Not Sure Posted March 3, 2018 Share Posted March 3, 2018 (edited) 38 minutes ago, seanth said: If someone could test out this galaxy file and confirm the lighting problem is fixed, I would very much appreciate it. https://www.dropbox.com/s/3ks0gfjunq9lz6k/galaxy.cfg?dl=0 Tested it, no luck im afraid Planets, however, do have correct lighting! Then it broke, but it came back again by timewarping some more?? Gotta admit it is very pretty when some of it works. And if you do get the stuff working, may i request that you make it brighter? Edited March 3, 2018 by Not Sure i keep testing and finding more stuff jeez lol Link to comment Share on other sites More sharing options...
seanth Posted March 3, 2018 Share Posted March 3, 2018 (edited) 23 minutes ago, Not Sure said: (EDIT) So the planets DO have correct lighting all the time, it's not based on location, but it can break when you change your orbit via f12. Not sure why. At least it still works im map view! Soooo, did I fix it or no? I'm confused. If it's fixed I'll put a new complete version up for download. Edited March 3, 2018 by seanth Link to comment Share on other sites More sharing options...
Not Sure Posted March 3, 2018 Share Posted March 3, 2018 Just now, seanth said: Soooo, did I fix it or no? I'm confused. If it's fixed I'll put a new complete version up for download. No, i think it's still the same as before. If you were aiming to fix planet lighting in flight mode, then you may have done that (partially) but vessel lighting is still a big no. Link to comment Share on other sites More sharing options...
seanth Posted March 3, 2018 Share Posted March 3, 2018 36 minutes ago, Not Sure said: No, i think it's still the same as before. If you were aiming to fix planet lighting in flight mode, then you may have done that (partially) but vessel lighting is still a big no. How about https://www.dropbox.com/s/3ks0gfjunq9lz6k/galaxy.cfg?dl=0 Link to comment Share on other sites More sharing options...
Not Sure Posted March 3, 2018 Share Posted March 3, 2018 11 minutes ago, seanth said: How about https://www.dropbox.com/s/3ks0gfjunq9lz6k/galaxy.cfg?dl=0 Nothing Link to comment Share on other sites More sharing options...
daniel l. Posted March 3, 2018 Author Share Posted March 3, 2018 1 hour ago, Not Sure said: Nothing Yeah, that's unfortunate. Perhaps I could take a look at the code -- though I'd need to catch up with the latest Kopernicus first, given that I haven't done this stuff for 3/4s of a year now. Link to comment Share on other sites More sharing options...
seanth Posted March 3, 2018 Share Posted March 3, 2018 (edited) This is so frustrating. After so much flailing around I literally cut and pasted values from the Galileo Planet Pack AND it matches what was recommended by @Thomas P. here. Take ScaledIntensityCurve values and multiply them by 6000. In my testing things seemed to look good when I was in orbits and landed on exoplanets. Could it be that you are visiting dimmer brown dwarf/red dwarf stars and that's influencing what you are seeing? I made a new galaxy that is pretty much just made of yellow Kerbol-like stars. Maybe this will seem better? https://www.dropbox.com/s/3ks0gfjunq9lz6k/galaxy.cfg?dl=0 For those playing at home, maybe you can see what I'm doing wrong: Quote IntensityCurve { key = 0 1 0 0 key = 3000000000 1 0 -4.809E-11 key = 6000000000 0.9 -2.404E-11 -2.404E-11 key = 12000000000 0.8 -1.202E-11 -1.202E-11 key = 24000000000 0.7 -6.011E-12 -6.011E-12 key = 48000000000 0.6 -3.006E-12 -3.006E-12 key = 96000000000 0.5 -1.503E-12 -1.503E-12 key = 192000000000 0.4 -7.514E-13 -7.514E-13 key = 384000000000 0.3 -3.757E-13 -3.757E-13 key = 600000000000 0.235614 -2.404E-13 -1.212E-12 key = 768000000000 0.032 -1.212E-12 -3.006E-14 key = 1536000000000 0.016 -1.503E-14 -1.503E-14 key = 3072000000000 0 -7.514E-15 0 } //ScaledIntensityCurve stops the star brightness from being overwhelming ScaledIntensityCurve { key = 0 1 0 0 key = 500000 1 0 -2.885E-07 key = 1000000 0.9 -1.443E-07 -1.443E-07 key = 2000000 0.8 -7.213E-08 -7.213E-08 key = 4000000 0.7 -3.607E-08 -3.607E-08 key = 8000000 0.6 -1.803E-08 -1.803E-08 key = 16000000 0.5 -9.017E-09 -9.017E-09 key = 32000000 0.4 -4.508E-09 -4.508E-09 key = 64000000 0.3 -2.254E-09 -2.254E-09 key = 100000000 0.235614 -1.443E-09 -7.272E-09 key = 128000000 0.032 -7.272E-09 -1.803E-10 key = 256000000 0.016 -9.017E-11 -9.017E-11 key = 512000000 0 -4.508E-11 0 } IVAIntensityCurve { key = 0 1 0 0 key = 3000000000 1 0 -4.809E-11 key = 6000000000 0.9 -2.404E-11 -2.404E-11 key = 12000000000 0.8 -1.202E-11 -1.202E-11 key = 24000000000 0.7 -6.011E-12 -6.011E-12 key = 48000000000 0.6 -3.006E-12 -3.006E-12 key = 96000000000 0.5 -1.503E-12 -1.503E-12 key = 192000000000 0.4 -7.514E-13 -7.514E-13 key = 384000000000 0.3 -3.757E-13 -3.757E-13 key = 600000000000 0.235614 -2.404E-13 -1.212E-12 key = 768000000000 0.032 -1.212E-12 -3.006E-14 key = 1536000000000 0.016 -1.503E-14 -1.503E-14 key = 3072000000000 0 -7.514E-15 0 } brightnessCurve { key = 0.0014 0.035 0 25 key = 0.01 0.5 50 50 key = 0.1 5 50 50 key = 0.45 22.5 50 -50 key = 0.5 0 -50 -50 } Edited March 3, 2018 by seanth Link to comment Share on other sites More sharing options...
Not Sure Posted March 3, 2018 Share Posted March 3, 2018 12 minutes ago, seanth said: This is so frustrating. After so much flailing around I literally cut and pasted values from the Galileo Planet Pack AND it matches what was recommended by @Thomas P. here. Take ScaledIntensityCurve values and multiply them by 6000. In my testing things seemed to look good when I was in orbits and landed on exoplanets. Could it be that you are visiting dimmer brown dwarf/red dwarf stars and that's influencing what you are seeing? I made a new galaxy that is pretty much just made of yellow Kerbol-like stars. Maybe this will seem better? https://www.dropbox.com/s/3ks0gfjunq9lz6k/galaxy.cfg?dl=0 Hm, the stars are changed, but the light is still coming from Kerbol. I visited one of the blue/white stars in one of my screenshots, even orbited as low as i could with no change. Whatever is Actually supposed to switch light sources is not working. Link to comment Share on other sites More sharing options...
Not Sure Posted March 3, 2018 Share Posted March 3, 2018 Is it a REALLY close encounter with a speeding comet or a star in a galaxy? Link to comment Share on other sites More sharing options...
Not Sure Posted March 4, 2018 Share Posted March 4, 2018 Landed on a exo-moon without any cheats! Link to comment Share on other sites More sharing options...
TheConfidentGamer Posted March 5, 2018 Share Posted March 5, 2018 (edited) Um... Is this supposed to happen? Whenever I try to launch from Kerbin. Kerbin is whitewashed and I have literally 2FPS. I know I installed it correctly, though it could be additional lighting of all the stars combining into one megabright star. Your thoughts? Edited March 17, 2018 by TheConfidentGamer Changed "GPS" To "FPS" Link to comment Share on other sites More sharing options...
Not Sure Posted March 5, 2018 Share Posted March 5, 2018 40 minutes ago, TheConfidentGamer said: Um... Is this supposed to happen? Whenever I try to launch from Kerbin. Kerbin is whitewashed and I have literally 2GPS. I know I installed it correctly, though it could be additional lighting of all the stars combining into one megabright star. Your thoughts? This used to be a previous bug, but it was fixed when Kopernicus and Module Manager was updated. Make sure you have the most most up to date versions of those two as well as moduleflightintegrator Link to comment Share on other sites More sharing options...
swordlord43 Posted March 5, 2018 Share Posted March 5, 2018 I love this mod. It's the only mod that I know off that actually adds more than 2 star systems. The only downside I can think off is that the stars are always visible and very bright. If anything could be done about that, this mod would be perfect. Link to comment Share on other sites More sharing options...
Not Sure Posted March 5, 2018 Share Posted March 5, 2018 4 minutes ago, swordlord43 said: I love this mod. It's the only mod that I know off that actually adds more than 2 star systems. The only downside I can think off is that the stars are always visible and very bright. If anything could be done about that, this mod would be perfect. I agree, I think the sunflares should cut out after a certain distance, but general star brightness should be increased. Link to comment Share on other sites More sharing options...
Emperor of Ilve Posted March 28, 2018 Share Posted March 28, 2018 Will scatterer and/or EVE be implimented in a future version? When I don’t see visual, I cringe like when I do when I see an expendable rocket. Link to comment Share on other sites More sharing options...
Raptor22 Posted March 30, 2018 Share Posted March 30, 2018 I'm using this in 1.2.2, and holy CRAP! The light is absolutely BLINDING with scatterer! Link to comment Share on other sites More sharing options...
Emperor of Ilve Posted March 31, 2018 Share Posted March 31, 2018 4 hours ago, Raptor22 said: I'm using this in 1.2.2, and holy CRAP! The light is absolutely BLINDING with scatterer! WHAT THE F*** Link to comment Share on other sites More sharing options...
seanth Posted April 4, 2018 Share Posted April 4, 2018 On 3/30/2018 at 2:59 PM, Raptor22 said: I'm using this in 1.2.2, and holy CRAP! The light is absolutely BLINDING with scatterer! While this comes off as dismissive, I suggest not using it with older versions of KSP. OR, if you do, use older versions of TBG with older versions of KSP. Along that line, Kopernicus has been updated for 1.4.2 and I'l be testing TBG to make sure things are ok. If things pass basic tests, I'll probably be making a band new thread since @daniel l. asked me to take over for him. Link to comment Share on other sites More sharing options...
GJNelson Posted April 20, 2018 Share Posted April 20, 2018 On 4/4/2018 at 10:34 AM, seanth said: While this comes off as dismissive, I suggest not using it with older versions of KSP. OR, if you do, use older versions of TBG with older versions of KSP. Along that line, Kopernicus has been updated for 1.4.2 and I'l be testing TBG to make sure things are ok. If things pass basic tests, I'll probably be making a band new thread since @daniel l. asked me to take over for him. Looking forward to you releasing a new KSP v1.4.2 compatible version! Thank you for your work. Link to comment Share on other sites More sharing options...
enewmen Posted April 21, 2018 Share Posted April 21, 2018 On 4/20/2018 at 9:19 AM, GJNelson said: Looking forward to you releasing a new KSP v1.4.2 compatible version! Thank you for your work. Me to. Hoping To Boldly Go development continues. Link to comment Share on other sites More sharing options...
MajikalExplosions Posted May 9, 2018 Share Posted May 9, 2018 (edited) Is there any way I can help with the development? I have experience with File I/O and basic algorithms in Java(I'm taking the AP Computer Science test in a few weeks) and in C++. I can learn different languages if it would help. I also have a little experience with Kopernicus itself. Edited May 9, 2018 by MajikalExplosions Fixed things. Link to comment Share on other sites More sharing options...
The Minmus Derp Posted May 9, 2018 Share Posted May 9, 2018 I LOVE IT!!!!!!!!!!!!!!!!!!!!!!!!!! I give you my seal of approval. <my seal of approval i just wish that it worked on mac cuz i use mac. i also use 1.3.0 Link to comment Share on other sites More sharing options...
Kebab Kerman Posted May 10, 2018 Share Posted May 10, 2018 Is there already an option for galaxy type and size? For example: Size means how big it is, but not how many stars there are. For galaxy types: Spiral Galaxies Barred Spiral Galaxies Elliptical Galaxies Irregular Galaxies For fun, why not random supernovae as an option? Link to comment Share on other sites More sharing options...
daniel l. Posted May 11, 2018 Author Share Posted May 11, 2018 9 hours ago, Kebab Kerman said: Is there already an option for galaxy type and size? For example: Size means how big it is, but not how many stars there are. For galaxy types: Spiral Galaxies Barred Spiral Galaxies Elliptical Galaxies Irregular Galaxies For fun, why not random supernovae as an option? That would be extremely difficult to code, given how Kopernicus and QB64 are programmed. However, you can still have elliptical and disk galaxy types. Link to comment Share on other sites More sharing options...
seanth Posted May 12, 2018 Share Posted May 12, 2018 I have been swamped with IRL work, but I am free-er now. There is an uncompiled version that works with KSP 1.4.x and Kopernicus 1.4.3-2. Today's life goals: Build the exe on my Mac. Never much fun. Make sure everything is update on github Start a new thread Part of the delay was me trying to integrate the Research Bodies mod, but a simple equation taking luminosity and distance and outputting apparent magnitude was tricky. Link to comment Share on other sites More sharing options...
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