ToneStack Posted June 18, 2017 Share Posted June 18, 2017 (edited) On 6/13/2016 at 10:02 AM, The White Guardian said: @Fireheart318 Seeing as Thomas is getting tired of this, I'll try to explain what you're doing. First off, you're using a Kittopia export and those things don't work. Next, in the first line, you have '[!Kopernicus]' which means that your config automatically disables itself if Kopernicus is installed, ergo, it won't work whatever you do. Also, I don't think that you have any idea of what you're actually trying to do here. You're actually trying to create a NEW Mun rather than editing the stock one, and since there can be only one body named 'Mun', stuff will inevitably crash. Try this config instead: @Kopernicus:AFTER[Kopernicus] { @Body[Mun] { @Template { removePQSMods = PQSMod_VertexHeightMap } @PQS { Mods { VertexHeightMap { map = [FILEPATH] offset = 0 deformity = 7500 scaleDeformityByRadius = False order = 10 enabled = True } } } } } Now, what am I doing in this config? With the first line, '@Kopernicus:AFTER[Kopernicus]' I adress ModuleManager and tell it to load this config after the Kopernicus plugin itself, which means that when this config is loaded Kopernicus is awake and can tell KSP what to do with the config. Next, I write '@body[Mun]'. With this line I'm actually saying 'Edit body named 'Mun''. Easy, right? With '@Template' I can edit Mun's PQSMods as if I'm creating a new planet with the Mun template. Next I tell Kopernicus to remove the PQSMod VertexHeightMap. I then adress the PQS applied to Mun ('@PQS'), then adress the Mods (there are PQSMaterials, PQSMods, etc), and then I add a new mod: I re-add VertexHeightMap. The VertexHeightMap I added is identical to the one applied to Mun by default save for the fact that I can tell it to load a different heightmap. But adding a heightmap is very, very easy, I actually don't see what problem you could possibly be having with it. All it takes is writing PQS { Mods { VertexHeightMap { [MOD STUFF HERE] } } } in your planet's config. A quick note though: unless your heightmap is extremely large your planet WILL end up blocky if you use a heightmap only, so therefore also use the mods VertexHeightNoise and VertexSimplexHeightAbsolute, as well as color mods because otherwise your planet will be completely black. And lastly I totally agree with @Thomas P.: You really should do some research first because you seem to be diving in head first with no idea of what you're doing at all. I'm not saying that that's wrong, I'm saying that it'll likely lead to a lot of frustration. @KillAshley has written various example configs you can use as study, and aside from that I've written a few guides that should help you get started and explain the basics of config writing, what does the planet need and what does what mean. Don't let all these confusing looking codes discourage you, it's actually really easy since Kopernicus and PQSMods are like a game with predetermined rules, once you know the rules, you'll find yourself making configs by the truckload with no effort at all. If you need any more help, feel free to ask here or shoot me a PM. Is there a way similar to this that you could do to get a totally flat sphere instead without needing a height map? Am trying to get a template where I can have several small mass and small radius body's (like around 1-10KM in radius) but editing the preexisting templates radius is leading to undesired spikes making it impossible to actually land on the body Edited June 18, 2017 by ToneStack Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted June 18, 2017 Share Posted June 18, 2017 30 minutes ago, ToneStack said: Is there a way similar to this that you could do to get a totally flat sphere instead without needing a height map? Am trying to get a template where I can have several small mass and small radius body's (like around 1-10KM in radius) but editing the preexisting templates radius is leading to undesired spikes making it impossible to actually land on the body @Template { removeAllPQSMods = true } With no PQS there's nothing that warps the terrain, so you'll end with a flat sphere. Quote Link to comment Share on other sites More sharing options...
ToneStack Posted June 18, 2017 Share Posted June 18, 2017 (edited) 14 minutes ago, The White Guardian said: @Template { removeAllPQSMods = true } With no PQS there's nothing that warps the terrain, so you'll end with a flat sphere. I did Ike.cfg like below trying to use most recent documentation and got almost everything I wanted (Ike Now Orbits Mun with about 30KM SOI) even adding the line suggested just tested; still does not look like sphere wondering If I'm missing something @Kopernicus:AFTER[Kopernicus] { @Body[Ike] { //Lets edit the Properties node with an @ sign! @Properties { //so we need to change the description description = This description wasn't very well thought out! //let's raise the gravity a little since we're here geeASL = 0.007 radius = 10000 } @Template { removeAllPQSMods = true } @Orbit { @referenceBody = Mun semiMajorAxis = 1624200 eccentricity = 0.02 } } } Edited June 18, 2017 by ToneStack Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 18, 2017 Share Posted June 18, 2017 (edited) 6 minutes ago, ToneStack said: @Template { removeAllPQSMods = true } Edit: ignore that quote ^^ Remove the @ in front of referenceBody? No need for it AFAIK. Also, it will look flat from the surface. You need to delete its cache file / update its mesh for it to appear flat from orbit. Either that, or add into ScaledVerson {} "useSphericalModel = true" I'm tired, dunno if anything I said made sense. Edited June 18, 2017 by Gameslinx Quote Link to comment Share on other sites More sharing options...
ToneStack Posted June 18, 2017 Share Posted June 18, 2017 (edited) 33 minutes ago, Gameslinx said: Edit: ignore that quote ^^ Remove the @ in front of referenceBody. Hmm, doing that moved Ike back around the orbit of Duna; also just realized I think I might have the wrong version, have the .dll file saying it was made on May 30, will try updating it keeping Ike.cfg with referenceBody instead of @referenceBody, will see what happens. Updating the mod to 1.3.0-4 the .dlls now have June 15 on them seems to have made Ike Become a sphere 10KM long and gravity change as desired on Map view, however Ike is orbiting Duna instead of Mun still and after hyper editing a vessel to orbit around the modified Ike the textures in vessel view seem to clip in and out Edited June 18, 2017 by ToneStack Version update Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 19, 2017 Share Posted June 19, 2017 8 hours ago, ToneStack said: Hmm, doing that moved Ike back around the orbit of Duna; also just realized I think I might have the wrong version, have the .dll file saying it was made on May 30, will try updating it keeping Ike.cfg with referenceBody instead of @referenceBody, will see what happens. Updating the mod to 1.3.0-4 the .dlls now have June 15 on them seems to have made Ike Become a sphere 10KM long and gravity change as desired on Map view, however Ike is orbiting Duna instead of Mun still and after hyper editing a vessel to orbit around the modified Ike the textures in vessel view seem to clip in and out Put the @ back of it worked. Quick save and quick load after hyper-editing your vessel. That will fix it. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 19, 2017 Share Posted June 19, 2017 @Sigma88 - Ignore my prior report, on a clean install with only Kopernicus 1.3.0-4, OPM, and OtherWorlds, I am unable to replicate the previously observed behavior. It looks like this is probably an edge case mod conflict - not sure which one, since I have 63 mods currently installed on my main save game. If I find later that there is a specific set that reproduces the problem, then I'll re-report it with the appropriate logs. Thanks for taking the time to review the posts. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted June 19, 2017 Share Posted June 19, 2017 (edited) I am having issues with a planet. I tried fixing it, but it didn't work. Here's my config. (I am using 1.2.2-5) Spoiler @Kopernicus:AFTER[Kopernicus] { Body { name = Noduun flightGlobalsIndex = 355 finalizeOrbit = true cacheFile = Planets1138/Cache/Noduun.bin Template { name = Jool } Properties { description = Noduun. Farthest out and smallest gas giant in the system. As Noduun is quite some distance from Eeloo, scientists speculate that it feels lonely. radius = 5991000 geeASL = 1.5 isHomeworld = false tidallyLocked = false rotates = true rotationPeriod = 5960 sphereOfInfluence = 4000000000 timewarpAltitudeLimits = 0 200000 430000 650000 87000000 290042000 30000000 300000500 300000500 ScienceValues { landedDataValue = 374495378249826572647863862786578678973486790275986574865787897598763745876374 splashedDataValue = 8394751987592759837573659714865725627847368243659827464836523746146756327564537 flyingLowDataValue = 6 flyingHighDataValue = 5 inSpaceLowDataValue = 4 inSpaceHighDataValue = 3 flyingAltitudeThreshold = 100000 spaceAltitudeThreshold = 200100000 } } Orbit { referenceBody = Sun semiMajorAxis = 90339999999 inclination = 1.221622 eccentricity = 0.250642 longitudeOfAscendingNode = 0.90075 argumentOfPeriapsis = 0.0 meanAnomalyAtEpoch = 24300.238600 color = 0.034,0.0,0.255,1.0 } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = Planets1138/Noduun/PluginData/Noduun_color.png shininess = 0.25 specular = 0,0,0,1.0 Gradient { 0.0 = 0.034,0.0,0.255,0.3 0.5 = 0.009,0.0,0.071,0.3 1.0 = 0.0196,0.0196,0.0196,1.0 } } } Atmosphere { ambientColor = 0.034,0.0,0.255,0.3 lightColor 0.034,0.0,0.255,0.3 altitude = 200000 enabled = true oxygen = true adiabaticIndex = 1.52 atmosphereMolarMass = 0.24300000146 staticPressureASL = 21.0 pressureCurve { key = 0 2127.825 -6.2635209E-02 -6.2635209E-02 key = 10000 1501.4727 -4.91925E-02 -4.91925E-02 key = 20000 1143.97472 -2.9013075E-02 -2.9013075E-02 key = 30000 921.21106 -2.07333315E-02 -2.07333315E-02 key = 40000 729.30816 -1.76453214E-02 -1.76453214E-02 key = 50000 568.30466 -1.46684265E-02 -1.46684265E-02 key = 60000 435.93956 -1.19753907E-02 -1.19753907E-02 key = 70000 328.79686 -9.6239451E-03 -9.6239451E-03 key = 80000 243.4607 -7.6140813E-03 -7.6140813E-03 key = 90000 176.51522 -5.945814E-03 -5.945814E-03 key = 100000 124.54442 -4.6191474E-03 -4.6191474E-03 key = 110000 84.1323 -3.634071E-03 -3.634071E-03 key = 120000 51.863 -2.815722E-03 -2.815722E-03 key = 130000 27.81786 -1.70067807E-03 -1.70067807E-03 key = 140000 17.84944 -6.9089286E-04 -6.9089286E-04 key = 150000 14 -3.86967E-04 -3.86967E-04 key = 160000 10.1101 -3.8330607E-04 -3.8330607E-04 key = 170000 6.33388 -3.5037807E-04 -3.5037807E-04 key = 180000 3.10254 -2.7431607E-04 -2.7431607E-04 key = 190000 0.84756 -1.55127E-04 -1.55127E-04 key = 200000 0 -8.4756E-05 -8.4756E-05 } temperatureSunMultCurve { key = 0 1 0 0 key = 15384.61539 0.5 -0.00003 -5.13225E-05 key = 16952.35385 0 0 0 key = 30866.12307 0 0 0 key = 72845.07692 0.2 0 0 key = 110461.7846 0.2 0 0 key = 140445.5384 0 0 0 key = 200000 0.4 0 0 } temperatureLatitudeBiasCurve { key = 0 0 0 0 key = 90 -12 0 0 } temperatureLatitudeSunMultCurve { key = 0 12 0 0 key = 90 0 0 0 } temperatureAxialSunBiasCurve { key = 0 0.441 0 -0.0106 key = 36 0 -0.0131 -0.0131 key = 126 -0.75 0 0 key = 216 0 0.0131 0.0131 key = 306 0.75 0 0 key = 360 0.441 -0.0106 0 } temperatureAxialSunMultCurve { key = 0 0 0 0.018 key = 90 1 0 0 } temperatureEccentricityBiasCurve { key = 0 2 0 -4 key = 1 -2 -4 0 } AtmosphereFromGround { waveLength = 0.6801278, 0.6741574, 0.6262613, 0.5 } } } } (I have word wrap on) Edited June 19, 2017 by Mrcarrot Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 20, 2017 Share Posted June 20, 2017 (edited) Does the "name" field (the one that is "name = Kerbol System" in System.cfg) show up anywhere in game where the user can see it (does it need to be included in localizations of planet mods)? Edited June 20, 2017 by TheRagingIrishman grammar Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 20, 2017 Share Posted June 20, 2017 9 minutes ago, TheRagingIrishman said: Does the "name" field (the one that is "name = Kerbol System" in System.cfg) show up anywhere in game where the user can see it (does it need to be included in localizations of planet mods)? I've wondered this, as I changed it for GPP and RSS does it as well. I haven't seen it anywhere, but I also haven't gone looking for it either. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 20, 2017 Share Posted June 20, 2017 4 hours ago, TheRagingIrishman said: Does the "name" field (the one that is "name = Kerbol System" in System.cfg) show up anywhere in game where the user can see it (does it need to be included in localizations of planet mods)? 4 hours ago, Galileo said: I've wondered this, as I changed it for GPP and RSS does it as well. I haven't seen it anywhere, but I also haven't gone looking for it either. No, the name is pointless as far as I know Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 20, 2017 Share Posted June 20, 2017 7 hours ago, Sigma88 said: No, the name is pointless as far as I know Thanks Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 20, 2017 Share Posted June 20, 2017 @Mrcarrot, I don't know what's up with the following, but I'd delete those lines, or maybe just give them a value of zero (can't land or splash on a gas giant). Those crazy large numbers might be causing a problem. landedDataValue = 374495378249826572647863862786578678973486790275986574865787897598763745876374 splashedDataValue = 8394751987592759837573659714865725627847368243659827464836523746146756327564537 It also looks like your atmosphere is composed of americium. atmosphereMolarMass = 0.24300000146 That's 243 kg/mol, or a molecular weight of 243 g/mol. I think you probably want it to be 0.00243, i.e. a hydrogen-helium atmosphere. It's also my understanding that the following are redundant. When both are specified, I believe lightColor governs. lightColor 0.034,0.0,0.255,0.3 AtmosphereFromGround { waveLength = 0.6801278, 0.6741574, 0.6262613, 0.5 } This number also looks funny, meanAnomalyAtEpoch = 24300.238600 The mean anomaly is measured in radians, thus it has a value between 0 and 2pi. A value of 0 means the planet is a pariapsis at the specified epoch, and a value of 3.14 means the planet is at apoapsis at the specified epoch. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted June 20, 2017 Share Posted June 20, 2017 "The Kerbin" and missing biome names in Kopernicus on KSP 1.3 I started fixing up GregroxMun's Eve Space Program to re-enable biomes and maybe to relocate the KSC to where the first survey contracts are, or relocate the first survey contracts to where the KSC gets placed currently. Here's my fork of his configurations as of now, and so far I have biomes working again. The colour values just needed to be changed to use the KerbNet biome map colour values. Eve, which is the KSP home world in this configuration, shows up as "The Kerbin" in map views and in KerbNet. Biome names are also missing in KerbNet's biome view, but are present in science reports. The reports themselves are just the default reports and report titles read like, "Crew report from Lowlands of The Kerbin." I'm assuming this is KSP 1.3 localization that needs to be done. Are there any working examples I can look at to learn how Kopernicus handles localization and biome names? What about displaying biome names correctly in KerbNet? Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted June 20, 2017 Share Posted June 20, 2017 1 hour ago, OhioBob said: @Mrcarrot, I don't know what's up with the following, but I'd delete those lines, or maybe just give them a value of zero (can't land or splash on a gas giant). Those crazy large numbers might be causing a problem. landedDataValue = 374495378249826572647863862786578678973486790275986574865787897598763745876374 splashedDataValue = 8394751987592759837573659714865725627847368243659827464836523746146756327564537 It also looks like your atmosphere is composed of americium. atmosphereMolarMass = 0.24300000146 That's 243 kg/mol, or a molecular weight of 243 g/mol. I think you probably want it to be 0.00243, i.e. a hydrogen-helium atmosphere. It's also my understanding that the following are redundant. When both are specified, I believe lightColor governs. lightColor 0.034,0.0,0.255,0.3 AtmosphereFromGround { waveLength = 0.6801278, 0.6741574, 0.6262613, 0.5 } This number also looks funny, meanAnomalyAtEpoch = 24300.238600 The mean anomaly is measured in radians, thus it has a value between 0 and 2pi. A value of 0 means the planet is a pariapsis at the specified epoch, and a value of 3.14 means the planet is at apoapsis at the specified epoch. Still doesn't work. Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 20, 2017 Share Posted June 20, 2017 (edited) 9 minutes ago, Mrcarrot said: Still doesn't work. In the ScaledVersion node in your cfg, delete fadeStart = 0 and fadeEnd = 0 and see if that helps. Edited June 20, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 20, 2017 Share Posted June 20, 2017 2 hours ago, Mrcarrot said: Still doesn't work. You have one too many time warp limits specified. There should only be 8 values, while you have 9. timewarpAltitudeLimits = 0 200000 430000 650000 87000000 290042000 30000000 300000500 300000500 Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 20, 2017 Share Posted June 20, 2017 @Mrcarrot, I also recommend using finalizeOrbit = False (unless you are adding to a mod that already uses finalizeOrbit = True, like RSS). Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 20, 2017 Share Posted June 20, 2017 51 minutes ago, OhioBob said: finalizeOrbit = False there's no need to explicitly use finalizeOrbit = False since it's the default value that is given to all planets anyways it only makes sense to use finalizeOrbit = True (if you want it to be true, which I suggest you avoid) Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 20, 2017 Share Posted June 20, 2017 1 minute ago, Sigma88 said: there's no need to explicitly use finalizeOrbit = False since it's the default value that is given to all planets anyways it only makes sense to use finalizeOrbit = True (if you want it to be true, which I suggest you avoid) I only mentioned it because @Mrcarrot's config has specifically set it equal to true. So he can either set it to false, or just delete the line entirely and let is default to false. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 20, 2017 Share Posted June 20, 2017 Just now, OhioBob said: I only mentioned it because @Mrcarrot's config has specifically set it equal to true. ah I didn't notice that, yup remove that line would be my suggestion actually, "start from simple cfgs" would be my suggestion Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 20, 2017 Share Posted June 20, 2017 @Sigma88 What does orbitIndex do? Can it be used to control the order of appearance of explore body contracts? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 21, 2017 Share Posted June 21, 2017 (edited) 59 minutes ago, JadeOfMaar said: @Sigma88 What does orbitIndex do? Can it be used to control the order of appearance of explore body contracts? it's GN stuff (to be a bit more clear: it's not kopernicus syntax. it's parameters I store in the kopernicus nodes for my stars in GN) Edited June 21, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 21, 2017 Share Posted June 21, 2017 @Sigma88 So it has no place in other planet mods then? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 21, 2017 Share Posted June 21, 2017 Just now, JadeOfMaar said: @Sigma88 So it has no place in other planet mods then? yeah it would have no effect on other mods because they don't have the infrastructure I use in GN Quote Link to comment Share on other sites More sharing options...
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