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Really bad problems with Kopernicus - white planet surface + glitching kerbal


RA3236

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So...

Title says it all, here is a pic:

ae67e38.png

Here is the planet config:

Spoiler

@Kopernicus:AFTER[Kopernicus]
{
    Body
    {
        name = Laephus
        Template
        {
            name = Kerbin
            removeAllPQSMods = true
        }
        Properties
        {
            description = Larinax C is the third planet from Larinax, not that we can find the first two planets. We have just assumed that Larinax has eight planets, but at the moment there is only one. Good idea on the naming, then?
            radius = 800000
            rotates = true
            rotationPeriod = 60000
            tidallyLocked = false
            initialRotation = 0
            geeASL = 1.2
            timewarpAltitudeLimits = 0 10000 17500 25000 40000 60000 80000 200000
            ScienceValues
            {
                landedDataValue = 7
                inSpaceLowDataValue = 6.5
                inSpaceHighDataValue = 6
                recoveryValue = 8
                spaceAltitudeThreshold = 175000
            }
        }
        Orbit
        {
            referenceBody = Larinax
            semiMajorAxis = 5000000000
            inclination = 30
            eccentricity = 0.009
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
            color = 0.5,0.5,0.5,1.0
        }
        ScaledVersion
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            Material
            {
                texture = LarinaxSolarSystem/Laephus/PluginData/LaephusColor.png
                normals = LarinaxSolarSystem/Laephus/PluginData/LaephusNormal.png
                shininess = 0.23617
                rimPower = 3
                rimBlend = 0.2
                Gradient
                {
                    0.0 = 0.9,0.9,0.9,1.0
                    0.5 = 0.9,0.9,0.9,1.0
                    1.0 = 0.0196,0.0196,0.0196,1.0
                }
            }
        }
        Atmosphere
        {
            ambientColor = 0.9,0.9,0.9,1.0
            lightColor = 0.9,0.9,0.9,1.0
            enabled = true
            oxygen = false
            altitude = 80000
            pressureCurve
            {
                key = 0 130.5455 0 0
                
key = 60000 2 0.001 -0.001
                
key = 80000 0 0 0
            }
            pressureCurveIsNormalised = false
            temperatureSeaLevel = 30
            temperatureCurve
            {
                key = 0 30 0 0
                
key = 80000 0 -0.0005 0
            }
            temperatureSunMultCurve
            {
                
                key = 0 30 0 0
                
key = 80000 0 -0.0005 0
            }
        }
        PQS
        {
            Mods
            {
                VertexSimplexHeightAbsolute
                {
                    name = HeightMod1
                    seed = 1651
                    deformity = 10000
                    octaves = 3
                    persistence = 0.5
                    frequency = 1
                    enabled = true
                    order = 2
                }
                VertexSimplexHeightAbsolute
                {
                    name = HeightMod2
                    seed = 48261317
                    deformity = 2000
                    octaves = 3
                    persistence = 0.5
                    frequency = 1
                    enabled = true
                    order = 3
                }
                HeightColorMap
                {
                    blend = 0.5
                    enabled = true
                    order = 10 //make this number higher than the HeightMods
                    LandClasses
                    {
                        Class
                        {
                            name = Base
                            altitudeStart = 0
                            altitudeEnd = 0.1
                            color = 0.5,0.5,0.5,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.1
                            altitudeEnd = 0.6
                            color = 0.5,0.5,0.5,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Mid
                            altitudeStart = 0.6
                            altitudeEnd = 0.8
                            color = 0.7,0.7,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.8
                            altitudeEnd = 2
                            color = 0.9,0.9,0.9,1.0
                            lerpToNext = false
                        }
                    }
                }
                VertexHeightOffset
                {
                    offset = -500
                    enabled = true
                    order = 1
                }
            }
        }
    }
}

And an error that I have never seen before from the log: (nothing but some errors on the asteroid part)

Spoiler

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[PQSCity] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Kopernicus.RuntimeUtility.FixCameras (GameScenes scene) [0x00000] in <filename unknown>:0
  at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0
  at HighLogic+.MoveNext () [0x00000] in <filename unknown>:0 

SO... any ideas on what is happening? It only started in the atmosphere.

EDIT: dont worry about the time warp limits, just testing stuff. I'm gonna check the star.

EDIT 2: forget that, cannot control kerbal

Edited by RA3236
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Well, looking at your config, I notice a few things:

- You use Kerbin as a template. Please avoid doing this, or it will result in contract problems. I advise using Duna instead.

- Your atmosphere curves are really, really bad. They might work, but the atmosphere will be very glitchy. Please specify more 'keys' (points on the curve) or use a handy calculator made by @KillAshley, but you'll have to ask him for a link.

- You use HeightColorMap. While this is not a problem. with the currently chosen PQSMods the effect may not be that great. I actually really advise adding VertexHeightNoise and/or VertexPlanet, VertexPlanet being by far the best mod when it comes to coding procedural planets because it has so many possibilities. I advise copying the VertexPlanet mod from one of the configs in KopernicusExamples by @KillAshley (Search the OP of the main Kopernicus thread for a download link), then pasting it in your config. However, this will make it a complete copy of the planet from which you've copied the mod, so please download and install Kittopia and play around with the values in-game. Trust me when I say that the result will be undescribably much better.

If you need help, I'm willing to assist you in any way I can, including writing parts of the configs/making custom surface/ring textures

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55 minutes ago, The White Guardian said:

Well, looking at your config, I notice a few things:

- You use Kerbin as a template. Please avoid doing this, or it will result in contract problems. I advise using Duna instead.

- Your atmosphere curves are really, really bad. They might work, but the atmosphere will be very glitchy. Please specify more 'keys' (points on the curve) or use a handy calculator made by @KillAshley, but you'll have to ask him for a link.

- You use HeightColorMap. While this is not a problem. with the currently chosen PQSMods the effect may not be that great. I actually really advise adding VertexHeightNoise and/or VertexPlanet, VertexPlanet being by far the best mod when it comes to coding procedural planets because it has so many possibilities. I advise copying the VertexPlanet mod from one of the configs in KopernicusExamples by @KillAshley (Search the OP of the main Kopernicus thread for a download link), then pasting it in your config. However, this will make it a complete copy of the planet from which you've copied the mod, so please download and install Kittopia and play around with the values in-game. Trust me when I say that the result will be undescribably much better.

If you need help, I'm willing to assist you in any way I can, including writing parts of the configs/making custom surface/ring textures

I have changed quite a lot of these things (excluding the third thing in which I used Kittopia's scaled space update textures and redid the config), and the next update on my mod will eventually have better atmospheres. Good idea on asking KillAshley, I'll ask now and update the planet pack with the rest of the stuff, and start re-revamping Laephus to suit a suggestion from @eloquentJane which is a fantastic idea.

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