Danilka Posted April 28, 2019 Share Posted April 28, 2019 (edited) 10 hours ago, OhioBob said: If we call the three numbers X, Y and Z, then Latitude = ASIN( Y / SQRT(X^2 + Y^2 + Z^2) ) Longitude, if X>0 = ATAN( Z / X) Longitude, if X<0 and Z>0 = ATAN( Z / X) + 180 Longitude, if X<0 and Z<0 = ATAN(Z / X) -180 So for the given example, Latitude = ASIN( -3000 / SQRT(157000^2 + (-3000)^2 + (-570000)^2 ) = -0.2907275094 Longitude = ATAN(-570000 / 157000) = -74.60038846 When I work with these numbers I prefer to use unit vectors, i.e. vectors that have a magnitude of one. The magnitude doesn't matter because it just points a direction. In unit vectors we have, 0, 1, 0 --- points to the north pole 0, -1, 0 --- points to the south pole 1, 0, 0 --- points to 0 longitude on the equator -1, 0, 0 --- points to 180 longitude on the equator 0, 0, 1 --- points to +90 longitude on the equator 0, 0, -1 --- points to -90 longitude on the equator How translate latitude and longitude to position? Edited April 28, 2019 by Danilka Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 28, 2019 Share Posted April 28, 2019 32 minutes ago, Danilka said: How translate latitude and longitude to position? X = COS(latitude) * COS(longitude) Y = SIN(latitude) Z = COS(latitude) * SIN(longitude) Quote Link to comment Share on other sites More sharing options...
Danilka Posted April 28, 2019 Share Posted April 28, 2019 thank you for help!!!! Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 28, 2019 Share Posted April 28, 2019 2 hours ago, OhioBob said: X = COS(latitude) * COS(longitude) Y = SIN(latitude) Z = COS(latitude) * SIN(longitude) And since KSP planets are all spheres we just multiply the result by the radius right? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted April 28, 2019 Share Posted April 28, 2019 (edited) 14 hours ago, Nightside said: And since KSP planets are all spheres we just multiply the result by the radius right? You can, but there's no need to. I use the results as is (a unit vector) and it works just fine. The vector just points a direction, so its scalar value is irrelevant. The elevation of whatever you place at that position is relative to the datum or surface. For example, in the following "position" gives the direction to the object, but "flattenTo" gives the elevation relative to the datum. The datum is defined, of course, by the planet radius. FlattenArea { name = Pyramids DEBUG_showColors = False flattenTo = 1770 innerRadius = 400 outerRadius = 1000 position = -0.7795680037, -0.1133018723, -0.6159841015 smoothEnd = 0 smoothStart = 0 order = 150 enabled = True } Edited April 28, 2019 by OhioBob Quote Link to comment Share on other sites More sharing options...
dlathro1 Posted May 9, 2019 Share Posted May 9, 2019 I'm having trouble moving the Space Center to a new body. Specifically, I want to move it to a moon, if that's important. The game boots and loads all the data, but then gets stuck loading the start screen. My current code in Jorth.cfg. For reference: The game loads perfectly with "name = Jorth" and "isHomeWorld = false". @Kopernicus:FOR[Duane] { // Earth Body { name = Kerbin finalizeOrbit = true flightGlobalsIndex = 1 cacheFile = Duane/Kopernicus/Cache/Jorth.bin Template { name = Kerbin //removePQSMods = PQSLandControl, PQSMod_VertexSimplexHeightAbsolute, PQSMod_VertexHeightNoiseVertHeightCurve2, PQSMod_VertexRidgedAltitudeCurve } Orbit { referenceBody = Odin semiMajorAxis = 79598261.1504425 eccentricity = 0.01609636160505683 inclination = -1.5 meanAnomalyAtEpochD = 357.0607464120944 longitudeOfAscendingNode = 159.9965004168758 argumentOfPeriapsis = 102.9720683296131 color = 0.0,0.278,0.388,1.0 } Properties { displayName = Jorth isHomeWorld = true radius = 6371000 ocean = true description = Despite Jorth's magnetic field, it has a high amount of background radiation courtesy of Odin, which has allowed life to evolve faster than on earth. Jorth has tides caused by the planet's rotation under the gravitational field of Odin that have also facilitated the development of life. The kerbals who live on this world seem to be exceptionally resilient to radiation, explosions, and other "accidents" that occur as a result space flight. // Stellar day. solarRotationPeriod = False rotationPeriod = 86164.098903691 rotates = true initialRotation = 100.1833 tidallyLocked = false // does nothing - axialTilt = 23.44 gravParameter = 3.986004418e+14 timewarpAltitudeLimits = 0 140000 140000 140000 140000 2000000 35000000 35000000 // Set navball switching around the Karman line navballSwitchRadiusMult = 0.0160100455 navballSwitchRadiusMultLow = 0.0153822006 inverseRotThresholdAltitude = 145000 ScienceValues { landedDataValue = 0.3 splashedDataValue = 0.4 flyingLowDataValue = 0.7 flyingHighDataValue = 0.9 inSpaceLowDataValue = 1 inSpaceHighDataValue = 1.5 recoveryValue = 1 flyingAltitudeThreshold = 50000 spaceAltitudeThreshold = 35786000 } } } } Any ideas are appreciated and welcome. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted May 9, 2019 Share Posted May 9, 2019 11 hours ago, dlathro1 said: I'm having trouble moving the Space Center to a new body. Specifically, I want to move it to a moon, if that's important. If you're moving the Space Center to another stock moon, Alien Space Programs has multiple examples. The latest example still has bugs to work out yet, but that's because templating Mun or Minmus has some difficulty. Parenting the home world to something other than Body 0 (Usually the sun) also has unique difficulties that are addressed in the examples. Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 10, 2019 Author Share Posted May 10, 2019 Ok, so PSA: The next Kopernicus update will completely kill any plugin that depends on it (this means mods who interact with Kopernicus through anything except the config interface). The reason is that I did some really big refactoring to the code, so isn't full of warnings in my IDE and changed some of the more stupid choices I made in the past (like splitting Kopernicus into 3 dlls) The config interface is stable so far (and actually the new version might be able to load mods from pre 1.3.1-3 again, since I just deleted the config option that caused those bodies to error out - KSP always overwrites it with a default that I cannot change) - but I have some ideas that might require changes. When changes are neccessary I will post something about them. However, as previously said, all plugins that interface with Kopernicus or it's parser directly (i.e. the IC plugin, Sigmas plugins and so on) will need at least a recompile but probably some larger code changes. The logic didn't change, but a lot of parameter names did. If you need help with updating a plugin, feel free to ping me and I will see what I can do. I would appreciate if you could try (i.e. compiling the source code on github and checking if your plugin builds against it) before I release that version so that I can revert something before releasing it in case it is neccessary. Quote Link to comment Share on other sites More sharing options...
TeslaPenguin1 Posted May 29, 2019 Share Posted May 29, 2019 Are there any good tutorials for making planets with SpaceEngine? I found one but it's outdated... Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted May 30, 2019 Share Posted May 30, 2019 It seems ksp 1.7.1 is out. Will I expect a kopernicus update anytime soon? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 30, 2019 Share Posted May 30, 2019 (edited) Considering that two posts above there's an announcement about a breaking change in the next version (no date, but obviously gearing up for release), I'd say yes. Edited May 30, 2019 by Guest Quote Link to comment Share on other sites More sharing options...
DaveLister9999 Posted May 30, 2019 Share Posted May 30, 2019 Let me start by saying Kopernicus is my favorite mod. And I am thankful for work Thomas P and others continue to put into it. I am having trouble with FlattenArea. Either it is having no effect or I can't locate flattened area. Below is a sample of code I have used to modify my own planets. I expect the a Flattened area lat=0 and lon=0. But I see no evidence of flat ground. @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @PQS { @Mods { FlattenArea { DEBUG_showColors = False flattenTo = 0 //height in m innerRadius = 10000 //radius of start of slope in m outerRadius = 10000 //radius of end of slope in m //position = -1, 0, 0 //x,y,z radial vectors smoothEnd = 0 smoothStart = 0 order = 99999 enabled = True name = value //name identifier Position { latitude = 0 longitude = 0 altitude = 0000 // <altitude above sea level> } } } } } } I also have a file in \GameData\__FlattenTest\testflat.cfg I expect to see a flattened area near latitude zero and longitude -80. But again I see no evidence of flattening. @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @PQS { @Mods { FlattenArea { DEBUG_showColors = False flattenTo = 0 //height in m innerRadius = 100 //radius of start of slope in m outerRadius = 6000 //radius of end of slope in m position = -0.110,0,0.993 //x,y,z radial vectors //lat 0 --- lon -80 smoothEnd = 0 smoothStart = 0 order = 99999 enabled = True name = value //name identifier //Position //{1 to 2 also // latitude = 0 // longitude = 180 // altitude = 0000 // <altitude above sea level> //} } } } } } [/spoiler] I have been reading the forums and working on this with trial and error for several days with no results. Maybe someone can give me a known working example of FlattenArea. The flat area can be anywhere on any stock planet as long as I know the latitude and longitude of the flat area and I can get to it with Hyperedit. Let me also add this. I am trying to create a flat area to place a base. At this point I would be happy with a command that re-creates something like the minimus flats on some of my planets. Actually I would be happy with anything that I can use to create flat spots for my bases. Thanks in advance for any help you might be able to give me. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 31, 2019 Share Posted May 31, 2019 I have a warning that the kopernicus can't work with the breaking ground expension! And this issue must be fixed immediately! Quote Link to comment Share on other sites More sharing options...
Rover 6428 Posted May 31, 2019 Share Posted May 31, 2019 when are we to expect a 1.7.1 version? Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted May 31, 2019 Share Posted May 31, 2019 I'm pretty sure releases get delayed by a month every time someone asks for an update. Breaking Ground dropped today. No modders have had any access to the build prior to a public release so there's been no way for them to adapt their mods to the changes made by 1.7.1. I imagine Kopernicus will have some changes that need to be made to accommodate the new surface anomalies from Breaking Ground and, lacking any programming experience, I imagine it takes time to make that kind of thing happen. Be patient. Modders do their work for free, when and if they have the time. Thomas P and the entirety of the Kopernicus team have done extraordinary work with their mod, but they have to all kinds of testing to ensure compatibility with the latest versions of KSP. That's why Kopernicus and many other mods are version locked. There will be a release as soon as it's ready, but asking for or demanding updates probably isn't helping. Give it a few weeks. In the meantime why not play on a vanilla or less modded save? Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted May 31, 2019 Share Posted May 31, 2019 1 hour ago, sadina said: I have a warning that the kopernicus can't work with the breaking ground expension! And this issue must be fixed immediately! This issue must be fixed when the volunteer, unpaid mod-maker feels like getting around to it. Please keep in mind that these people don't owe others anything and are sharing their work out of the kindness of their hearts. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 31, 2019 Share Posted May 31, 2019 1 hour ago, Vanamonde said: This issue must be fixed when the volunteer, unpaid mod-maker feels like getting around to it. Please keep in mind that these people don't owe others anything and are sharing their work out of the kindness of their hearts. Of cause I do know these things and I have do respect them. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 31, 2019 Share Posted May 31, 2019 I guess it will take a little time to adapt kopernicus to allow surface features on mod worlds... But maybe not, there is a simple text file that seems to define them. Ill bet I could text edit geysers on kerbin right now... Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 31, 2019 Author Share Posted May 31, 2019 9 hours ago, Rover 6428 said: when are we to expect a 1.7.1 version? precisely 2 weeks after 1.8 comes out. and everyone who demands answers that aren't silly is out of luck Quote Link to comment Share on other sites More sharing options...
doodlemh Posted May 31, 2019 Share Posted May 31, 2019 24 minutes ago, Thomas P. said: precisely 2 weeks after 1.8 comes out. and everyone who demands answers that aren't silly is out of luck 1.8 for ksp? Is ksp in 1.8 rn? Quote Link to comment Share on other sites More sharing options...
Rover 6428 Posted May 31, 2019 Share Posted May 31, 2019 3 minutes ago, doodlemh said: 1.8 for ksp? Is ksp in 1.8 rn? he was joking Quote Link to comment Share on other sites More sharing options...
Walker Posted May 31, 2019 Share Posted May 31, 2019 47 minutes ago, Rover 6428 said: he was joking I'm not sure, I really hope there will be 1.7.1 Kopernicus update two weeks after 1.8 drops, so... Quote Link to comment Share on other sites More sharing options...
doodlemh Posted May 31, 2019 Share Posted May 31, 2019 2 hours ago, Rover 6428 said: he was joking Dang got me good Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted June 1, 2019 Share Posted June 1, 2019 (edited) To be honest I was expecting the update to go along the BG DLC to be 1.8... It might be that there could be a 1.8 update in a few weeks and thus, Thomas P. prediction could still come true and not as a joke. My question is which mods will be affected by the change of codes (as I don't know how each mods work, I'm no programmer) so when the new version of Kopernicus is out I wish to know which mod I have to delete or put in stand by in an other folder pending an update. With all these changes due to BG, I was thinking about changing my mod list quite a bit to diverse my game experience. Will your changes affect planet packs only or vessel parts as well such as solar panels, solar sails, RTGs, drills ISRUs, breathing engines, etc? I just don't know if any part mod would have to update to adapt to your configuration or if your changes will work on their own in that matter (by rewriting the configs). I'll keep 4 previous versions of KSP with my current mod list to play with anyway. I was thinking to replace my OPM+Extrasolar planet packs by JNSQ planet pack. I wonder if the planet pack modders will add features similar to Breaking Ground surface features for their own planets though. That would be quite detrimental if they didn't since stock planets would still be more interesting to visit than moded ones. Don't worry about your the time you take, I have 1.3.1, 1.4.5, 1.6.1 and 1.7 versions to play with... Edited June 1, 2019 by Quoniam Kerman Quote Link to comment Share on other sites More sharing options...
jasonlee Posted June 1, 2019 Share Posted June 1, 2019 Always a fun time on the forums when a new iteration drops... Quote Link to comment Share on other sites More sharing options...
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