Thomas P. Posted May 26, 2016 Share Posted May 26, 2016 (edited) PLEASE READ THIS: About Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would. The Kopernicus loader is a one step process. It is started before the planetary system is created and rewrites a property called PSystemManager.Instance.systemPrefab. The game itself then creates *our* planetary system as if it were blessed by Squad themselves. The mod's function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, as all support is driven entirely by built in functionality. This yields an incredibly stable yet incredibly flexible environment for planetary creation. We provide tools for customizing every aspect of a planet such as biomes, the scaled space model, the surface materials, the structure of the terrain, and much more. Eventually we strive to provide replacement capability for the StarSystems mod. The methods they used to support other stars (reparenting the sun, switching the sun for solar panels, etc.) causes issues. KSP's engine assumes that Sun.Instance.sun is set to the center of the universe. Unfortunately, this also is what the sun light in the sky and the solar panels key off of as well. The solution is likely to include additions to the local space camera system (multiple lens flare and light sources) and custom part component mods for solar panels to replace the stock ones. Current Release Release 1.8.1-1: https://github.com/Kopernicus/Kopernicus/releases/latest KittopiaTech 1.8.1-1: https://github.com/Kopernicus/KittopiaTech/releases/latest Kopernicus is licensed under the GNU Lesser General Public License KittopiaTech is licensed under the MIT license Instructions Copy the contents of the GameData/ folder to KSP's GameData/ folder Launch KSP and enjoy! Please report any bugs you may find at https://github.com/Kopernicus/Kopernicus/issues KittopiaTech The KittopiaTech plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. You can open the KittopiaTech UI by pressing Ctrl + P. The UI layout pretty much reflects the config structure of a planet loaded by Kopernicus, so making changes in the UI should feel more familiar to making them in the config. Due to the UI framework KittopiaTech is using, every sub-editor becomes it's own window that can only be closed by clicking the button that also opened it. To close them without going back to the button that opened them, you can open the Kittopia Window Manager using Ctrl + T, and close them from there. Examples Selectively copy folders inside KopernicusExamples/ into a GameData/KopernicusExamples/ folder. There are a number of examples of how to use Kopernicus. You have to download the examples from their GitHub repository: https://github.com/Kopernicus/KopernicusExamples/ Note - reparenting Kerbin or the Sun causes the sky to be incorrect in the space center view. It is, however, correct in the flight view and the flight map view. Reparenting the sun causes other stars positions to not update in the tracking station for some reason. How to get support We're always willing to help you with your issues, but however, there are a few things you'll have to do before we can help you: Please make sure that all your mods are up to date, and that they are installed correctly We will need your KSP.log, your GameData/ModuleManager.ConfigCache file, and a zip file that contains the folder Logs/Kopernicus Expansions and Documentation In case you need help with anything, feel free to join our Discord Server: http://bit.ly/kopernicus-discord Team Thomas P. Sigma88 All the people that keep testing my broken devbuilds Contributors Teknoman 117 aka. Nathaniel R. Lewis (co-founder, lead developer, busy right now) Bryce Schroeder (founder of the Kopernicus project) NathanKell (knowledge base) KillAshley (examples) Gravitasi (a lot of useful features + former maintainer of KopernicusTech) KCreator (Creator of KittopiaTech, where some code has been borrowed from) MrHappyFace (Creator of the external loading API and the KopernicusExpansion mod) zengai (code for loading .bins from other paths that Kopernicus/Cache) Majiir (CompatibilityChecker utility that is used to deactivate Kopernicus on unsupported versions) Padishar (ScaledSpace OnDemand optimisations) WazWaz (Scatter Collision fix) xEvilReeperx (Various code snippets that turned out to be very useful) Edited June 21, 2020 by Thomas P. May the forking begin Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 We will always cherish the time we had with you. R.I.P. Thomas P. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 26, 2016 Share Posted May 26, 2016 22 minutes ago, Thomas P. said: -snip- IT'S BACK! THANK THE HEAVENS! Good grief, I nearly had a heart attack when Kopernicus vanished. Quote Link to comment Share on other sites More sharing options...
Mr. Quark Posted May 26, 2016 Share Posted May 26, 2016 (edited) 3rd But nice how it's back! Edited May 26, 2016 by Kandjk Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 26, 2016 Share Posted May 26, 2016 Woo! It's back! Quote Link to comment Share on other sites More sharing options...
Gojira1000 Posted May 26, 2016 Share Posted May 26, 2016 Well, that's annoying - sorry to hear that, Thomas. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 26, 2016 Share Posted May 26, 2016 Anyway, I do have a question relating to planet texture making: Are there any good programs for making planet textures that are free? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 26, 2016 Share Posted May 26, 2016 14 minutes ago, Astrofox said: Anyway, I do have a question relating to planet texture making: Are there any good programs for making planet textures that are free? I've aleady answered that question, but I'm afraid the answer was deleted as well :/ Anyhow, basically any image editing software will do, I personally use GIMP, but nothing beats Kittopia. Quote Link to comment Share on other sites More sharing options...
Mr. Quark Posted May 26, 2016 Share Posted May 26, 2016 1 minute ago, The White Guardian said: I've aleady answered that question, but I'm afraid the answer was deleted as well :/ Anyhow, basically any image editing software will do, I personally use GIMP, but nothing beats Kittopia. How do you make textures with gimp? Quote Link to comment Share on other sites More sharing options...
Kepler68 Posted May 26, 2016 Share Posted May 26, 2016 IT RETURNS!!! CELEBRATE!!! Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 26, 2016 Share Posted May 26, 2016 24 minutes ago, Kandjk said: How do you make textures with gimp? I render cloud noise, erase some stuff, add a bump effect, and presto, a mountain. You can make heightmaps really easily, all it takes is some GIMP skill. The problem is the blending effect at the poles, I don't know how to do that, and thus I simply make the area at the poles completely flat. That's okay though, I still got noisemods to elevate the terrain there. On a separeate note, I've been having an issue myself. I'm trying to recolor the stock Sun, and everything works fine, save for the lens flare, it absolutely refuses to change color. Right now I this is my config: ... @ScaledVersion { @Light { @sunlightColor = 0.5,0.5,0.5,1.0 @scaledSunlightColor = 0.5,0.5,0.5,1.0 @IVASunColor = 0.5,0.5,0.5,1.0 @sunLensFlareColor = 0.5,0.5,0.5,1.0 @ambientLightColor = 0.5,0.5,0.5,1.0 } ... As you can see, I'm trying to make the Sun white. Everything works fine, except for the lens flare: Quote Link to comment Share on other sites More sharing options...
Mr. Quark Posted May 26, 2016 Share Posted May 26, 2016 Just now, The White Guardian said: I render cloud noise, erase some stuff, add a bump effect, and presto, a mountain. You can make heightmaps really easily, all it takes is some GIMP skill. The problem is the blending effect at the poles, I don't know how to do that, and thus I simply make the area at the poles completely flat. That's okay though, I still got noisemods to elevate the terrain there. On a separeate note, I've been having an issue myself. I'm trying to recolor the stock Sun, and everything works fine, save for the lens flare, it absolutely refuses to change color. Right now I this is my config: ... @ScaledVersion { @Light { @sunlightColor = 0.5,0.5,0.5,1.0 @scaledSunlightColor = 0.5,0.5,0.5,1.0 @IVASunColor = 0.5,0.5,0.5,1.0 @sunLensFlareColor = 0.5,0.5,0.5,1.0 @ambientLightColor = 0.5,0.5,0.5,1.0 } ... As you can see, I'm trying to make the Sun white. Everything works fine, except for the lens flare: That's your full config? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 26, 2016 Share Posted May 26, 2016 2 minutes ago, Kandjk said: That's your full config? Only the relevant part. Quote Link to comment Share on other sites More sharing options...
Mr. Quark Posted May 26, 2016 Share Posted May 26, 2016 1 minute ago, The White Guardian said: Only the relevant part. I... cant help cause I'm no Kopernicus Genious. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 26, 2016 Share Posted May 26, 2016 @The White Guardian you need to change the brightness curve to change the size of the lens flare plus when you change the color of the lens flare you could try adding some blue to counter the yellow you can see in there Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 27, 2016 Share Posted May 27, 2016 4 hours ago, Fireheart318 said: Sorry for saying it here but this is the only way I could contact you Hey Sigma88, it's me. Again. This isn't about Minmus, I swear! I've been working on a binary planet system using Kopernicus and I'm trying to duplicate Gilly and shrink it down to about a meter (I'll deal with the science stuff on my own later. It'll probably reward a metric-ass-ton of science because it is literally the size of a verbal! (I tried 7 times to get it to use K, didn't work)). I want to keep Gilly but make another one and call it 'Speck of Dust'. I haven't been able to figure it out from the Alien Space Program mods and need a bit of help. Massive thanks! This has nothing to do with OPM or Alien Space Program so I will answer you here the issue you are having is Kopernicus 101 I suggest you take a look at the kopernicus examples on how to create a new planet using a gilly template will make it look like gilly, using name = whatever will call it whatever as for the radius it's a bit more complicated, you need to change the radius itself in Properties and then you need to edit all gilly's PQS Mods to maintain the shape (otherwise it'll get all spiky) Quote Link to comment Share on other sites More sharing options...
Fireheart318 Posted May 27, 2016 Share Posted May 27, 2016 7 hours ago, Sigma88 said: This has nothing to do with OPM or Alien Space Program so I will answer you here the issue you are having is Kopernicus 101 I suggest you take a look at the kopernicus examples on how to create a new planet using a gilly template will make it look like gilly, using name = whatever will call it whatever as for the radius it's a bit more complicated, you need to change the radius itself in Properties and then you need to edit all gilly's PQS Mods to maintain the shape (otherwise it'll get all spiky) Can I just tell it to remove the mods? I'm really just using it as a reference point to put planets in orbit for a binary system and it could be a cool place to go I guess Quote Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted May 27, 2016 Share Posted May 27, 2016 The Kraken seems to have taken its revenge out on the planet-makers. In the mean time, I want to know how to make stars cooler. New stars made with Kopernicus always have the same temperature as Kerbol (5800 Kelvin), and I want to change that for my F, K, and M stars. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 28, 2016 Share Posted May 28, 2016 29 minutes ago, Fireheart318 said: Sorry for contacting you this way, again. Seriously, unblock your messages or give me your email or something. Anyway... Okay, it's just called Dust now. It's a giant ball of spikes that would probably look cool if there were a star or something inside of it and it were made of glass. (Note to self: Awesome summer project <=) Now all I need to do is de-spikify it. I have no idea what to do but it should be easy, I mean, how hard is it to make a planet? My code: http://pastebin.com/2ujzECcv please stop posting kopernicus questions on other threads, it's annoying for your spikiness issue try adding removeAllPQSMods = True into the Template node of your planet Quote Link to comment Share on other sites More sharing options...
Fireheart318 Posted May 28, 2016 Share Posted May 28, 2016 3 minutes ago, Sigma88 said: please stop posting kopernicus questions on other threads, it's annoying for your spikiness issue try adding removeAllPQSMods = True into the Template node of your planet Didn't work. Also, how can I contact you? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 28, 2016 Share Posted May 28, 2016 what does "didn't work" mean? Quote Link to comment Share on other sites More sharing options...
Fireheart318 Posted May 28, 2016 Share Posted May 28, 2016 (edited) 23 minutes ago, Sigma88 said: what does "didn't work" mean? Dust still = spikeball Edited May 28, 2016 by Fireheart318 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 28, 2016 Share Posted May 28, 2016 (edited) that answer doesn't help me understand your issue Edited May 28, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
SAS123 Posted May 28, 2016 Share Posted May 28, 2016 NOOOOOoooo. All that work and effort. All the times that those fun comments happened. The problems and solutions to them, The Kopernicus Creativity Marathon... All gone D: Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 28, 2016 Author Share Posted May 28, 2016 I released 1.0.5, get it from Github as usual It mainly contains some fixes for the API used by KittopiaTech, it adds a value for patching PQSMods by index and it fixes a bug with the deletion of PQSMods by name / index. To delete a PQSMod with a fixed index, you now need to use ; as the seperator between the name and the index. Also, FlattenArea is now visible in the ScaledSpace export. Quote Link to comment Share on other sites More sharing options...
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