blackrack Posted November 11, 2016 Share Posted November 11, 2016 12 hours ago, Galileo said: their rotation will be reset afaik. So it will be like starting a new career ok so my experiment with this crashed and burned... I dont know how i didnt foresee the outcome lol needless to say, I think our best chance at this falls with @blackrack Next on my list. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted November 11, 2016 Share Posted November 11, 2016 12 hours ago, Galileo said: their rotation will be reset afaik. So it will be like starting a new career no, planet position is calculated using the time of the game "universe". so if you install a planet pack and load a game saved at Year 50 you will get the planets in the same position you would get if you had load a new save (Year 1) and timewarped to Year 50 Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 11, 2016 Share Posted November 11, 2016 27 minutes ago, blackrack said: Next on my list. Oh god, that's gonna be epic! @Galileo Sorry to hear your work went up in flames. Thanks a lot for trying though. Quote Link to comment Share on other sites More sharing options...
TheDog Posted November 11, 2016 Share Posted November 11, 2016 18 hours ago, Padishar said: I would be very interested to see what MemGraph has to say about it (and about how much memory taskmanager says KSP is using in total). Can you try it in the "all mods + kopernicus" and "all mods - kopernicus" setups? Just go to the space center and leave it running for at least a couple of minutes and then take a screenshot of the graph window... Ok, hope this is what you are looking for: http://imgur.com/a/IQJjN Taskmanager & windows resource monitor report: 1) all mods -Kopernicus/OPM: resmon: commit size 5,637,336 KB; taskmanager: 3,735 KB 2) all mods +Kopernicus/OPM: resmon: commit size 5,579,212 KB; taskmanager: 4,265 KB Btw, so far I havent been able to identify any meaningful combination of mods causing this sharp drop in FPS. I am very inclined to blame this onto the fact that I am hitting a certain limit (maybe video memory, my gtx960M has 2MB only), and then it degrades (like each mod is adding a small bucket of water into a 2L canister, and at one point there is an overflow, without it being any specific mod's fault...). Already using d3d11 btw, might also try with glcore. Quote Link to comment Share on other sites More sharing options...
Padishar Posted November 11, 2016 Share Posted November 11, 2016 1 hour ago, TheDog said: Ok, hope this is what you are looking for Yep, that looks pretty much as it should. The only slightly worrying thing is that with Kopernicus/OPM the Mono heap is 200 meg larger. I would've expected most of the memory usage to be in additional textures loaded outside of Mono. 1 hour ago, TheDog said: Btw, so far I havent been able to identify any meaningful combination of mods causing this sharp drop in FPS. I am very inclined to blame this onto the fact that I am hitting a certain limit (maybe video memory, my gtx960M has 2MB only), and then it degrades (like each mod is adding a small bucket of water into a 2L canister, and at one point there is an overflow, without it being any specific mod's fault...). Already using d3d11 btw, might also try with glcore. It just be overload of some kind, that is a lot of mods. There are various programs that should be able to tell you how much of your video card's memory is being used. If it has to start shuffling textures to the card on every frame that could explain it. Perhaps try switching the texture resolution down to minimum as a test? Quote Link to comment Share on other sites More sharing options...
TheDog Posted November 11, 2016 Share Posted November 11, 2016 39 minutes ago, Padishar said: Yep, that looks pretty much as it should. The only slightly worrying thing is that with Kopernicus/OPM the Mono heap is 200 meg larger. I would've expected most of the memory usage to be in additional textures loaded outside of Mono. It just be overload of some kind, that is a lot of mods. There are various programs that should be able to tell you how much of your video card's memory is being used. If it has to start shuffling textures to the card on every frame that could explain it. Perhaps try switching the texture resolution down to minimum as a test? I cannot solve this mystery... :-( with half-res textures (all mods +Kopernicus/OPM): no change, 30 FPS with glcore instead of d3d11: no change, 30 FPS removed only MFI (but left in Kopernicus/OPM, which doesnt work of course, but all the assets etc are loaded): 90 FPS I give up... Anyway I need to/want to play with OPM, so 30 FPS it be then... Thanks for all support & suggestions though!! Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 11, 2016 Share Posted November 11, 2016 Excuse me for this, but I'm going to voice my concern for the Kopernicus Creativity Marathon. It's been deadly silent there for months, I actually wonder if it's still being worked on. I already asked over there two weeks ago, but it seems as if the poor thread has been cast into oblivion. Therefore my question, is the KCM still alive? It'd be a shame to see such a creative idea go to waste. Quote Link to comment Share on other sites More sharing options...
alex_1313 Posted November 11, 2016 Share Posted November 11, 2016 How do i add PQS/surface to jool? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted November 11, 2016 Share Posted November 11, 2016 16 minutes ago, alex_1313 said: How do i add PQS/surface to jool? you use duna's template and give it the phisical parameters of jool, that's the easiest way I would assume Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 13, 2016 Share Posted November 13, 2016 Quick question: How do I get a body to orbit another only if a certain mod is installed? So say for instance my mod moves Ike to Eeloo, but then OPM is installed so I want Ike to go around the Sun. How would I do that? Quote Link to comment Share on other sites More sharing options...
cy4n Posted November 13, 2016 Share Posted November 13, 2016 @SmashingKirby148 Easy! @Kopernicus:AFTER[Kopernicus]:NEEDS[modname] //Modname should be the name of the mod folder in GameData { stuff } Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 13, 2016 Share Posted November 13, 2016 15 minutes ago, cy4n said: @SmashingKirby148 Easy! @Kopernicus:AFTER[Kopernicus]:NEEDS[modname] //Modname should be the name of the mod folder in GameData { stuff } Thank you! Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 14, 2016 Share Posted November 14, 2016 Ok, so my OPM support patch for EveRevamp works, but for JoolSystemTweaks it keeps Eeloo in orbit around Sarnus, with it's new texture from Sarnus, BUT remains the orbit I gave it for Jool. Vall, on the other hand, got COMPLETELY messed up. It orbits the sun. INSIDE the sun. -2,000,000m INSIDE THE SUN. Can anyone take a look at this config and guess what's wrong? @Kopernicus:AFTER[Kopernicus]:NEEDS[OPM] { @Body[Eeloo] { Debug { exportMesh = true update = true } cacheFile = JoolSystemTweaks/Cache/Eeloo.bin @Properties { description = Eeloo was one of the last Moons of Jool to be discovered. Frustrated scientists kept trying to wipe it off the lenses of their telescopes. Eventually after a rash of returned telescopes, Advanced Optics Co. finally decided to just tell them it was an actual object in the sky. tidallyLocked = True } @Orbit { @referenceBody = Jool semiMajorAxis = 59184000 inclination = 1.5 eccentricity = 0.02 longitudeOfAscendingNode = 55 } } @Body[Vall] { Debug { exportMesh = true update = true } cacheFile = JoolSystemTweaks/Cache/Vall.bin @Properties { description = Discovered at the same time as Plock, the square heads in charge of cataloging the astronomical discoveries mixed up the records of two celestial bodies, leading to years of one being confused for the other. The surface of Vall is covered in vast mountains. It is hypothosised that the moon harbors a liquid ocean beneath its frozen crust. tidallyLocked = True @ScienceValues { landedDataValue = 11 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 } } @Orbit { @referenceBody = Sarnus semiMajorAxis = 19105978 inclination = 2.3 eccentricity = 0.0034 longitudeOfAscendingNode = 55 } } } Some of the lines got offset when I pasted. -.-; Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 14, 2016 Share Posted November 14, 2016 @SmashingKirby148 Are you sure it loads after OPM itself? Could be that it simply can't find 'Sarnus' yet. Also, what do you mean by "it keeps Eeloo in orbit around Sarnus, with it's new texture from Sarnus, BUT remains the orbit I gave it for Jool." Is it around Sarnus or Jool? And what exactly are you trying to accomplish? Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 14, 2016 Share Posted November 14, 2016 Just now, The White Guardian said: @SmashingKirby148 Are you sure it loads after OPM itself? Could be that it simply can't find 'Sarnus' yet. Also, what do you mean by "it keeps Eeloo in orbit around Sarnus, with it's new texture from Sarnus, BUT remains the orbit I gave it for Jool." Is it around Sarnus or Jool? And what exactly are you trying to accomplish? Not sure... Should it be AFTER[OPM]? It is around Sarnus, and it looks like the modified OPM Eeloo, but instead of orbiting in between Slate and the rings, it orbits at the height I gave it for when it's meant to be around Jool. So it's around Sarnus, with a different height. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 14, 2016 Share Posted November 14, 2016 Just now, SmashingKirby148 said: Not sure... Should it be AFTER[OPM]? It is around Sarnus, and it looks like the modified OPM Eeloo, but instead of orbiting in between Slate and the rings, it orbits at the height I gave it for when it's meant to be around Jool. So it's around Sarnus, with a different height. Hmm... try changing it to AFTER[OPM] indeed, that should force it to be loaded after OPM. Actually, try AFTER[OPM]:NEEDS[OPM] to ensure both loading order and dependencies are in place. Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 14, 2016 Share Posted November 14, 2016 Just now, The White Guardian said: Hmm... try changing it to AFTER[OPM] indeed, that should force it to be loaded after OPM. Actually, try AFTER[OPM]:NEEDS[OPM] to ensure both loading order and dependencies are in place. Ok, I'll try it and tell you about my results. Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 14, 2016 Share Posted November 14, 2016 39 minutes ago, The White Guardian said: Hmm... try changing it to AFTER[OPM] indeed, that should force it to be loaded after OPM. Actually, try AFTER[OPM]:NEEDS[OPM] to ensure both loading order and dependencies are in place. Well, it half worked... The OPM Modified Eeloo is now orbiting Jool where it should be, and Vall is orbiting Sarnus, but not in its designated orbit. It orbits at the same height stock Eeloo orbits the Sun in the stock system, but around Sarnus. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 15, 2016 Share Posted November 15, 2016 (edited) Is it possible to make the lifespan of an asteroid infinite.. Or should I just make the lifetime value some like 9999999? Also, is it possible to have 2 persistent asteroid belts? The cfg I set up seems to swap between the two locations over time. Changing the name of the belts doesn't seem to make a difference. Edited November 15, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 15, 2016 Share Posted November 15, 2016 I'm going to have to ask for a little help myself. Stupid LandControl mod is doing this to my planet: And I have NO idea what's causing it. And here's the culprit: Spoiler LandControl { altitudeBlend = 0.2 altitudeFrequency = 12 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeSeed = 212121 createColors = True createScatter = True latitudeBlend = 0.05 latitudeFrequency = 4 latitudeOctaves = 4 latitudePersistance = 0.6 latitudeSeed = 47373 longitudeBlend = 0.05 longitudeFrequency = 4 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeSeed = 768453 useHeightMap = False vHeightMax = 3500 order = 9999991 enabled = True altitudeSimplex { frequency = 12 octaves = 2 persistence = 0.600000023841858 } latitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } longitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.49804,0.4549,0.32941,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = MainClass latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0.76078,0.69804,0.50196,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 0.2 endStart = 0.2 startEnd = -250 startStart = -250 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0.48235,0.74118,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = High latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0,0.20784,0.54118,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 250 endStart = 250 startEnd = 0.2 startStart = 0.2 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.76078,0.69804,0.50196,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.8 coverageSeed = 93747294 name = PolarClass latDelta = 0 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0.100000001490116 noiseBlend = 1 noiseColor = 0.49804,0.4549,0.32941,1 noiseFrequency = 9 noiseOctaves = 6 noisePersistance = 0.2 noiseSeed = 6288946 delete = False altitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.800000011920929 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = 0.754999995231628 startStart = 0.65 } latitudeRange { endEnd = 0.35 endStart = 0.245000004768372 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 9 octaves = 6 persistence = 0.200000002980232 } scatters { Scatter { density = 0.4 scatterName = boulder } } } } scatters { Scatter { materialType = Diffuse mesh = BUILTIN/boulder castShadows = True densityFactor = 0.25 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 4 maxScatter = 20 maxSpeed = 1000 minScale = 0.1 recieveShadows = True name = boulder seed = 4565677 verticalOffset = 0.2 delete = False collide = False science = False Material { color = 0,0.48235,0.74118,1 mainTex = BUILTIN/terrain_rock00 mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } Disabling LandControl -> no problem, enabling LandControl -> stupid black outlines on everything. Does anyone know what I'm doing wrong with this overcomplicated problem-maker? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted November 15, 2016 Share Posted November 15, 2016 (edited) 1 hour ago, The White Guardian said: I'm going to have to ask for a little help myself. Stupid LandControl mod is doing this to my planet: And I have NO idea what's causing it. And here's the culprit: Hide contents LandControl { altitudeBlend = 0.2 altitudeFrequency = 12 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeSeed = 212121 createColors = True createScatter = True latitudeBlend = 0.05 latitudeFrequency = 4 latitudeOctaves = 4 latitudePersistance = 0.6 latitudeSeed = 47373 longitudeBlend = 0.05 longitudeFrequency = 4 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeSeed = 768453 useHeightMap = False vHeightMax = 3500 order = 9999991 enabled = True altitudeSimplex { frequency = 12 octaves = 2 persistence = 0.600000023841858 } latitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } longitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.49804,0.4549,0.32941,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = MainClass latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0.76078,0.69804,0.50196,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 0.2 endStart = 0.2 startEnd = -250 startStart = -250 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0.48235,0.74118,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = High latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0,0.20784,0.54118,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 250 endStart = 250 startEnd = 0.2 startStart = 0.2 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.76078,0.69804,0.50196,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.8 coverageSeed = 93747294 name = PolarClass latDelta = 0 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0.100000001490116 noiseBlend = 1 noiseColor = 0.49804,0.4549,0.32941,1 noiseFrequency = 9 noiseOctaves = 6 noisePersistance = 0.2 noiseSeed = 6288946 delete = False altitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.800000011920929 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = 0.754999995231628 startStart = 0.65 } latitudeRange { endEnd = 0.35 endStart = 0.245000004768372 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 9 octaves = 6 persistence = 0.200000002980232 } scatters { Scatter { density = 0.4 scatterName = boulder } } } } scatters { Scatter { materialType = Diffuse mesh = BUILTIN/boulder castShadows = True densityFactor = 0.25 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 4 maxScatter = 20 maxSpeed = 1000 minScale = 0.1 recieveShadows = True name = boulder seed = 4565677 verticalOffset = 0.2 delete = False collide = False science = False Material { color = 0,0.48235,0.74118,1 mainTex = BUILTIN/terrain_rock00 mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } Disabling LandControl -> no problem, enabling LandControl -> stupid black outlines on everything. Does anyone know what I'm doing wrong with this overcomplicated problem-maker? which template are you using ? did you add removePQSMods = LandControl (might be removePQSMods = PQSLandControl, I don't remember) or did you just add the code you posted above? Edited November 15, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Proot Posted November 15, 2016 Share Posted November 15, 2016 Hi, I'm still working with terrain scatters. Specially at Kerbin. Now I'm trying to get the objects in "real time" (appearing and dissapearing properly while you overfly in certain area). It seems related with scatterer/maxSpeed (rising maxSpeed the objects appears even when you are flying fast over an area) but yet it seems to work pretty randomly. As example: if the zone have trees, weed and rocks... just rocks and weed appear in realtime. Then you reload and the scene has a lot of trees... (this is very similar to the stock behaviour) But sometimes (just sometimes) you flight high, and when I'm back everything appear and dissapears in real time (which is gorgeous...). So I would like to know if this is caused by my lack of knowledge about the Kopernicus capabilities o just the stock behaviour of terrain scatters (as far as I know, not finished at all). Quote Link to comment Share on other sites More sharing options...
SmashingKirby148 Posted November 15, 2016 Share Posted November 15, 2016 3 hours ago, The White Guardian said: I'm going to have to ask for a little help myself. Stupid LandControl mod is doing this to my planet: And I have NO idea what's causing it. And here's the culprit: Reveal hidden contents LandControl { altitudeBlend = 0.2 altitudeFrequency = 12 altitudeOctaves = 2 altitudePersistance = 0.6 altitudeSeed = 212121 createColors = True createScatter = True latitudeBlend = 0.05 latitudeFrequency = 4 latitudeOctaves = 4 latitudePersistance = 0.6 latitudeSeed = 47373 longitudeBlend = 0.05 longitudeFrequency = 4 longitudeOctaves = 4 longitudePersistance = 0.6 longitudeSeed = 768453 useHeightMap = False vHeightMax = 3500 order = 9999991 enabled = True altitudeSimplex { frequency = 12 octaves = 2 persistence = 0.600000023841858 } latitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } longitudeSimplex { frequency = 4 octaves = 4 persistence = 0.600000023841858 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.49804,0.4549,0.32941,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = MainClass latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0.76078,0.69804,0.50196,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 0.2 endStart = 0.2 startEnd = -250 startStart = -250 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0.48235,0.74118,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.9 coverageSeed = 34535345 name = High latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0,0.20784,0.54118,1 noiseFrequency = 5 noiseOctaves = 6 noisePersistance = 0.7 noiseSeed = 45656745 delete = False altitudeRange { endEnd = 250 endStart = 250 startEnd = 0.2 startStart = 0.2 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.899999976158142 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = -9 startStart = -9 } latitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 5 octaves = 6 persistence = 0.699999988079071 } scatters { Scatter { density = 0.5 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.76078,0.69804,0.50196,1 coverageBlend = 1 coverageFrequency = 8 coverageOctaves = 3 coveragePersistance = 0.8 coverageSeed = 93747294 name = PolarClass latDelta = 0 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0.100000001490116 noiseBlend = 1 noiseColor = 0.49804,0.4549,0.32941,1 noiseFrequency = 9 noiseOctaves = 6 noisePersistance = 0.2 noiseSeed = 6288946 delete = False altitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } coverageSimplex { frequency = 8 octaves = 3 persistence = 0.800000011920929 } latitudeDoubleRange { endEnd = 11 endStart = 11 startEnd = 0.754999995231628 startStart = 0.65 } latitudeRange { endEnd = 0.35 endStart = 0.245000004768372 startEnd = -10 startStart = -10 } longitudeRange { endEnd = 10 endStart = 10 startEnd = -10 startStart = -10 } noiseSimplex { frequency = 9 octaves = 6 persistence = 0.200000002980232 } scatters { Scatter { density = 0.4 scatterName = boulder } } } } scatters { Scatter { materialType = Diffuse mesh = BUILTIN/boulder castShadows = True densityFactor = 0.25 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 4 maxScatter = 20 maxSpeed = 1000 minScale = 0.1 recieveShadows = True name = boulder seed = 4565677 verticalOffset = 0.2 delete = False collide = False science = False Material { color = 0,0.48235,0.74118,1 mainTex = BUILTIN/terrain_rock00 mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } Disabling LandControl -> no problem, enabling LandControl -> stupid black outlines on everything. Does anyone know what I'm doing wrong with this overcomplicated problem-maker? Woah. That looks wacky. Obviously I don't know what causes that. To prevent cluttering this thread, I'll continue about my compatibility issues in our PM. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted November 15, 2016 Share Posted November 15, 2016 2 hours ago, Sigma88 said: which template are you using ? did you add removePQSMods = LandControl (might be removePQSMods = PQSLandControl, I don't remember) or did you just add the code you posted above? I'm using Ike, all PQS removed. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted November 15, 2016 Share Posted November 15, 2016 4 minutes ago, The White Guardian said: I'm using Ike, all PQS removed. then I have no idea, have you tried removing the classes one by one? instead of removing the whole LandControl ? Quote Link to comment Share on other sites More sharing options...
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