Jenyaza Posted August 2, 2016 Share Posted August 2, 2016 (edited) How to change the distance at which the orbit lines start / finish be displayed? I just did some rearrange in Kerbol system (Kerbin with Mun, Duna with Pol and Jilly, Jool now with Minmus instead of Poll)... and on certain distances planet`s orbits hides (but planet still too small to see it), and moon`s orbits still be invisible, need to zoom closer to see them. Does anyone noticed my post? Edited August 3, 2016 by Jenyaza Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted August 2, 2016 Share Posted August 2, 2016 On 8/1/2016 at 3:25 PM, The White Guardian said: You're not stupid at all, in fact, I respect it that you ask for help rather than diving in head-first and complaining because stuff doesn't work afterwards. It's better to learn slowly and steadily. I've written several guides on making planets, namely the basics, gas giants, procedrural planets and info on PQSMods. I've also made a series of videos covering planet creation on my youtube account, but I've also listed them on this website, you can find them here. If you're looking for some example codes, @KillAshley has made several excellent example configs, they can be found in the OP. Also, tagging @Thomas P., perhaps it's worth mentioning my guides (written and videos) in the OP to avoid questions like this. Thank you and I have watched your vids they still don't work got me some how so I'll use the examples Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted August 2, 2016 Share Posted August 2, 2016 1 hour ago, WolfyAnimations said: Thank you and I have watched your vids they still don't work got me some how so I'll use the examples What do you mean by 'they still don't work got me some how'? Quote Link to comment Share on other sites More sharing options...
WolfyAnimations Posted August 2, 2016 Share Posted August 2, 2016 Sorry the terrible autocorrect is killing me I ment it's still not working for me somehow Quote Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted August 2, 2016 Share Posted August 2, 2016 While working on updates for Kumar's Dwarf Stars, I found some bugs that could be caused by Kopernicus. When you teleport into orbit around a Kopernicus planet with HyperEdit, your ship explodes and every orbit becomes very shaky. Orbit lines may swap to the other side of the object's host body! If you revert to launch after this glitch, the terrain is broken. Thankfully, the Kraken doesn't decide to pay a visit when this happens. Sometimes, planet textures don't work and they turn into black holes with an "event horizon" over 5 kilometers below sea level. I managed to do that to 99d in KDS. Getting stuck in an inflatable heat shield while going through the atmosphere of a Kopernicus planet can glitch a Kerbal so bad that s/he is transcended into giant stretches of texture over 1,000 kilometers across - about or larger than the size of Kerbin! Take that, Danny! This also happened on 99d, before it turned into a black hole. Fun times, exploiting those glitches. Glitch #3 was sorta done by Danny2462, and he is aware of how to use planets and heat shields to transcend kerbals, too. All I can say to Jeb is to run for his life. Oh wait, he can't - he was the kerbal I killed with the glitches on 99d. (BTW I don't want these glitches to be fixed) Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted August 2, 2016 Author Share Posted August 2, 2016 Just now, ProtoJeb21 said: While working on updates for Kumar's Dwarf Stars, I found some bugs that could be caused by Kopernicus. When you teleport into orbit around a Kopernicus planet with HyperEdit, your ship explodes and every orbit becomes very shaky. Orbit lines may swap to the other side of the object's host body! If you revert to launch after this glitch, the terrain is broken. Thankfully, the Kraken doesn't decide to pay a visit when this happens. Sometimes, planet textures don't work and they turn into black holes with an "event horizon" over 5 kilometers below sea level. I managed to do that to 99d in KDS. Getting stuck in an inflatable heat shield while going through the atmosphere of a Kopernicus planet can glitch a Kerbal so bad that s/he is transcended into giant stretches of texture over 1,000 kilometers across - about or larger than the size of Kerbin! Take that, Danny! This also happened on 99d, before it turned into a black hole. Fun times, exploiting those glitches. Glitch #3 was sorta done by Danny2462, and he is aware of how to use planets and heat shields to transcend kerbals, too. All I can say to Jeb is to run for his life. Oh wait, he can't - he was the kerbal I killed with the glitches on 99d. (BTW I don't want these glitches to be fixed) Apart from issue 2 I dont see anything that is caused by Kopernicus here, and even issue 2 is not supportable, because you didn't post your log files. Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted August 3, 2016 Share Posted August 3, 2016 On 7/31/2016 at 7:54 AM, The White Guardian said: Yes. In a few simple steps you can change it back to Kerbin (or any other planet): Step 1. Copy a .cfg file from any mod Step 2. Open it with Notepad or better, Notepad ++ and delete everything inside. Step 3. Paste in the following code: @Kopernicus:FINAL { %mainMenuBody = Kerbin } Step 4. (optional) Make a folder named MainMenuLock and place the config inside. Give the config a name, like MainMenuFix. This should work, let me know if it does/doesn't. Awesome! Now that I know what to look for, I found the .cfg file that was changing it actually. It was Sarvin's config file from Kerbol Origins. Not surprising because Sarvin is the planet that it's always displaying now. I deleted the line %mainMenuBody = Sarvin" and now it's back to normal. Thanks! Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 4, 2016 Share Posted August 4, 2016 Why does my star look like this? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted August 4, 2016 Share Posted August 4, 2016 18 minutes ago, TheSealBrigade said: Why does my star look like this? with the information you provided I would say "because you messed up the corona" Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 4, 2016 Share Posted August 4, 2016 Coronas { Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimit = 5 scaleLimit = 5 scaleSpeed = 0.8 Material { texture = TravellersDream/Imlyanavor-KaiSystem/Imlyanavor-Kai/corona.png inverseFade = 2.553731 So this is wrong, @Sigma88? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted August 4, 2016 Share Posted August 4, 2016 Just now, TheSealBrigade said: Coronas { Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimit = 5 scaleLimit = 5 scaleSpeed = 0.8 Material { texture = TravellersDream/Imlyanavor-KaiSystem/Imlyanavor-Kai/corona.png inverseFade = 2.553731 So this is wrong, @Sigma88? remove the file extension and it should be fixed Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 4, 2016 Share Posted August 4, 2016 I'm getting an odd problem with the direction of the terminator. Any suggestions? Quote Link to comment Share on other sites More sharing options...
cantab Posted August 4, 2016 Share Posted August 4, 2016 Have a look/search through the thread for "lighting 90 degree off" or similar, it's resolved by choosing the exact correct file formats for certain files. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted August 4, 2016 Share Posted August 4, 2016 1 hour ago, TheSealBrigade said: I'm getting an odd problem with the direction of the terminator. Any suggestions? That's the result of improperly saved normals. They should be saved as .DDS, specifically DXT5_nm. This can be done with either Photoshop or GIMP AFAIK. Quote Link to comment Share on other sites More sharing options...
secretly_asian Posted August 5, 2016 Share Posted August 5, 2016 I posted this on the Scatterer thread and was told to come here.. My issue is with the stock sun flare. Since I have scatterer installed, it comes with its own sun flare. I was told that both sunflares are overlapping because of kopernicus and I wanted confirmation on that, as well as how to actually remove the stock sunflare. Thanks! Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 5, 2016 Share Posted August 5, 2016 (edited) How would one change the sea level of a planet? Edited August 5, 2016 by TheSealBrigade Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 5, 2016 Share Posted August 5, 2016 (edited) 2 hours ago, secretly_asian said: I posted this on the Scatterer thread and was told to come here.. My issue is with the stock sun flare. Since I have scatterer installed, it comes with its own sun flare. I was told that both sunflares are overlapping because of kopernicus and I wanted confirmation on that, as well as how to actually remove the stock sunflare. Thanks! Download stock visual terrain and checkout the sun.cfg I included. It should do what you want Edited August 5, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted August 5, 2016 Author Share Posted August 5, 2016 8 hours ago, TheSealBrigade said: How would one change the sea level of a planet? You need to change the radius of the planet, as sea level is hardcoded as the radius of the planet. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted August 5, 2016 Share Posted August 5, 2016 9 minutes ago, Thomas P. said: You need to change the radius of the planet, as sea level is hardcoded as the radius of the planet. Can't you just elevate the entire terrain of a planet with VertexHeightOffset? 8 hours ago, TheSealBrigade said: How would one change the sea level of a planet? Try this: @Kopernicus:FOR[PlanetSealevelChange] { @Body[PlanetName] { @PQS { Mods { VertexHeightOffset { offset = VALUE enabled = true order = 9999999 } } } } } Change 'PlanetName' with the name of the planet you want to edit, and change 'VALUE' with the amount of meters you want to raise or lower the sea level. Keep in mind though that you are actually raising or lowering the surface of the planet relative to the ocean, so any offset above 0 will lower sea level and any value below 0 will raise sea level. Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 5, 2016 Share Posted August 5, 2016 (edited) Could someone clarify that this Ocean parser is correct? Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 16 minDetailDistance = 16 oceanColor = RGBA(45, 164, 204, 255) Material { colorFromSpace = RGBA(70, 188, 227, 255) color = RGBA(70, 188, 227, 255) } FallbackMaterial { colorFromSpace = RGBA(70, 188, 227, 255) color = RGBA(70, 188, 227, 255) } Mods { AerialPrespectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 90 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.0,0.0,-1,1 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 29 } } } } } Edited August 5, 2016 by TheSealBrigade Quote Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted August 5, 2016 Share Posted August 5, 2016 I have a few questions not relating to the bugs I pointed out earlier: What are the "Mode" and "Icon" things used in Sigma Binary? Sigma88 said they were Kopernicus stuff, not something added by SB. How do you turn down the albedo/brightness/reflective-ness of a planet's surface? How do you create custom terrain scatter, like rocks with different colors? What is the config structure for particle effects? Also, here are the solutions to the 3 bugs I found: HyperEdit wasn't working correcting on this specific planet because of the odd binary system it was in. It was rather close to the barycenter. Dang Space Engine textures! It turns out that, no matter what, Inflatable Heat Shields can spaghettify Kerbals. All Hail the Kraken! Quote Link to comment Share on other sites More sharing options...
secretly_asian Posted August 5, 2016 Share Posted August 5, 2016 17 hours ago, Galileo said: Download stock visual terrain and checkout the sun.cfg I included. It should do what you want What would i change to remove the stock sun flare? Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted August 6, 2016 Share Posted August 6, 2016 Why is my ocean not visible from space and how could I fix this? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted August 6, 2016 Share Posted August 6, 2016 1 hour ago, TheSealBrigade said: Why is my ocean not visible from space and how could I fix this? Are you sure you've updated the scaledspace? Assuming that you mean that the ocean isn't visible in scaledspace, could you make a screenshot of what you mean and a screenshot from sea level? Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 6, 2016 Share Posted August 6, 2016 20 hours ago, secretly_asian said: What would i change to remove the stock sun flare? Why do you need it completely removed? Quote Link to comment Share on other sites More sharing options...
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