Theglitchofthekraken Posted February 21, 2017 Share Posted February 21, 2017 http://imgur.com/a/VXYXH On 2/20/2017 at 4:18 PM, Gamel0rd1 said: I need a screenshot of your gamedata folder again, please! there. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 21, 2017 Author Share Posted February 21, 2017 (edited) 25 minutes ago, Theglitchofthekraken said: http://imgur.com/a/VXYXH there. And the mod isn't working for you at the moment? You have installed it correctly - everything is in the correct place! What you need to do now: You have conflicting versions of Kopernicus. You need to delete your Kopernicus folder. After it is deleted, use the Kopernicus folder provided from the planet mod. Let me know how that goes! Edited February 21, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
Theglitchofthekraken Posted February 21, 2017 Share Posted February 21, 2017 (edited) It crashed when i put in the Kopernicus folder. Again. Edited February 21, 2017 by Theglitchofthekraken Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 21, 2017 Author Share Posted February 21, 2017 16 minutes ago, Theglitchofthekraken said: It crashed when i put in the Kopernicus folder. Again. Hmm. This might be a more serious problem if your game is crashing. Go to your Kerbal Space Program folder. Go to the Logs folder. Go to the Kopernicus folder. Find Kopernicus.log. Send it to me here and I'll look at what is wrong. Sorry for the problems, I'm trying my best to talk you through it Quote Link to comment Share on other sites More sharing options...
Theglitchofthekraken Posted February 21, 2017 Share Posted February 21, 2017 http://imgur.com/a/omHUq Is this it? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 21, 2017 Author Share Posted February 21, 2017 4 minutes ago, Theglitchofthekraken said: http://imgur.com/a/omHUq Is this it? Yep. Some bodies are loaded, but the game crashes at Olu'um, the gas giant. Could you remove everything from gamedats EXCEPT for: Squad, environmental visual enhancements, CTTP, Olei, Kopernicus, modular flight integrator and module manager? Then try restarting the game. Quote Link to comment Share on other sites More sharing options...
Theglitchofthekraken Posted February 21, 2017 Share Posted February 21, 2017 And i remove the second Gamedata, right? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 (edited) 25 minutes ago, Theglitchofthekraken said: And i remove the second Gamedata, right? Yep. Your game data folder (the one with squad in) should only have Squad and the 5/6 folders my mod adds Wait a sec, what's in the second gamedata? Edited February 22, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
Theglitchofthekraken Posted February 22, 2017 Share Posted February 22, 2017 Kopernicus and MFI. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted February 22, 2017 Share Posted February 22, 2017 Again, rookie mistake. There shouldn't be two gamedata folders. Perhaps I should make a tutorial video. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted February 22, 2017 Share Posted February 22, 2017 So, I got it to work... and I had a GIO. (Graphics-Induced Orgasm) But really, looks AMAZING! I'll take some screenshots - I've learned how to manipulate the camera to get some pretty spectacular pictures. You can add them to the album if you want. Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted February 22, 2017 Share Posted February 22, 2017 (edited) One thing that I have noticed is that on Niebos you start experiencing reentry effects at very low speeds (well, relatively low. Around 350m/s) The atmosphere isn't too thick, (0.05atm), but it still has very low reentry speeds. This means that my jets will be burning up. Perhaps you can tweak it (or you can leave it, if it's intentional. I would recommend raising the pressure, as it's hard to get great lift at non-reentry speeds. I always have to pitch the nose up.) Edited February 22, 2017 by Raptor22 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 5 hours ago, Raptor22 said: One thing that I have noticed is that on Niebos you start experiencing reentry effects at very low speeds (well, relatively low. Around 350m/s) The atmosphere isn't too thick, (0.05atm), but it still has very low reentry speeds. This means that my jets will be burning up. Perhaps you can tweak it (or you can leave it, if it's intentional. I would recommend raising the pressure, as it's hard to get great lift at non-reentry speeds. I always have to pitch the nose up.) Shall increase the pressure a tad and see how that goes. I've noticed this as well but never paid much attention to it, cheers! 6 hours ago, Raptor22 said: Again, rookie mistake. There shouldn't be two gamedata folders. Perhaps I should make a tutorial video. 6 hours ago, Theglitchofthekraken said: Kopernicus and MFI. Nah I'm able to make an installation video tonight. That should make it a whole lot easier Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted February 22, 2017 Share Posted February 22, 2017 Bloody epic! This is the kind of stuff that I wrote those tutorials for! Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted February 22, 2017 Share Posted February 22, 2017 Looking at that ribbon on @The White Guardian's signature, that reminded me of something: Final frontier support! Add that to the bucket list! I do have some ideas for the ribbons. Such as for Niebos, you should use green, blue, and white (considering that they're the prominent colors of Niebos). Or, you could just re-use the one for Kerbin, and slap a Niebos label on it. But! Getting it ready for 1.0 is the top priority. Once we're out of beta, then we can worry about support for other mods, easter eggs, etc. I have recently started a mission to map all of the planets and moons (with my trusty fleet of Viewmatic II satellites, equipped with SCANSAT!), seeing if there's any easter eggs. I didn't see anything in the mod files for any sorts of anomalies. But, you said that there are some. So, I'm guessing that they're probably like the famous giant smiley in Kerbin's oceans: Perhaps you can make your own anomalies. Make some monoliths. You said that there was a previous civilization on Volux (polluted oceans, etc. etc.), so perhaps you can make some sort of spaceship or ruin. This mod has infinite possibility, and I plan to help as much as I can. While I'm not so good in the programming and modelling department (I can really only screw around with configs), I can help with brainstorming ideas and finding + reporting bugs. While this mod started as an idea with a lot of bugs, look where it's gotten! Cheers all around! Can't wait to see where this goes! Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 (edited) 15 minutes ago, Raptor22 said: Looking at that ribbon on @The White Guardian's signature, that reminded me of something: Final frontier support! Add that to the bucket list! I do have some ideas for the ribbons. Such as for Niebos, you should use green, blue, and white (considering that they're the prominent colors of Niebos). Or, you could just re-use the one for Kerbin, and slap a Niebos label on it. But! Getting it ready for 1.0 is the top priority. Once we're out of beta, then we can worry about support for other mods, easter eggs, etc. I have recently started a mission to map all of the planets and moons (with my trusty fleet of Viewmatic II satellites, equipped with SCANSAT!), seeing if there's any easter eggs. I didn't see anything in the mod files for any sorts of anomalies. But, you said that there are some. So, I'm guessing that they're probably like the famous giant smiley in Kerbin's oceans: Perhaps you can make your own anomalies. Make some monoliths. You said that there was a previous civilization on Volux (polluted oceans, etc. etc.), so perhaps you can make some sort of spaceship or ruin. This mod has infinite possibility, and I plan to help as much as I can. While I'm not so good in the programming and modelling department (I can really only screw around with configs), I can help with brainstorming ideas and finding + reporting bugs. While this mod started as an idea with a lot of bugs, look where it's gotten! Cheers all around! Can't wait to see where this goes! Take a crew report (landed) on Niebos's mountains There's nothing on ScanSat or terrain anomalies for Niebos yet, but as its terrain is finished it might be better to... Experiment. I'll look into monoliths - especially for Volux and its previous advanced civilidation. As a roadmap, all the planets will have snippets of lore hidden in the science experiments. So far only Niebos has this (Get to da mountains!) PS: if it doesn't work you might be too low down and need another mountain range to try 1 hour ago, The White Guardian said: Bloody epic! This is the kind of stuff that I wrote those tutorials for! Thank you! They're extremely useful! I've used the general planet creation (using normals, colours and heightmaps) then the procedural (vertex heightabsolute) tutorial, before exporting in Kittopia for the improved height map! (but how can I fix the checker boarding issue - I tagged you with a picture a page or so back!) Edited February 22, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted February 22, 2017 Share Posted February 22, 2017 2 hours ago, Raptor22 said: Make some monoliths This is not yet possible to do with Kopernicus. The program does notice the mod required for this, PQSCity, but is not (yet?) able to alter it let alone add a new PQSCity mod. 20 hours ago, Gamel0rd1 said: @The White Guardian Hey! I need a little help again, if you have a moment. I'm getting this issue on one of my planets: Do you have any idea how to fix it? I'm not familiar with this issue, nor do I have much material to work with. Is it a texture issue? Height issue? Shadow issue? This image doesn't show that much detail. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 40 minutes ago, The White Guardian said: This is not yet possible to do with Kopernicus. The program does notice the mod required for this, PQSCity, but is not (yet?) able to alter it let alone add a new PQSCity mod. I'm not familiar with this issue, nor do I have much material to work with. Is it a texture issue? Height issue? Shadow issue? This image doesn't show that much detail. It's not apparent by height - more by shadow. I reckon there's something up with the normal map but I have noticed more than 1 planet has this, but not all. As I'm stumped I don't really have any other theory to go off - I'm sorry Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted February 22, 2017 Share Posted February 22, 2017 15 minutes ago, Gamel0rd1 said: It's not apparent by height - more by shadow. I reckon there's something up with the normal map but I have noticed more than 1 planet has this, but not all. As I'm stumped I don't really have any other theory to go off - I'm sorry Could you post the PQSMods of the planet in question? I have a gut feeling that I know what could be responsible. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 10 minutes ago, The White Guardian said: Could you post the PQSMods of the planet in question? I have a gut feeling that I know what could be responsible. 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/cracked lowBumpMap = CTTP/Textures/cracked_normal lowNearTiling = 2500 lowMultiFactor = 25 lowBumpNearTiling = 2500 lowBumpFarTiling = 25 midTex = CTTP/Textures/rock midBumpMap = CTTP/Textures/rock_normal midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highTex = CTTP/Textures/cracked highBumpMap = CTTP/Textures/cracked_normal highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 lowStart = 0 lowEnd = 0.25 highStart = 0.6 highEnd = 1 } Mods { VertexHeightMap { map = Olei/PluginData/Vega_height.png offset = 0 deformity = 3000 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 1245333 deformity = 400 octaves = 2 persistence = 0.3 frequency = 24 enabled = true order = 20 } VertexSimplexHeight { seed = 345324 deformity = 400 octaves = 2 persistence = 0.3 frequency = 14 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 800 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 2 ridgedAddSeed = 456352342 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 1 ridgedSubSeed = 234311 simplexFrequency = 26 simplexHeightEnd = 6000 simplexHeightStart = 0 simplexOctaves = 4 simplexPersistence = 0.3 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/Vega_color.png order = 60 enabled = True } } } Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted February 22, 2017 Share Posted February 22, 2017 3 minutes ago, Gamel0rd1 said: 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/cracked lowBumpMap = CTTP/Textures/cracked_normal lowNearTiling = 2500 lowMultiFactor = 25 lowBumpNearTiling = 2500 lowBumpFarTiling = 25 midTex = CTTP/Textures/rock midBumpMap = CTTP/Textures/rock_normal midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highTex = CTTP/Textures/cracked highBumpMap = CTTP/Textures/cracked_normal highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 lowStart = 0 lowEnd = 0.25 highStart = 0.6 highEnd = 1 } Mods { VertexHeightMap { map = Olei/PluginData/Vega_height.png offset = 0 deformity = 3000 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 1245333 deformity = 400 octaves = 2 persistence = 0.3 frequency = 24 enabled = true order = 20 } VertexSimplexHeight { seed = 345324 deformity = 400 octaves = 2 persistence = 0.3 frequency = 14 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 800 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 2 ridgedAddSeed = 456352342 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 1 ridgedSubSeed = 234311 simplexFrequency = 26 simplexHeightEnd = 6000 simplexHeightStart = 0 simplexOctaves = 4 simplexPersistence = 0.3 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/Vega_color.png order = 60 enabled = True } } } Hmm... Simplex mod check, no Blend value errors... the only thing I can think of is incorrect terrain texture tiling. Are you absolutely certain about what you're doing there? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 26 minutes ago, The White Guardian said: Hmm... Simplex mod check, no Blend value errors... the only thing I can think of is incorrect terrain texture tiling. Are you absolutely certain about what you're doing there? I have a small idea of what the texture tiling does - I might have another little look at it and see what it does. Mostly I've left it blank, but I reckon it's the distance between each ground texture. If I increase the numbers and the pixels / checkerboarding increases, I reckon it's that. It could be a CTTP problem (easy fix!) where the textures may not line up correctly. Thanks! Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 (edited) 20 hours ago, Theglitchofthekraken said: http://imgur.com/a/VXYXH there. Follow these please: Remove EVERYTHING from GameData (apart from SQUAD), and do this: Edited February 22, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 22, 2017 Author Share Posted February 22, 2017 (edited) Welcome to version 0.9.7! The Telos terrain rework has been completed! Higher mountains and deeper oceans, along with a huge river splitting the middle segment in two make it a more iconic place to visit. CHANGELOG: Complete redraw of Telos's terrain Complete redraw of Telos's colours Raised Telos and Niebos's atmosphere pressures to make sure you don't burn up as much going at 400 m/s ASL @Raptor22 I've upped the atmospheric pressure so that the maximum speed you can go at Sea Level (0M) on Niebos and Telos is 400 m/s before beginning to burn up. Higher up in the atmosphere it's a lot easier to go much faster. I hope that's a fast enough speed ASL! Edited February 22, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted February 22, 2017 Share Posted February 22, 2017 Bug Report: Not too bad (little things to touch up, but nothing too bad) There is a line going down Tetra, where the textures do not line up On Volux, some of the mountains poke up through the atmosphere, and there's clear lines around the peaks with scatterer on. Might want to either lower the mountains or raise the atmosphere. Might want to raise some of the clouds on Niebos. With some of the mountains, they go through them, making unsightly lines. You could keep it, if you want. That's pretty much it. Nothing too alarming, but stuff you might want to brush up for 1.0. BTW, Teloslate looks like it's straight out of the 70s. Greens, yellows, and purples. Looks like the mystery machine. Add a peace sign somewhere on there and perhaps some fuzzy dice and you'll be set. If you add resources, you might want to have a high concentration of minerals. Perhaps that could be a reason for the color. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.