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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech


Thomas P.

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1 minute ago, WolfyAnimations said:

@Sigma88 I have those mods in my log cause I use them and when I don't I put them in my documents e.g. when I have kopernicus on

My problem is that when I make terrestrial planets they don't show up but stars and gas gigants do it's the same with the planet mods but none of the custom planets show up

Then I dearly recommend you to submit proper bugreports and not to waste our time.

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1 minute ago, WolfyAnimations said:

@Sigma88 I have those mods in my log cause I use them and when I don't I put them in my documents e.g. when I have kopernicus on

My problem is that when I make terrestrial planets they don't show up but stars and gas gigants do it's the same with the planet mods but none of the custom planets show up

I don't understand

should be pretty easy:

1- put kopernicus. ModuleFlightIntegrator and module manager in GameData

2- add the cfg for whatever planets you want to load

3- run the game

4- gather the required files and upload them

 

you failed somewhere because the log files you uploaded are not showing kopernicus but are showing other mods.

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@The White Guardian

how can i keep my asteroids deformity persistent in map view or from a further distance?

Spoiler

UNGe0dR.png

When i enter map view or scaled space it becomes a sphere. like below

2LpCjbw.png1odXPfm.png

Here is the cfg
 

Spoiler

Body
    {
        name = Lili
        Template
        {
            name = Gilly
            removeAllPQSMods = true
        }
        Properties
        {
            description = Stupid Space Potato
            radius = 5000
            geeASL = 0.006
            tidallyLocked = true
            initialRotation = 110
            albedo = 0.2
            emissivity = 0.9
            isHomeWorld = false
            sphereOfInfluence = 17000
            hillSphere = 17000
            selectable = false
            timewarpAltitudeLimits = 0 1000 2000 3000 5000 10000 20000 30000
            ScienceValues
            {
                landedDataValue = 10
                inSpaceLowDataValue = 8
                inSpaceHighDataValue = 7
                recoveryValue = 7
                spaceAltitudeThreshold = 3500
            }
            biomeMap = GPP/Tellumo/PluginData/Asteroid_biome.png
            Biomes
            {
                Biome
                {
                    name = Surface
                    value = 0
                    color = 0,0,0,1
                }
            }
        }
        Orbit
        {
            referenceBody = Tellumo
            color = 0.0,0.0,0.0,0.0
            inclination = 0
            eccentricity = 0
            semiMajorAxis = 1455000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 110
        }
        ScaledVersion
        {
            type = Vacuum
            fadeStart = 950000
            fadeEnd = 1000000
            sphericalModel = False
            deferMesh = False
            Material
            {
                texture = GPP/Tellumo/PluginData/lili00.dds
                normals = GPP/Tellumo/PluginData/lili01.dds
            }
        }
        PQS
        {
            minLevel = 2
            maxLevel = 6
            minDetailDistance = 6
            maxQuadLengthsPerFrame = 0.03
            fadeStart = 1000000
            fadeEnd = 1100000
            deactivateAltitude = 1150000
            Material
            {
                saturation = 0.95
                contrast = 1.9
                tintColor = 1.000,1.000,1.000,0.000
                
                powerNear = 0.7
                        powerFar = 0.5
                groundTexStart = 0
                        groundTexEnd = 2000
                steepPower = 2
                        steepTexStart = 0
                        steepTexEnd = 150000
                        steepTex = GPP/terrain/cliffface3_00
                        steepBumpMap = GPP/terrain/cliffface3_01
                        steepNearTiling = 32
                        steepTiling = 10
                        lowTex = GPP/Terrain/desert00
                        lowBumpMap = GPP/Terrain/desert01
                lowNearTiling = 500
                lowMultiFactor = 25
                lowBumpNearTiling = 500
                lowBumpFarTiling = 25
                        midTex = GPP/Terrain/ground2_00
                        midBumpMap = GPP/Terrain/ground2_01
                midNearTiling = 200
                midMultiFactor = 25
                midBumpNearTiling = 200
                midBumpFarTiling = 25
                highTex = GPP/Terrain/ground2_00
                           highBumpMap = GPP/Terrain/ground2_01
                highNearTiling = 100
                highMultiFactor = 20
                highBumpNearTiling =100
                highBumpFarTiling = 20
                globalDensity = 0
                planetOpacity = 1
            }
            FallbackMaterial
            {
                saturation = 1
                contrast = 1
                tintColor = 1,1,1,0
                texTiling = 80
                texPower = 0.75
                multiPower = 0.75
                groundTexStart = 0
                groundTexEnd = 20000
                multiFactor = 0.5
                mainTex = GPP/Terrain/ground2_00
                mainTexScale = 1,1
                mainTexOffset = 0,0
                planetOpacity = 1
            }
            PhysicsMaterial
            {
            }
            Mods
            {
                VertexColorMap
                {
                    map = GPP/Tellumo/PluginData/lili00.dds
                    order = 99139
                    enabled = True
                }
                VertexHeightMap
                {
                    map = GPP/Tellumo/PluginData/lili_heightmap.png
                    offset = 0
                    deformity = 8000
                    scaleDeformityByRadius = False
                    order = 928124
                    enabled = True
                }
                VertexSimplexHeightAbsolute
                {
                    deformity = 6
                    frequency = 8
                    octaves = 3
                    persistence = 0.52
                    seed = 33
                    order = 939125
                    enabled = True
                }
                VertexSimplexHeight
                {
                    deformity = 4
                    frequency = 1
                    octaves = 3
                    persistence = 0.51
                    seed = 26489
                    order = 948126
                    enabled = True
                }
                VertexHeightNoise
                {
                    deformity = 2
                    frequency = 1
                    octaves = 6
                    persistence = 0.48
                    seed = 45756
                    noiseType = RiggedMultifractal
                    mode = Low
                    lacunarity = 0.55
                    order = 958127
                    enabled = True
                }
                LandControl
                {
                    altitudeBlend = 0
                    altitudeFrequency = 1
                    altitudeOctaves = 1
                    altitudePersistance = 1
                    altitudeSeed = 1
                    createColors = False
                    createScatter = True
                    latitudeBlend = 0
                    latitudeFrequency = 1
                    latitudeOctaves = 1
                    latitudePersistance = 1
                    latitudeSeed = 1
                    longitudeBlend = 0
                    longitudeFrequency = 1
                    longitudeOctaves = 1
                    longitudePersistance = 1
                    longitudeSeed = 1
                    useHeightMap = False
                    vHeightMax = 10000
                    order = 999999
                    enabled = True
                    altitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    latitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    longitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    landClasses
                    {
                        Class
                        {
                            alterApparentHeight = 0
                            alterRealHeight = 0
                            color = 0,0,0,0
                            coverageBlend = 0
                            coverageFrequency = 1
                            coverageOctaves = 1
                            coveragePersistance = 1
                            coverageSeed = 1
                            name = Base
                            latDelta = 1
                            latitudeDouble = False
                            lonDelta = 1
                            minimumRealHeight = 0
                            noiseBlend = 0
                            noiseColor = 0,0,0,0
                            noiseFrequency = 1
                            noiseOctaves = 1
                            noisePersistance = 1
                            noiseSeed = 1
                            delete = False
                            altitudeRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            coverageSimplex
                            {
                                frequency = 1
                                octaves = 1
                                persistence = 1
                            }
                            latitudeDoubleRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            latitudeRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            longitudeRange
                            {
                                endEnd = 2
                                endStart = 2
                                startEnd = -1
                                startStart = -1
                            }
                            noiseSimplex
                            {
                                frequency = 1
                                octaves = 1
                                persistence = 1
                            }
                            scatters
                            {
                                Scatter
                                {
                                    density = 0.75
                                    scatterName = boulder
                                }
                            }
                        }
                    }
                    scatters
                    {
                        Scatter
                        {
                            materialType = BumpedDiffuse
                            mesh = BUILTIN/boulder
                            castShadows = False
                            densityFactor = 0.35
                            maxCache = 512
                            maxCacheDelta = 32
                            maxLevelOffset = 0
                            maxScale = 3
                            maxScatter = 13
                            maxSpeed = 1000
                            minScale = 0.5
                            recieveShadows = False
                            name = boulder
                            seed = 231123
                            verticalOffset = 0
                            delete = False
                            collide = False
                            science = False
                            Material
                            {
                                color = 1,1,1,1
                                mainTex = BUILTIN/brown_cliff
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMap = BUILTIN/bouldernormal
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                            }
                            Experiment
                            {
                            }
                        }
                    }
                }
            }
        }
    }
}

Disregard this issue.  Installing a fresh copy of kopernicus fixed it for whatever reason.  All is good in my hood 

Edited by Galileo
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3 hours ago, WolfyAnimations said:

@Sigma88 yes pritty much custom stars and gas planets/gigants whatever you want to call them show up but custom rocky/terrestrial planets dont 'when I code them in'

What do you mean' code them in'?  Are you writing kopernicus cfgs? If that's the case you will need to post your cfgs so we can take a look.  You may be doing something wrong.  Also your kopernicus logs and output logs will be needed. Your installation might also be incorrect. The responses others have given seem to indicate you either don't have Kopernicus installed or it's just not inside your gamedata folder. 

 

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@Thomas P. It's not made clear in Asteroid.cs what the spawn interval unit is. I assume days? So if I reset the config to

  !Asteroid[Stock] {}
  Asteroid
  {
    name = Stock
    Locations
    {
      Flyby
      {
        Body
        {
          body = Kerbin
          minDuration = 15
          maxDuration = 60
          probability = 5
          reached = false
        }
      }
    }
    interval = 6
    minUntrackedLifetime = 1
    maxUntrackedLifetime = 20
    probability = 5
    spawnGroupMinLimit = 0
    spawnGroupMaxLimit = 3
    Size
    {
        key = 0   0
        key = 0.3 0.45
        key = 0.7 0.55
        key = 1   1
    }
  }

this means every 6 days I have a 5% chance of spawning up to 3 fly by asteroids? Does the probability of the asteroid orbit type even factor in here when there is only one type of orbit? Like do I have a 5% of a 5% chance to spawn an asteroid? Or does the probability in the Flyby{} node only matter if there is more than one type of orbit to choose from?

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3 minutes ago, Drew Kerman said:

@Thomas P. It's not made clear in Asteroid.cs what the spawn interval unit is. I assume days? So if I reset the config to


  !Asteroid[Stock] {}
  Asteroid
  {
    name = Stock
    Locations
    {
      Flyby
      {
        Body
        {
          body = Kerbin
          minDuration = 15
          maxDuration = 60
          probability = 5
          reached = false
        }
      }
    }
    interval = 6
    minUntrackedLifetime = 1
    maxUntrackedLifetime = 20
    probability = 5
    spawnGroupMinLimit = 0
    spawnGroupMaxLimit = 3
    Size
    {
        key = 0   0
        key = 0.3 0.45
        key = 0.7 0.55
        key = 1   1
    }
  }

this means every 6 days I have a 5% chance of spawning up to 3 fly by asteroids? Does the probability of the asteroid orbit type even factor in here when there is only one type of orbit? Like do I have a 5% of a 5% chance to spawn an asteroid? Or does the probability in the Flyby{} node only matter if there is more than one type of orbit to choose from?

Well, in both implementations, Stock and Kopernicus, this value is in seconds. It's a bit silly, I know.

The probabilities in the Locations { } node work this way: realProbablility = probablilty/<sum of all probabilities>. Means, if you have 100 and 200, you get 1/3 and 2/3.

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Didn't see anything in the source or configs so @Thomas P. is it possible to control the range at which scatter is loaded? Would love to be able to see more of the forest of trees that exists out on the grasslands west of KSC from KSC. They don't even load when I fly out there from KSC, I have to load to a craft that is sitting in the region for the trees to appear then hop back along a series of crafts I placed to get to KSC with the trees still loaded in the distance. The new v1.2 physics.cfg load distance settings will make this easier since I won't have to string out crafts every 2km. But still.

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Sorry but here is the log with kopernicus in it. i dident have it as i was going to make a video but i decided not to so here is the log: https://drive.google.com/drive/folders/0B3UdoHQeelGmMWEwZGFrclkwWnM

Also can someone explain this to me ????? 

Spoiler

@Kopernicus:AFTER[Kopernicus]
{
     Body
     {
         name = Luno
         Template
         {
             name = Jool
         }
         Properties
         {
            radius = 7730800
            geeASL = 0.7
            description = 
            rotationPeriod = 28445263
            initialRotation = 0
            isHomePlanet = false
            tidallyLocked = false
            ScienceValues
            {
                landedDataValue = 40
                splashedDataValue = 0
                flyingLowDataValue = 34
                flyingHighDataValue = 20
                inSpaceLowDataValue = 14
                inSpaceHighDataValue = 8
                recoveryValue = 13
            }
        }
        Orbit
        {
            referenceBody = Magaria
            inclination = 0.09
            eccentricity = 0.05
            semiMajorAxis = 75673240116
            longitudeOfAscendingNode = 36 
            argumentOfPeriapsis = 0
            meanAnomalyAtEproch = 0.8
            eproch = 0
            color = 0.0,0.1,0.5,1
        }
        
        ScaledVersion
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            
            Material
            {
                texture = Kopernicus/Config/Magaria System/Luno/surface.diff
                shininess = 0.0
                specular = 0.0,0.1,0.5,1.0
                
                rimPower = 2,2
                rimBlend = 0.3
                
                Gradient
                {
                    0.0 = 0.0,0.1,0.9,1
                    0.5 = 0.01,0.09,0.8,1
                    1.0 = 0.0196,0.0196,0.0596,1
                }
            } 
        }
        
        Atmosphere
        {
            ambientColor = 0,0.8,0,1
            lightColor = 0,0.2,1,1
            
            enabled = true
            oxygen = false
            altitude 208003
        }
    }
}

 unknown.png

 

Edited by WolfyAnimations
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2 hours ago, WolfyAnimations said:

Also can someone explain this to me ????? 

  Reveal hidden contents

@Kopernicus:AFTER[Kopernicus]
{
     Body
     {
         name = Luno
         Template
         {
             name = Jool
         }
         Properties
         {
            radius = 7730800
            geeASL = 0.7
            description = 
            rotationPeriod = 28445263
            initialRotation = 0
            isHomePlanet = false
            tidallyLocked = false
            ScienceValues
            {
                landedDataValue = 40
                splashedDataValue = 0
                flyingLowDataValue = 34
                flyingHighDataValue = 20
                inSpaceLowDataValue = 14
                inSpaceHighDataValue = 8
                recoveryValue = 13
            }
        }
        Orbit
        {
            referenceBody = Magaria
            inclination = 0.09
            eccentricity = 0.05
            semiMajorAxis = 75673240116
            longitudeOfAscendingNode = 36 
            argumentOfPeriapsis = 0
            meanAnomalyAtEproch = 0.8
            eproch = 0
            color = 0.0,0.1,0.5,1
        }
        
        ScaledVersion
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            
            Material
            {
                texture = Kopernicus/Config/Magaria System/Luno/surface.diff
                shininess = 0.0
                specular = 0.0,0.1,0.5,1.0
                
                rimPower = 2,2
                rimBlend = 0.3
                
                Gradient
                {
                    0.0 = 0.0,0.1,0.9,1
                    0.5 = 0.01,0.09,0.8,1
                    1.0 = 0.0196,0.0196,0.0596,1
                }
            } 
        }
        
        Atmosphere
        {
            ambientColor = 0,0.8,0,1
            lightColor = 0,0.2,1,1
            
            enabled = true
            oxygen = false
            altitude 208003
        }
    }
}

 unknown.png

 

I can't, but now I kind of want one of those in my game.

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1 hour ago, WolfyAnimations said:

@Galileo because i get the textures from space engine because i cant draw and i keep forgetting to change the files to png or dds

You really shouldn't rely on Space Engine that heavily, try the following:

1. Make a clone of Duna.

2. Remove the mods VertexHeightMap, LandControl and VertexColorMapBlend.

3. Add VertexSimplexHeight.

4. Move the planet to an unoccupied orbit.

5. Go to the planet, you can use Hyperedit to save time. :wink:

6. Behold, a procedural planet.

Why does everyone keep thinking that you need maps to make planets? Take a look at Minmus or Gilly, neither of those use maps! :)

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26 minutes ago, The White Guardian said:

You really shouldn't rely on Space Engine that heavily, try the following:

1. Make a clone of Duna.

2. Remove the mods VertexHeightMap, LandControl and VertexColorMapBlend.

3. Add VertexSimplexHeight.

4. Move the planet to an unoccupied orbit.

5. Go to the planet, you can use Hyperedit to save time. :wink:

6. Behold, a procedural planet.

Why does everyone keep thinking that you need maps to make planets? Take a look at Minmus or Gilly, neither of those use maps! :)

Really that simple??? And two questions does it keep its texture and how do I make a dune clone PS. Tnx:)

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Here's a problem that I hope somebody can help with. This problem is in KSP version 1.1.3 using Kopernicus 1.1.3-1.

I'm assisting on the development of a mod and we've run into trouble with a planetary ring and moonlet.  We have a ring system that is inclined about 30 degrees to the planet's equator and we want to have a moonlet embedded in a gap in the rings.  The problem we're having is that we can't seem to be able to lock down the orientation of the rings.  The line of nodes seem to randomly change and I haven't been able to identify any particular cause or pattern.  For example, I'll load up the game and use KittopiaTech to determine what the ascending node of the moonlet must be to match the plane of the rings.  I'll exit, edit the moonlet's cfg, restart the game, and the planes are nowhere near each other.  Using the direction of the sun for reference, it appears that the moonlet's orbit is correct, but the line of nodes of the ring plane has shifted from what it was previously.  I can never get the rings and moonlet coplanar.  Does anybody know how to fix this problem?  Is there an "ascendingNode" parameter or something similar for rings that will lock down their orientation?

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1 hour ago, OhioBob said:

Here's a problem that I hope somebody can help with. This problem is in KSP version 1.1.3 using Kopernicus 1.1.3-1.

I'm assisting on the development of a mod and we've run into trouble with a planetary ring and moonlet.  We have a ring system that is inclined about 30 degrees to the planet's equator and we want to have a moonlet embedded in a gap in the rings.  The problem we're having is that we can't seem to be able to lock down the orientation of the rings.  The line of nodes seem to randomly change and I haven't been able to identify any particular cause or pattern.  For example, I'll load up the game and use KittopiaTech to determine what the ascending node of the moonlet must be to match the plane of the rings.  I'll exit, edit the moonlet's cfg, restart the game, and the planes are nowhere near each other.  Using the direction of the sun for reference, it appears that the moonlet's orbit is correct, but the line of nodes of the ring plane has shifted from what it was previously.  I can never get the rings and moonlet coplanar.  Does anybody know how to fix this problem?  Is there an "ascendingNode" parameter or something similar for rings that will lock down their orientation?

I should be able to help with that. I just need to try a few things.

I'll add the answer here when I find it.

:wink:

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I am having a very interesting problem with my mod Constellations. My pressure curves are not working properly I guess, so in-game it says that the atmospheric pressure is that of its template. Does anyone see any problems with this config that could cause this problem?

@Kopernicus:AFTER[RealSolarSystem]
{
    Body
    {
	name = Tau Ceti f
	flightGlobalsIndex = 808
		
        Template
        {
            name = Laythe
			removePQSMods = PQSLandControl, PQSMod_AltitudeAlpha, PQSMod_VertexHeightNoise, PQSMod_VertexSimplexHeightMap, PQSMod_VertexHeightMap
			removeOcean = true
        }
		
		Orbit
		{
			referenceBody = Tau Ceti
            inclination = 12.1
            eccentricity = .013
            semiMajorAxis = 2.1392e+11
            longitudeOfAscendingNode = 15.7
            argumentOfPeriapsis = 56
            meanAnomalyAtEpoch = 137
            epoch = 0
            color = 1,1,1,1
		}
		Properties
		{
			description = Also a super-Earth, Tau Ceti f has a large mass and orbits a fair distance from its star. Although it orbits about the distance we do from our sun, it is still cold here because of Tau Ceti's lower mass.
			radius = 11413000
			geeASL = 2.99
			rotationPeriod = 35424
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 100 500 1000 5000 20000 40000 60000

			ScienceValues
			{
				flyingLowDataValue = 8.75
				flyingHighDataValue = 8.125
				landedDataValue = 7.5
				inSpaceLowDataValue = 6.25
				inSpaceHighDataValue = 5.625
				recoveryValue = 12
				flyingAltitudeThreshold = 1000
				spaceAltitudeThreshold = 20000
			}
		}
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 0
			fadeEnd = 0

			Material
			{
				texture = RSSExtrasolar/Tau Ceti System/textures/f_color
				normals = RSSExtrasolar/Tau Ceti System/textures/f_normal
				shininess = 0
				specular = 0.12,0.07,0.02,1

				rimPower = 2.06
				rimBlend = 0.3

				Gradient
                {
                    0.0 = RGBA(24, 152, 206, 255)
                    0.5 = RGBA(17, 105, 142, 255)
                    1.0 = RGBA(9, 60, 81, 255)
		}
			}
		}
		Atmosphere
		{
			ambientColor = .25,.25,0.25,1
			
			lightColor = 1,.7,.5,.5

			enabled = true
			oxygen = true
			
			altitude = 110000.0
			atmosphereMolarMass = .03
			
			pressureCurve
			{	 
			key =	0	88.15275	-0.006740902	-0.006740902
			key =	5500	51.077787	-0.005486165	-0.005486165
			key =	11000	27.804939	-0.003357662	-0.003357662
			key =	16500	14.143503	-0.001880687	-0.001880687
			key =	22000	7.117383	-0.000959555	-0.000959555
			key =	27500	3.588402	-0.00048043	-0.00048043
			key =	33000	1.832655	-0.000240413	-0.000240413
			key =	38500	0.943863	-0.000121231	-0.000121231
			key =	44000	0.499119	-0.000061248	-0.000061248
			key =	49500	0.270135	-3.15731E-05	-3.15731E-05
			key =	55000	0.151815	-1.67119E-05	-1.67119E-05
			key =	60500	0.086304	-9.18245E-06	-9.18245E-06
			key =	66000	0.050808	-0.00000522	-0.00000522
			key =	71500	0.028884	-3.15573E-06	-3.15573E-06
			key =	77000	0.016095	-1.84282E-06	-1.84282E-06
			key =	82500	0.008613	-1.05191E-06	-1.05191E-06
			key =	88000	0.004524	-5.77364E-07	-5.77364E-07
			key =	93500	0.002262	-3.08455E-07	-3.08455E-07
			key =	99000	0.001131	-0.000000174	-0.000000174
			key =	104500	0.000348	-1.02818E-07	-1.02818E-07
			key =	110000	0	-6.32727E-08	-6.32727E-08

			}
			pressureCurveIsNormalized = false
			
			temperatureSeaLevel = 232
			temperatureCurve
			{		 
			key =	0	232	-0.005833334	-0.005833334
			key =	13200	171.0619137	-0.000826235	-0.000823688
			key =	23100	171.0619137	0.000823688	0.000823688
			key =	34100	214.5891182	0.000450195	0.000450195
			key =	61600	214.5891182	-0.000620844	-0.000620844
			key =	88000	148.1112059	-0.000826235	-0.000826235
			key =	99000	148.1112059	0.000430704	0.000430704
			key =	110000	182.1415658	0.000631458	0.000631458
			key =	165000	0	-0.000408736	-0.000408736

			}
			temperatureCurveIsNormalized = false
			temperatureLapseRate = 0.001
			temperatureSunMultCurve
			{
			key =	0	1	0	0
			key =	8461.538462	0.5	-5.45455E-05	-9.33135E-05
			key =	9323.794616	0	0	0
			key =	16976.36769	0	0	0
			key =	40064.7923	0.2	0	0
			key =	60753.98154	0.2	0	0
			key =	77245.04611	0	0	0
			key =	110000	0.4	0	0

			}
			
			albedo = 0.5
			adiabaticIndex = 1.42999994754791
			gasMassLapseRate = 2.64291043733601
		}

        PQS
        {
            
		Mods
		{
			VertexColorMap
			{
				map = RSSExtrasolar/Tau Ceti System/textures/f_color.png
				order = 1000
				enabled = true
			}

			VertexHeightMap
			{
				map = RSSExtrasolar/Tau Ceti System/PluginData/f_height.png
				offset = 0
				deformity = 5000
				scaleDeformityByRadius = false
				order = 20
				enabled = true
			}

			VertexSimplexHeight
			{
				seed = 64198163
				deformity = 1700.0
				octaves = 12.0
				persistence = 0.5
				frequency = 4.0
				enabled = true
				order = 21
			}

			VertexSimplexHeightAbsolute
			{
				seed = 894651
				deformity = 600
				octaves = 6.0
				persistence = 0.8
				frequency = 12.0
				enabled = true
				order = 12
			}
			VertexHeightNoiseVertHeightCurve2
			{
				deformity = 980
				ridgedAddSeed = 1212
				ridgedAddFrequency = 12
				ridgedAddLacunarity = 2
				ridgedAddOctaves = 4
				ridgedSubSeed = 23234423
				ridgedSubFrequency = 12
				ridgedSubLacunarity = 2
				ridgedSubOctaves = 4
				ridgedMode = Low
				simplexHeightStart = 0
				simplexHeightEnd = 6500
				simplexSeed = 654786
				simplexOctaves = 4
				simplexPersistence = 0.600000023841858
				simplexFrequency = 12
				enabled = true
				order = 13
				
			}
		}
	}
}

 

Edited by AndrewDrawsPrettyPictures
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29 minutes ago, AndrewDrawsPrettyPictures said:

I am having a very interesting problem with my mod Constellations. My pressure curves are not working properly I guess, so in-game it says that the atmospheric pressure is that of its template. Does anyone see any problems with this config that could cause this problem?


@Kopernicus:AFTER[RealSolarSystem]
{
    Body
    {
	name = Tau Ceti f
	flightGlobalsIndex = 808
		
        Template
        {
            name = Laythe
			removePQSMods = PQSLandControl, PQSMod_AltitudeAlpha, PQSMod_VertexHeightNoise, PQSMod_VertexSimplexHeightMap, PQSMod_VertexHeightMap
			removeOcean = true
        }
		
		Orbit
		{
			referenceBody = Tau Ceti
            inclination = 12.1
            eccentricity = .013
            semiMajorAxis = 2.1392e+11
            longitudeOfAscendingNode = 15.7
            argumentOfPeriapsis = 56
            meanAnomalyAtEpoch = 137
            epoch = 0
            color = 1,1,1,1
		}
		Properties
		{
			description = Also a super-Earth, Tau Ceti f has a large mass and orbits a fair distance from its star. Although it orbits about the distance we do from our sun, it is still cold here because of Tau Ceti's lower mass.
			radius = 11413000
			geeASL = 2.99
			rotationPeriod = 35424
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 100 500 1000 5000 20000 40000 60000

			ScienceValues
			{
				flyingLowDataValue = 8.75
				flyingHighDataValue = 8.125
				landedDataValue = 7.5
				inSpaceLowDataValue = 6.25
				inSpaceHighDataValue = 5.625
				recoveryValue = 12
				flyingAltitudeThreshold = 1000
				spaceAltitudeThreshold = 20000
			}
		}
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 0
			fadeEnd = 0

			Material
			{
				texture = RSSExtrasolar/Tau Ceti System/textures/f_color
				normals = RSSExtrasolar/Tau Ceti System/textures/f_normal
				shininess = 0
				specular = 0.12,0.07,0.02,1

				rimPower = 2.06
				rimBlend = 0.3

				Gradient
                {
                    0.0 = RGBA(24, 152, 206, 255)
                    0.5 = RGBA(17, 105, 142, 255)
                    1.0 = RGBA(9, 60, 81, 255)
		}
			}
		}
		Atmosphere
		{
			ambientColor = .25,.25,0.25,1
			
			lightColor = 1,.7,.5,.5

			enabled = true
			oxygen = true
			
			altitude = 110000.0
			atmosphereMolarMass = .03
			
			pressureCurve
			{	 
			key =	0	88.15275	-0.006740902	-0.006740902
			key =	5500	51.077787	-0.005486165	-0.005486165
			key =	11000	27.804939	-0.003357662	-0.003357662
			key =	16500	14.143503	-0.001880687	-0.001880687
			key =	22000	7.117383	-0.000959555	-0.000959555
			key =	27500	3.588402	-0.00048043	-0.00048043
			key =	33000	1.832655	-0.000240413	-0.000240413
			key =	38500	0.943863	-0.000121231	-0.000121231
			key =	44000	0.499119	-0.000061248	-0.000061248
			key =	49500	0.270135	-3.15731E-05	-3.15731E-05
			key =	55000	0.151815	-1.67119E-05	-1.67119E-05
			key =	60500	0.086304	-9.18245E-06	-9.18245E-06
			key =	66000	0.050808	-0.00000522	-0.00000522
			key =	71500	0.028884	-3.15573E-06	-3.15573E-06
			key =	77000	0.016095	-1.84282E-06	-1.84282E-06
			key =	82500	0.008613	-1.05191E-06	-1.05191E-06
			key =	88000	0.004524	-5.77364E-07	-5.77364E-07
			key =	93500	0.002262	-3.08455E-07	-3.08455E-07
			key =	99000	0.001131	-0.000000174	-0.000000174
			key =	104500	0.000348	-1.02818E-07	-1.02818E-07
			key =	110000	0	-6.32727E-08	-6.32727E-08

			}
			pressureCurveIsNormalized = false
			
			temperatureSeaLevel = 232
			temperatureCurve
			{		 
			key =	0	232	-0.005833334	-0.005833334
			key =	13200	171.0619137	-0.000826235	-0.000823688
			key =	23100	171.0619137	0.000823688	0.000823688
			key =	34100	214.5891182	0.000450195	0.000450195
			key =	61600	214.5891182	-0.000620844	-0.000620844
			key =	88000	148.1112059	-0.000826235	-0.000826235
			key =	99000	148.1112059	0.000430704	0.000430704
			key =	110000	182.1415658	0.000631458	0.000631458
			key =	165000	0	-0.000408736	-0.000408736

			}
			temperatureCurveIsNormalized = false
			temperatureLapseRate = 0.001
			temperatureSunMultCurve
			{
			key =	0	1	0	0
			key =	8461.538462	0.5	-5.45455E-05	-9.33135E-05
			key =	9323.794616	0	0	0
			key =	16976.36769	0	0	0
			key =	40064.7923	0.2	0	0
			key =	60753.98154	0.2	0	0
			key =	77245.04611	0	0	0
			key =	110000	0.4	0	0

			}
			
			albedo = 0.5
			adiabaticIndex = 1.42999994754791
			gasMassLapseRate = 2.64291043733601
		}

        PQS
        {
            
		Mods
		{
			VertexColorMap
			{
				map = RSSExtrasolar/Tau Ceti System/textures/f_color.png
				order = 1000
				enabled = true
			}

			VertexHeightMap
			{
				map = RSSExtrasolar/Tau Ceti System/PluginData/f_height.png
				offset = 0
				deformity = 5000
				scaleDeformityByRadius = false
				order = 20
				enabled = true
			}

			VertexSimplexHeight
			{
				seed = 64198163
				deformity = 1700.0
				octaves = 12.0
				persistence = 0.5
				frequency = 4.0
				enabled = true
				order = 21
			}

			VertexSimplexHeightAbsolute
			{
				seed = 894651
				deformity = 600
				octaves = 6.0
				persistence = 0.8
				frequency = 12.0
				enabled = true
				order = 12
			}
			VertexHeightNoiseVertHeightCurve2
			{
				deformity = 980
				ridgedAddSeed = 1212
				ridgedAddFrequency = 12
				ridgedAddLacunarity = 2
				ridgedAddOctaves = 4
				ridgedSubSeed = 23234423
				ridgedSubFrequency = 12
				ridgedSubLacunarity = 2
				ridgedSubOctaves = 4
				ridgedMode = Low
				simplexHeightStart = 0
				simplexHeightEnd = 6500
				simplexSeed = 654786
				simplexOctaves = 4
				simplexPersistence = 0.600000023841858
				simplexFrequency = 12
				enabled = true
				order = 13
				
			}
		}
	}
}

 

which version of ksp are you working on?

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