Sigma88 Posted March 14, 2017 Share Posted March 14, 2017 41 minutes ago, TaintedLion said: Hello. I installed StarCrusher96's Kerbol Star System mod with Kopernicus 1.2.2-4, and all I get is a black screen when I load up a save. I can't go into anything in the space centre. I have a log file if you want it. I asked the author of the KSS mod, and after a lot of looking around, he asked me to ask here, see if it's a problem with Kopernicus. if you click on the nyan cat in my sig there's a list of stuff we need but if the problem is in KSS it might not be possible for us to give you an easy solution Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted March 14, 2017 Share Posted March 14, 2017 15 minutes ago, Sigma88 said: if you click on the nyan cat in my sig there's a list of stuff we need but if the problem is in KSS it might not be possible for us to give you an easy solution Alrighty then. Here is a link to a zip file with the ksp.log, the Kopernicus logs, and the ModuleManager cache. The only mods I have installed are the KSS mod, Kopernicus 1.2.2-4, and Module Manager 2.7.5. Thanks for helping. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 14, 2017 Share Posted March 14, 2017 7 minutes ago, TaintedLion said: Alrighty then. Here is a link to a zip file with the ksp.log, the Kopernicus logs, and the ModuleManager cache. The only mods I have installed are the KSS mod, Kopernicus 1.2.2-4, and Module Manager 2.7.5. Thanks for helping. on your setup 47 planets failed to load while 31 managed to load seeing you are running linux I'd guess there are some upper/lower case mismatches between the configs of KSS and the names of the files either that or the cfgs for those planets are plain broken and don't work period. Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted March 14, 2017 Share Posted March 14, 2017 11 minutes ago, Sigma88 said: on your setup 47 planets failed to load while 31 managed to load seeing you are running linux I'd guess there are some upper/lower case mismatches between the configs of KSS and the names of the files either that or the cfgs for those planets are plain broken and don't work period. Okay, I'm gonna go back to the creator of KSS, give him the same files. Thank you for your help, it's appreciated Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted March 14, 2017 Share Posted March 14, 2017 Did you slip a Pi Day Easter Egg into Kopernicus, or is that from OPM? Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted March 15, 2017 Author Share Posted March 15, 2017 I released Kopernicus 1.2.2-5 (hey, we never had so many versions for one ksp version ) on Github. It contains a fix for the pretty dumb bug that caused the high amount of lag in the space center, and some other stuff. Just read the changelog. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted March 15, 2017 Share Posted March 15, 2017 Sweet, I'll get to testing MeshScatter. Is there an example configuration for the mod available somewhere, or at least a framework listing the parsers it needs? Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted March 15, 2017 Author Share Posted March 15, 2017 (edited) 2 minutes ago, The White Guardian said: Sweet, I'll get to testing MeshScatter. Is there an example configuration for the mod available somewhere, or at least a framework listing the parsers it needs? The only thing you could do is to look at the mod loader code to see what it is loading. https://github.com/Kopernicus/Kopernicus/blob/release-1.2.2-5/Kopernicus/Kopernicus/Configuration/ModLoader/MeshScatter.cs Edited March 15, 2017 by Thomas P. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted March 15, 2017 Share Posted March 15, 2017 Alright, already documenting MeshScatter, so far I found this: MeshScatter { materialType collide (Boolean) science (Boolean) Experiment { } Material { } scatterName (string) seed (int) maxCache (int) maxScatter (int) material (StockMaterialParser) map (MapSO) mesh (MeshParser) minSubdivision (int) countPerSqM (float) verticalOffset (float) minScale (Vector3Parser) maxScale (Vector3Parser) castShadows (Boolean) receiveShadows (Boolean) } I'll be writing an example code in a minute, hang on. Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 15, 2017 Share Posted March 15, 2017 (edited) 3 minutes ago, The White Guardian said: Alright, already documenting MeshScatter, so far I found this: MeshScatter { materialType collide (Boolean) science (Boolean) Experiment { } Material { } scatterName (string) seed (int) maxCache (int) maxScatter (int) material (StockMaterialParser) map (MapSO) mesh (MeshParser) minSubdivision (int) countPerSqM (float) verticalOffset (float) minScale (Vector3Parser) maxScale (Vector3Parser) castShadows (Boolean) receiveShadows (Boolean) } I'll be writing an example code in a minute, hang on. But what does it doooo? What's the difference from what we have now? Edited March 15, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted March 15, 2017 Share Posted March 15, 2017 Alright, here's what I made of it: MeshScatter { materialType collide = false science = false Experiment { } Material { color = 0.4,0.4,0.4,1 mainTex = BUILTIN/lunar cliff face mainTexScale = 1,1 mainTexOffset = 0,0 } scatterName = Rock00 seed = 12345 maxCache = 512 maxScatter = 20 map = FILEPATH mesh = BUILTIN/boulder minSubdivision 1 countPerSqM = 1 verticalOffset = 0 minScale = 0.15 maxScale = 2.5 castShadows = false receiveShadows = false enabled = true order = 100 } Functions mostly like LandControl's scatters, save for the map, minSubdivision and countPerSqM. I don't know what minSubdivision means, I'll have to experiment I suppose, but countPerSqM seems to be 'count per square meter' which could mean the amount of scatters per square meter. 1 minute ago, Galileo said: But what does it doooo? What's the difference from what we have now? Just me logging what kind of value every parser requests. Boolean -> true or false. Integer -> no decimals (like Octaves in Simplex mods) Double -> decimals That sort of thing. Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 15, 2017 Share Posted March 15, 2017 (edited) 3 minutes ago, The White Guardian said: Just me logging what kind of value every parser requests. Boolean -> true or false. Integer -> no decimals (like Octaves in Simplex mods) Double -> decimals That sort of thing. I understand that, but what's the point? Why would one use this? Is it just easier to implement than land control? Edited March 15, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted March 15, 2017 Share Posted March 15, 2017 1 minute ago, Galileo said: I understand that, but what's the point? Why would one use this? Is it just easier to implement than land control? Yes. MeshScatter places the specified scatter using a map as reference, allowing for in-depth creation of biomes without those annoying LerpRanges. Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted March 15, 2017 Author Share Posted March 15, 2017 2 minutes ago, Galileo said: I understand that, but what's the point? Why would one use this? Is it just easier to implement than land control? It is land control light. You can add one scatter type, using a "concentration-map" (white is much scatter, black is no scatter). Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 15, 2017 Share Posted March 15, 2017 6 minutes ago, Thomas P. said: It is land control light. You can add one scatter type, using a "concentration-map" (white is much scatter, black is no scatter). That's cool. Definitely worth looking into Quote Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted March 15, 2017 Share Posted March 15, 2017 @Sigma88 Here are all the files and info needed to figure out the issue with Sigma Binary (and now Kopernicus) not working. I can't figure out how to take a screenshot of my GameData folder, so I just listed all the contents in a text document. Also, it turns out that in trying to fix Sigma Binary earlier, it broke Dosol B, which is the reason why it didn't show up. It doesn't load with or without Sigma Binary, yet Module Manager does not find an error in its config. So now this is an issue for both Kopernicus and Sigma Binary. https://www.dropbox.com/s/541bc8zu84x3e4k/Kopernicus Info.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 16, 2017 Share Posted March 16, 2017 13 hours ago, Galileo said: That's cool. Definitely worth looking into Look forward to seeing more examples of this. May help me fix my empty square patches of scatter on high levels of distance rendering. @Thomas P. do you have any recommendations in that regard? (see this post for more) Quote Link to comment Share on other sites More sharing options...
electricpants Posted March 16, 2017 Share Posted March 16, 2017 I'm making a planet with oceans, and for some reason the game loads it as Laythe (The template I'm using for said planet). I think it's some small error that I made, but I can't find anything that would cause this. Logfiles: https://drive.google.com/open?id=0B5KO_W-swenrUTF6OEhkck9xVjA Quote Link to comment Share on other sites More sharing options...
Artyomka15 Posted March 17, 2017 Share Posted March 17, 2017 @Thomas P. Is it possible to remove colliders from PQS? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 17, 2017 Share Posted March 17, 2017 40 minutes ago, Artyomka15 said: @Thomas P. Is it possible to remove colliders from PQS? PQS is the ground, why do you need passthrough terrain? Quote Link to comment Share on other sites More sharing options...
Artyomka15 Posted March 17, 2017 Share Posted March 17, 2017 (edited) 13 minutes ago, Sigma88 said: PQS is the ground, why do you need passthrough terrain? I know what PQS is, I'm just trying to make a realistic gas giant that way. What I want to do is to make a some kind of thick 3D clouds (like in Space Engine) using PQS mods and put the ocean under it and I don't want things to explode when it reaches the "clouds" Edited March 17, 2017 by Artyomka15 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted March 17, 2017 Share Posted March 17, 2017 15 minutes ago, Artyomka15 said: I know what PQS is, I'm just trying to make a realistic gas giant that way. What I want to do is to make a some kind of thick 3D clouds (like in Space Engine) using PQS mods and put the ocean under it and I don't want things to explode when it reaches the "clouds" I'd say this is probably not possible, but I'm not 100% sure even if that was possible you would get only 1 layer of clouds, you can't have multiple layers of PQS on the same planet (meaning that when you cross the "clouds" you would see the ocean) Quote Link to comment Share on other sites More sharing options...
seanth Posted March 17, 2017 Share Posted March 17, 2017 6 hours ago, Sigma88 said: PQS is the ground, why do you need passthrough terrain? I was actually thinking about this exact thing this morning. It'd be pretty sweet to be able to drop a sub through the surface of an iceworld to explore the oceans Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted March 17, 2017 Author Share Posted March 17, 2017 6 hours ago, Artyomka15 said: I know what PQS is, I'm just trying to make a realistic gas giant that way. What I want to do is to make a some kind of thick 3D clouds (like in Space Engine) using PQS mods and put the ocean under it and I don't want things to explode when it reaches the "clouds" It could work by removing one internal PQSMod. But... Kopernicus will refuse to remove it, because of reasons. The name of the mod is PQSMod_QuadMeshColliders Quote Link to comment Share on other sites More sharing options...
Tynton Posted March 20, 2017 Share Posted March 20, 2017 I happen to be running into a small .bin file problem (only on stock planets). The new mesh I have for the object isn't loading, so it retains the old mesh. Despite designating cache file locations (and ensured proper file destination), the only time the planet will load a new mesh is using KittopiaTech. Before & After pictures: Spoiler And the code: @Kopernicus { @Body[Gilly] { cacheFile = Suthe/Minor Objects/Gilly.bin @Properties { description = Gilly is an asteroid found in the asteroid belt, between Asford and Jool. It has a spiky surface but no craters. rotationPeriod = 26000 } @ScaledVersion { type = Vacuum Material { texture = Suthe/Minor Objects/Gilly.dds normals = Suthe/Minor Objects/GillyNRM.png } } @Orbit { @referenceBody = Sun semiMajorAxis = 18400000000 longitudeOfAscendingNode = -3 inclination = 21 eccentricity = 0.0121 color = 0.3,0.1,0.0,1.0 } @PQS { Mods { VertexSimplexHeightAbsolute { deformity = 12000 frequency = 0.45 octaves = 3 persistence = 0.65 seed = 17 order = 10 enabled = True name = _Height index = 0 } VertexSimplexNoiseColor { blend = 1 colorStart = 0.9,0.875,0.665,1 colorEnd = 0.6,0.2,0.15,1 frequency = 1 octaves = 8 persistence = 0.5 seed = 111453 order = 100 enabled = True name = _Color index = 0 } VertexHeightNoise { deformity = 750 frequency = 4 octaves = 6 persistence = 0.5 seed = 111111112 noiseType = RiggedMultifractal mode = Low lacunarity = 2.5 order = 19 enabled = True name = _Height index = 0 } } } } } 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.