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


Thomas P.

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  On 2/15/2018 at 4:36 PM, Tonas1997 said:

Quick question: which are the variables that handle the apparent magnitude and "glow" radius of a star? I'm tweaking the Constellations mod configs so that

a) the stars can't be seen during daytime,

b) their apparent size looks realistic, and

c) the outer "glowing" rim gets smaller.

Will fire up KSP now and take some screenshots, if necessary.

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All you can really do with stars is change the color and the size of the sunflare (the glow around the star).  You can also change the color and intensity of the light that they cast.  There are several variables for color, best to probably just experiment with them.  The size of the sunflare is control by brightnessCurve.  Here's a post that describes how it works.

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  On 2/15/2018 at 5:42 PM, OhioBob said:

All you can really do with stars is change the color and the size of the sunflare (the glow around the star).  You can also change the color and intensity of the light that they cast.  There are several variables for color, best to probably just experiment with them.  The size of the sunflare is control by brightnessCurve.  Here's a post that describes how it works.

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So there's no way to reduce the circular halo?

JxuatO8.png

 

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  On 2/15/2018 at 7:23 PM, Tonas1997 said:

So there's no way to reduce the circular halo?

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Are you talking about background stars?  That's just a static image, called a skybox.  There is no way to alter a skybox, but you can replace it.  You need a skybox replacement mod and a new set of images.  One of the Sigma Replacements mods allows you to replace the skybox.  And Poodmund has some nice skyboxes.  There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them.

The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game.  That has nothing to do with the background stars.

 

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  On 2/15/2018 at 9:16 PM, OhioBob said:

Are you talking about background stars?  That's just a static image, called a skybox.  There is no way to alter a skybox, but you can replace it.  You need a skybox replacement mod and a new set of images.  One of the Sigma Replacements mods allows you to replace the skybox.  And Poodmund has some nice skyboxes.  There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them.

The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game.  That has nothing to do with the background stars.

 

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I think they are referring to the slight blueish tinge around the blue-white dot just left of center in the image.

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pardon me but something is wrong with this mod when i try to use it with the spectra mod as i get this error message 

"kopernicus was not able to load the custom planetary system due to an exception in the loading process. loading your savegame is NOT recommended as it could corrupt it and delete our progress.

 please contact the planet pack author or the kopernicus team about the issue and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory" something has gone horribly wrong so is there anything i can do to fix it?

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So, you decided not to do this? :cool:

  On 2/16/2018 at 5:08 AM, mindseyemodels said:

... and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory

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I'm having a little fun at your expenses but you've got to help the mod devs out and follow the instructions, especially when you post them.

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@mindseyemodels, are you using Kopernicus 1.3.1-6?  If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus.  Try it using Kopernicus 1.3.1-4 and see if that works.  If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6.

As a general rule, when a new Kopernicus is released, don't immediately install it.  Give the mod makers time to get caught up. 

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  On 2/16/2018 at 6:12 AM, OhioBob said:

@mindseyemodels, are you using Kopernicus 1.3.1-6?  If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus.  Try it using Kopernicus 1.3.1-4 and see if that works.  If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6.

As a general rule, when a new Kopernicus is released, don't immediately install it.  Give the mod makers time to get caught up. 

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it is 1.3.1-6 so i think the spectra mod needs updating(the spectra mod is the mod i was using kopernicus for as well as new horizons(no longer installed due to incompatibility for now)

Edited by mindseyemodels
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I updated Kopernicus, Kronometer, Sigma Dimensions, Sigma Binary and Outer Planets Mod.  I believe these are all the mods that I use that rely on Kopernicus and they all had updates to 1.3.1-6.   

I sent a remote probe to land on minmus and as soon as I got into the SOI my FPS tanked.  I saw alot of errors on the console and checked the log and its all to do with biome.  I open SCANsat in game to look at the biome map, it does not work.  I try every other body/map type I have unlocked and they are all fine, just specifically the minmus biome map is broken.

I rolled back to the previous version of the listed mods and all is fine. 

[EXC 03:18:15.951] IndexOutOfRangeException: Array index is out of range.
	CBAttributeMapSO.GetAtt (Double lat, Double lon)
	SCANsat.SCANUtil.getBiomeIndex (.CelestialBody body, Double lon, Double lat)
	SCANsat.SCANUtil.getBiome (.CelestialBody body, Double lon, Double lat)
	SCANsat.SCAN_Map.SCANmap.getPartialMap (Boolean apply)
	SCANsat.SCAN_Unity.SCAN_UI_BigMap.Update ()
	SCANsat.Unity.Unity.SCAN_BigMap.Update ()
[EXC 03:18:15.965] IndexOutOfRangeException: Array index is out of range.
	CBAttributeMapSO.GetAtt (double,double) <0x000d9>
	ScienceUtil.GetExperimentBiome (CelestialBody,double,double) <0x0007f>
	MuMech.MechJebModuleInfoItems.CurrentRawBiome () <0x0009f>
	(wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042>
	MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024>
	MuMech.ValueInfoItem.DrawItem () <0x00045>
	MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124>
	MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f>
	UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4>
	UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4>

ksp log https://drive.google.com/open?id=1fpwy0weulVCoQheCuKf65wxMT142PIYN

output log https://drive.google.com/open?id=1Xctn15D0xlJMmIj37F3AE2CNIEUIjUop

 

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Hi Thomas,

I have people complaining that [x] Science! is failing.  It seems to be KSP's function ScienceUtil.GetExperimentBiome() that is bombing with "IndexOutOfRangeException: Array index is out of range."  However Kopernicus does seem to be a common factor.  Actually I have yet to reproduce the issue but I only use Kopernicus for Asclepius.  It does only seem to be bothering people with a massive number of mods.

It seems to be effecting Contract Configurator too.

Check out https://github.com/thewebbooth/KSP-X-Science/issues/22

One guy has uploaded a log file.

PM me if I can help in any way or if I need to change [x] Science! at all.

z

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I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls?

 

Edited by alphaprior
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  On 2/17/2018 at 1:05 AM, alphaprior said:

I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls?

 

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Give it a few days for other planet pack modders to catch up?

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Spectra seems to be triggering this for Pol (with Galileo's OPM, at least):

[LOG 20:30:09]: Exception Was Recorded: Method not found: 'Default constructor not found...ctor() of UnityEngine.Material'.
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 

 

Looks like it's the stalactite scatter (apologies for awful indentation). The LandControl.landClass.Class.scatters stuff has this:

								Scatter
								{
									density = 0.10
									scatterName = stalactite
								}

and LandControl.scatters has this:

Scatter
						{
							castShadows = True
							recieveShadows = True
							name = stalactite
							delete = False
							collide = False
							Material
							{
								color = 0.6641791,0.6319441,0.4482048,1
								mainTex = BUILTIN/distantground
								mainTexScale = 0.5,0.5
								mainTexOffset = 0,0
								detail = BUILTIN/rock00
								detailScale = 3,3
								detailOffset = 0,0
							}
							Experiment
							{
							}
						}

 

So, something either included or missing there is causing this, but I don't know what. (Help appreciated)

I'll let the Spectra author know as well, but can the errors for this be improved at all? Would really help with tracking this kind of thing down (process of elimination is not fast, not with my mod count :D)

Edited by Singing Boyo
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  On 2/22/2018 at 1:13 PM, chubbyassasin123 said:

Hey, I recently was using Kopernicus examples to make a gas giant with a moon orbiting it. I did the gas giant fine, but I am having problems with the surface of the moon. The problem I am having is the surface of the moon being super bright. It looks like it has very high bloom on it. Can anyone help me solve this?

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Can you post your config and a screenshot?

 

Edited by OhioBob
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  On 2/22/2018 at 9:10 PM, OhioBob said:

Can you post your config and a screenshot?

 

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Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal.

  Reveal hidden contents

 

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  On 2/23/2018 at 5:39 AM, chubbyassasin123 said:

Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal.

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I don't think I've ever seen that problem before.  If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion.  I notice you're using .jpg images for your texture and normal maps.  I don't recall ever seeing .jpg used.  Maybe that has something to do with your problem.  I typically use the following file types:

Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required.
Normal map - .dds DXT5nm.
Height map - .dds L8, or .png greyscale 8-bit.

Save all .dds images color and normal maps with mipmaps.

Other than that, the only other thing that jumps out at me it that you haven't given your body a template.  I've never seen a config without a template, so I don't know what problems that might cause.
 

Edited by OhioBob
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  On 2/23/2018 at 7:40 AM, OhioBob said:

I don't think I've ever seen that problem before.  If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion.  I notice you're using .jpg images for your texture and normal maps.  I don't recall ever seeing .jpg used.  Maybe that has something to do with your problem.  I typically use the following file types:

Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required.
Normal map - .dds DXT5nm.
Height map - .dds L8, or .png greyscale 8-bit.

Save all .dds images with mipmaps.

Other than that, the only other thing that jumps out at me it that you haven't given your body a template.  I've never seen a config without a template, so I don't know what problems that might cause.

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I tried to use DDS images but it would just make my planets a solid black color. I can try again when I get home though.

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  On 2/23/2018 at 12:15 PM, Sigma88 said:

@chubbyassasin123 white textures means the path is wrong

In your case you are adding the extension where you shouldn't

(Normal and main texture)

 

Also, don't post your cfgs directly on the forums. It's really annoying for people on mobile

Use pastebin or something similar

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Thanks, I won't do that again. When I get home I can remove the .jpg from the path.

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