMap { map = Olei/PluginData/Niebos_height.dds offset = -1200 deformity = 4000 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 1245333 deformity = 350 octaves = 1 persistence = 0.65 frequency = 24 enabled = true order = 20 } VertexSimplexHeight { seed = 345324 deformity = 400 octaves = 1 persistence = 0.65 frequency = 14 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 1800 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 2 ridgedAddSeed = 456352342 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 2 ridgedSubSeed = 234311 simplexFrequency = 26 simplexHeightEnd = 6000 simplexHeightStart = 0 simplexOctaves = 2 simplexPersistence = 0.5 simplexSeed = 345463425 order = 40 enabled = True simplexCurve { key = 0 0 0 0 key = 0.6311918 0.4490898 1.432598 1.432598 key = 1 1 0 0 } } VertexColorMap { map = Olei/PluginData/Niebos_color.dds order = 60 enabled = True } } } Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 16 minDetailDistance = 16 oceanColor = 0.1, 0.2, 0.2, 1.0 Material { colorFromSpace = 0.1, 0.2, 0.2, 1.0 color = 0.1, 0.3, 0.3, 1.0 } FallbackMaterial { colorFromSpace = 0.1, 0.2, 0.2, 1.0 color = 0.1, 0.3, 0.3, 1.0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.0,0.0,-1,1 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } Fog { fogColorEnd = 0.1, 0.3, 0.3, 1.0 fogColorStart = 0.1, 0.3, 0.3, 1.0 skyColorOpacityBase = 0.7 } } } } } Link to comment Share on other sites More sharing options...
Andi K. Posted January 30, 2017 Author Share Posted January 30, 2017 (edited) @Gamel0rd1 that's odd. I cant spot anything wrong with it. Do you have the same problem with other atmospheric planets that you make? Also, for better atmosphere and temperature curves: https://docs.google.com/spreadsheets/d/1x6GPgX_luEm6DP48XH9hM2W4OhUKAKd4fnL5eFJZs8s/edit#gid=1099932102 I don't actually know who made the calculator, but it's real helpful! EDIT: Here's the actual link to the calculator: https://drive.google.com/open?id=1x6GPgX_luEm6DP48XH9hM2W4OhUKAKd4fnL5eFJZs8s Edited January 30, 2017 by AndrewDrawsPrettyPictures Link to comment Share on other sites More sharing options...
Gameslinx Posted January 30, 2017 Share Posted January 30, 2017 22 minutes ago, AndrewDrawsPrettyPictures said: @Gamel0rd1 that's odd. I cant spot anything wrong with it. Do you have the same problem with other atmospheric planets that you make? Also, for better atmosphere and temperature curves: https://docs.google.com/spreadsheets/d/1x6GPgX_luEm6DP48XH9hM2W4OhUKAKd4fnL5eFJZs8s/edit#gid=1099932102 I don't actually know who made the calculator, but it's real helpful! EDIT: Here's the actual link to the calculator: https://drive.google.com/open?id=1x6GPgX_luEm6DP48XH9hM2W4OhUKAKd4fnL5eFJZs8s I'll assume it is an atmosphere curve issue. Maybe Pressure ASL has something to do with it? Thanks for taking a look, though! Link to comment Share on other sites More sharing options...
Andi K. Posted January 30, 2017 Author Share Posted January 30, 2017 View of Lomina from Maol... Link to comment Share on other sites More sharing options...
Intel48 Posted February 1, 2017 Share Posted February 1, 2017 Is there a way to reduce the distance at which I see the ghosts and flares from Valentine? I'm not sure if its the intended effect but I'm able to see them from Kerbin, and whenever I look in the stars general direction the screen will tint red even though I don't seem to be able to see the star itself, just the effects. I've messed with some of the configs in the EVO folder, but to no avail. I'm wary to tamper with things any further without getting the opinion of people who know what they're doing. Link to comment Share on other sites More sharing options...
Andi K. Posted February 2, 2017 Author Share Posted February 2, 2017 1 hour ago, Intel48 said: Is there a way to reduce the distance at which I see the ghosts and flares from Valentine? I'm not sure if its the intended effect but I'm able to see them from Kerbin, and whenever I look in the stars general direction the screen will tint red even though I don't seem to be able to see the star itself, just the effects. I've messed with some of the configs in the EVO folder, but to no avail. I'm wary to tamper with things any further without getting the opinion of people who know what they're doing. What version of scatterer are you using? This was fixed in version 0.0300 of scatterer. Link to comment Share on other sites More sharing options...
smokytehbear Posted February 7, 2017 Share Posted February 7, 2017 So I was looking through the available Final Frontier ribbons in my game with this installed, and only the Deep Space Ribbon mentions it at all. Would it be possible to have the standard "Landed on X" and/or EVA assortment that goes with all the stock planets for each of these? If you're looking for a hand, I think I could easily get to photoshopping those from the existing textures based on the colors of your planets/moons. I also have no idea if that's allowed since I'm not the creator of that mod. But anyway, offer's there if you want. Link to comment Share on other sites More sharing options...
Andi K. Posted February 7, 2017 Author Share Posted February 7, 2017 8 hours ago, smokytehbear said: So I was looking through the available Final Frontier ribbons in my game with this installed, and only the Deep Space Ribbon mentions it at all. Would it be possible to have the standard "Landed on X" and/or EVA assortment that goes with all the stock planets for each of these? If you're looking for a hand, I think I could easily get to photoshopping those from the existing textures based on the colors of your planets/moons. I also have no idea if that's allowed since I'm not the creator of that mod. But anyway, offer's there if you want. If you could do that for me, that would be great!. I'm pretty sure its completely allowed to do so as well. Link to comment Share on other sites More sharing options...
smokytehbear Posted February 7, 2017 Share Posted February 7, 2017 Already about 75% of the way through it actually. Should be shipping the images off to you by the end of the day. Made a template and all so now its just palette-swapping. I'm planning on following Nereid's lead and just making essentially an icon for everything on each body, if I'm even slightly unsure. So you might wind up with an Atmosphere on Maol ribbon, but who knows, you might end up needing it some day. Anyway, I don't know jack about programming but I get the impression it's almost just plug and go with the mod to support planet packs, just because of how KSP handles the planetary data logs. If you'd like I can look into the implementation as well though. Cheers. A quick screenshot for some examples, from left to right: First EVA in orbit of Valentine, put station in orbit around Lomina, and planted flag on Solyth's moon Semth: Starts to get a tiny bit busy there at the end, but overall I think it looks pretty congruent with the regular ribbons they already have. Also to note, although many of the planets in the system are comparatively dark, most of the ribbon colors are closer to that of Valentine's not the other two. I guess I chose bad examples. Anyway, should be finished with all the photoshopping shortly. Link to comment Share on other sites More sharing options...
smokytehbear Posted February 8, 2017 Share Posted February 8, 2017 (edited) So here's the basic set, starting with Valentine out to the farthest satellite with moons accompanying their respective planets: Just in case I screwed up the order, from top to bottom, left to right: Valentine, Heba, Serex, Vedre, Solyth, Hauna, Semth, Fust, Mir, Lomina, Maol, Javine, Deemo, and finally Ucella I made a few brightness changes to make the center mark easier to spot, giving it some distinction from the stock planet ribbons at a quick glance. I mean, if you go this far... that should be slightly more noteworthy than just flying to Minmus. Also made Valentine brighter in general but I still feel it may be too empty. I don't know, I'll consider like a central starburst or some other flourish to make it fancier, or it could just also have the same Valentine system marker like all the others. Let me know what you think of the palette in general. Would like to finalize the appropriate colors before moving on to the pins and making a final, PNG for each one for the game. With pins being the next step, I suppose it's also appropriate to ask if there's any special requests for unique missions. I know FF has a "Close Solar Orbit" for Kerbol and a "Deep Atmosphere" for Jool. No reason we couldn't do copies of exactly those for their counterparts here. If anything else comes to mind, like a depth record below sea level on one of the worlds with liquids present, or maybe one with a giant mountain if there is one, just let me know and I'll make the pin for it. Edit: So a proposed centerpiece for the actual Valentine orbital ribbons: a small bright red push pin accessory If it's that good even, could replace the previous stripe design with this for all of them. Just not sure how I feel personally. Edited February 8, 2017 by smokytehbear Link to comment Share on other sites More sharing options...
Andi K. Posted March 7, 2017 Author Share Posted March 7, 2017 UPDATE FOR EXTRASOLAR (March 6, 20167) It honestly took me longer than it should have to get this update up. It was just kind of sitting in my GameData folder and I hadn't gotten to posting it. Some nice smaller things in this update. Here's the list: Tweaked some textures Improved Ucella texture Final Frontier support curtesy of @smokytehbear Thanks a lot @smokytehbear for helping out a little with this mod! Your help is greatly appreciated. Link to comment Share on other sites More sharing options...
smotheredrun Posted March 7, 2017 Share Posted March 7, 2017 Grabbing it NOW! Thanks again @AndrewDrawsPrettyPictures! My career save is slogging along, slowly, ever so slowly towards the planets outside of Kerbin's SOI. Maybe some day "SoonTM" I'll update my mission report thread with some new pics. The astronomers at the various observatories are completely enraptured by the first very grainy photos coming back from the Fungeye Telescope of the Valentine system! Link to comment Share on other sites More sharing options...
Shiolle Posted March 8, 2017 Share Posted March 8, 2017 First of all, thanks for the great mod. I was trying to use this mod with Galileo's Planet Pack and everything is working fine except sun flares: I've traced the problem to scatterer configs for Extrasolar. Galileo's Planets Pack distributes its own version of scatterer, and although I'm not familiar with transformations for module manager, it seems that Extrasolar overrides default scatterer config completely rather than insert its own bodies. I think I can edit EVO_planetList.cfg, but I there is something I don't understand. Why does Extrasolar edit Sun's flares too? Shouldn't they be part default scatterer config? Link to comment Share on other sites More sharing options...
Galileo Posted March 8, 2017 Share Posted March 8, 2017 (edited) 3 hours ago, Shiolle said: First of all, thanks for the great mod. I was trying to use this mod with Galileo's Planet Pack and everything is working fine except sun flares: I've traced the problem to scatterer configs for Extrasolar. Galileo's Planets Pack distributes its own version of scatterer, and although I'm not familiar with transformations for module manager, it seems that Extrasolar overrides default scatterer config completely rather than insert its own bodies. I think I can edit EVO_planetList.cfg, but I there is something I don't understand. Why does Extrasolar edit Sun's flares too? Shouldn't they be part default scatterer config? GPP and extrasolar use 2 different versions of scatterer. Do not mix them or things will not work. Doesn't matter what you change in the cfgs. Edited March 8, 2017 by Galileo Link to comment Share on other sites More sharing options...
Shiolle Posted March 9, 2017 Share Posted March 9, 2017 9 hours ago, Galileo said: GPP and extrasolar use 2 different versions of scatterer. Do not mix them or things will not work. Doesn't matter what you change in the cfgs. Thank you for the answer. What I have in mind is to make valid scatterer configs for GPP's version of scatterer for Extrasolar bodies. I don't think I need to edit individual planet configs, am I? So the task is then limited to making compatible planet list and sunflares configs. Link to comment Share on other sites More sharing options...
Andi K. Posted March 9, 2017 Author Share Posted March 9, 2017 10 hours ago, Shiolle said: Thank you for the answer. What I have in mind is to make valid scatterer configs for GPP's version of scatterer for Extrasolar bodies. I don't think I need to edit individual planet configs, am I? So the task is then limited to making compatible planet list and sunflares configs. Not possible. The latest version of scatterer which Extrasolar uses allowed the creation of scatterer configs for planets in other star systems. Therefore, any earlier versions of scatterer cannot work with Extrasolar. I'm assuming the scatterer version that's packaged with GPP is v0.0256? Link to comment Share on other sites More sharing options...
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