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


Thomas P.

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lol o god i found the kraken..    Dont know if its kopernicus or one of the other 140 ish mods i got.... But really really wonky kerbals on physics load when they come into view around ksc for missions ie drive tour bus.     They load at approx 100m.  Hit ground and do some gumby bending before they explode.   On revert launch they bounce but dont explode lol

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Does this usually take longer for the game to load??

21 minutes ago, seanth said:

We've been dealing with this in the To Boldly Go mod/app. It was suggested that we include


@Kopernicus:AFTER[Kopernicus]
{
 @Body[Kerbin]
 {
     PostSpawnOrbit
     {
            referenceBody = Kerbol
     }
 }
}

Which works, but we see terrain glitches: buildings partly burried in the ground, flags completely spazzing out. For me, that goes away if I go into the SPH or VAB, put a part of the runway/launch pad, and then recover the part.

After that the space center seems fine.

 

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Just now, AceCrafted said:

does it need to be referenceBody or @referenceBody?

I believe either would work. Can you put your cfg somewhere so people can see it? Might be easier to troubleshoot.

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Since I have moved the Planets and not changed anything else the orbital mechanics but planets are orbiting faster do you know what could cause this

A single orbit is completed in roughly 106 days

 

 

Edited by AceCrafted
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been trying to push out the distance I get terrain scatter, and I've been mucking with the maxLevel and minDetailDistance PQS settings in proot's KSPRC Kopernicus config along with the minDistance setting in the KSP settings file. With both maxLevel and minDistance set to 25 I start getting these empty grids of scatter:

NxXFf0xl.png

I thought they were there cause the maxScatter settings were too low and the game was running out of objects to place, but increasing the number just made the existing scatter denser and still left these square patches open. They aren't random either, if I reload the scene or the game they're in the same spot

Any ideas? This is for image taking only so I promise I'm not going to come back here whining about framerates

Edited by Drew Kerman
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%Light
            {
                %sunAU = 133599840256
                !brightnessCurve {}
                brightnessCurve
                {
                    key = 0.1 0.1 0 0
                    key = 5.084181 10.9971 -0.001802 -0.001802
                    key = 76.56295 1.82142 0.000171 0.000171
                }
            }

 

These config file seem to decrease the STOCK sunflare with distance.

Can someone tell me what does each number mean? I REAAAAAAAALY want to adjust the sunlight in RSS

 

The sunlight is too small (looks like a normal star) from Saturn orbit. I want it brighter in this distance and dim out in Pluto orbit

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Hello, one small issue with release pack:
In Kopernicus-1.2.2-4 zip (https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.2.2-4) file it came with > Modular Flight Integrator < but is 1.2.2 version when last version is 1.2.3 acording: https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/

cheers

Edited by Blacks
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30 minutes ago, DerpzGames said:

This is probably a really strange question but...

How would I make a water world?

 

Yes you heard me correctly, a planet of nothing but water (save for the ocean floor).

Make your color map blue, your heightmap black, and your normal should be featureless, more or less. Then it's just like any other planet for that matter.

Edited by Galileo
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52 minutes ago, Galileo said:

Make your color map blue, your heightmap black, and your normal should be featureless, more or less. Then it's just like any other planet for that matter.

Is any blue okay or dos it need to be a specific blue?

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7 minutes ago, DerpzGames said:

Is any blue okay or dos it need to be a specific blue?

Doesn't matter. It could be green with orange polka dots if you want it to be. 

Edited by Galileo
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Just now, Galileo said:

That's the same as 1,0,0,1. 

255,0,0,255 is RGBA values 0-255

1,0,0,1 is the same thing but in float values which range from 0-1

Ah, now it makes sense. Thanks again.

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I think it might need to remain grayish, otherwise it reflects the sun like a mirror.

The sea (when not in scaledversion) is the same colour as laythe's (as well as atmosphere).

I realised that I should probably add a section to the code regarding that...

Also, physics warp + spin = launching out of the solar system

I'm not sure where exactly I'd be putting this atmosphere code in though.

 

CODE:

@Kopernicus:AFTER[Kopernicus]
{
    Body
    {
        name = Requatica
	cacheFile = KerbolMysteries/Kopernicus/cache/Requatica.bin
        Template
        {
            name = Laythe
	}
        Properties
        {
            radius = 800000       
            geeASL = 1.2
			rotationPeriod = 36000
			tidallyLocked = false
		     description = Placeholder
			timewarpAltitudeLimits = 0 10000 10000 30000 50000 100000 200000 300000
			ScienceValues
			{
				flyingLowDataValue = 10
				flyingHighDataValue = 9
				landedDataValue = 12
				inSpaceLowDataValue = 8
				inSpaceHighDataValue = 6
				recoveryValue = 9
				spaceAltitudeThreshold = 70000
				flyingAltitudeThreshold = 8000
			}
			biomeMap = KerbolMysteries/Kopernicus/PluginData/Requatica_biome.jpg
			Biomes
			{
				Biome
				{
					name = Nukesplodium Sea
					value = 1
					color = 1,0,0,1
				}
			}
        }
       Orbit
        {
            referenceBody = Sentus
            color = 1,0,0,1
            inclination = 2
            eccentricity = 0
            semiMajorAxis = 50000000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
        }
	ScaledVersion
        {
			fadeStart = 47250
			fadeEnd = 94500	
            Material
            {	
                texture = KerbolMysteries/Kopernicus/PluginData/Requatica_color.png
				normals = KerbolMysteries/Kopernicus/PluginData/Requatica_normal.png
		Gradient
                {
                    0.0 = 1,0.4,0.8,1
                    0.6 = 1,0.2,0.4,1
                    1.0 = 1,0.1,0.1,1
                }
            }
        }
	PQS
        {
            Mods
            {	
				VertexHeightMap
				{
					map = KerbolMysteries/Kopernicus/PluginData/Requatica_height.png
					offset = -1450
					scaleDeformityByRadius = False
					order = 10
					enabled = True
				}
				VertexHeightNoiseVertHeight
				{
					heightStart = 0.2
					heightEnd = 1
					deformity = 200
					frequency = 800
					octaves = 2
					persistance = 0.7
					seed = 3475645
					mode = Low
					lacunarity = 1.5
					order = 30
					enabled = True
					index = 0
				}
				VertexColorMap
				{
					map = KerbolMysteries/Kopernicus/PluginData/Requatica_color.png
					order = 60
					enabled = True
				}

            }
        }		
    }	
}

 

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