Sigma88 Posted December 24, 2016 Share Posted December 24, 2016 1 minute ago, The White Guardian said: @Sigma88 I tried adding an ocean to a gasplanet, here's what happened: Planet.body file: [LOG 19:15:21]: Parsing Target Ocean in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.OceanLoader) [LOG 19:15:21]: Exception Was Recorded: Exception has been thrown by the target of an invocation. at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 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.Configuration.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 19:15:21]: Inner Exception Was Recorded: Object reference not set to an instance of an object at Kopernicus.Configuration.OceanLoader..ctor () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Config: Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 oceanColor = 1,1,1,1 Material { colorFromSpace = 0.623529,0.164706,0 //color = 0.623529,0.164706,0 } FallbackMaterial { colorFromSpace = 0.623529,0.164706,0 //color = 0.623529,0.164706,0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = PlanetCyran/Textures/Cloud1 waterTex-1 = PlanetCyran/Textures/Cloud2 waterTex-2 = PlanetCyran/Textures/Cloud3 waterTex-3 = PlanetCyran/Textures/Cloud4 waterTex-4 = PlanetCyran/Textures/Cloud1 waterTex-5 = PlanetCyran/Textures/Cloud2 waterTex-6 = PlanetCyran/Textures/Cloud3 waterTex-7 = PlanetCyran/Textures/Cloud4 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.000,0.000,0.000,0.000 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } } HazardousOcean { key = 0 500 0 -0.000003397736430708051 key = 147156794 0 0 0 } Fog { fogColorEnd = 0.623529,0.164706,0 fogColorStart = 0.623529,0.164706,0 skyColorOpacityBase = 0.7 } } I can't remember right now, does the hazardous ocean thing require an ocean? I suppose that's why you added an ocean. I haven't tested oceans in a while now, but I suppose it might be an issue with the fact that the planet doesn't have any pqs try adding this as well: PQS { materialType = AtmosphericOptimized Mods { VertexHeightOffset { offset = 10 order = 99 enabled = True } } } Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 24, 2016 Share Posted December 24, 2016 19 minutes ago, Sigma88 said: I can't remember right now, does the hazardous ocean thing require an ocean? I suppose that's why you added an ocean. I haven't tested oceans in a while now, but I suppose it might be an issue with the fact that the planet doesn't have any pqs try adding this as well: PQS { materialType = AtmosphericOptimized Mods { VertexHeightOffset { offset = 10 order = 99 enabled = True } } } That did it! The world is back! So apparently KSP doesn't tech pqs-less oceans. Noted. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 24, 2016 Share Posted December 24, 2016 I've got another question - HazardousOceans, what does the curve give and take exactly? Like, 'key = x y a b' a & b are the derivs that tell at what angle the curve enters and leaves the specified point, but what are the x and y exactly? Height and temperature respectively? Or height and temperature multiplier respectively? (Tagging @amarius1 since he's used this curve before in Kerbol Origins) Quote Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted December 24, 2016 Share Posted December 24, 2016 (edited) @The White Guardian I've been screwing around with Kopernicus for the last few days, and I have a few questions. Is it possible to get a planet atmosphere to go from red at the top, slowly change to green, and then to white at the horizon? How can I change a star's temperature? How do i implement working particle effects in a config file? Last time I tried, nada. Often when making planet textures with KittopiaTech, I get negative altitude terrain and I have to edit the heightmap later on. The PQSMods I use are VertexSimplexHeight, VertexSimplexHeightAbsolute, HeightColorMap, and VertexHeightNoise. What other PQSMods can be used to get rid of the low terrain issue? What PQSMods are used to create a two-sided planet like Infernas Edited December 24, 2016 by ProtoJeb21 Forgot a question Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted December 25, 2016 Author Share Posted December 25, 2016 11 hours ago, The White Guardian said: I've got another question - HazardousOceans, what does the curve give and take exactly? Like, 'key = x y a b' a & b are the derivs that tell at what angle the curve enters and leaves the specified point, but what are the x and y exactly? Height and temperature respectively? Or height and temperature multiplier respectively? (Tagging @amarius1 since he's used this curve before in Kerbol Origins) x: Altitude of the vessel above the ocean y: value that gets added to the temperature of the vessel every frame Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 25, 2016 Share Posted December 25, 2016 (edited) 2 hours ago, Thomas P. said: x: Altitude of the vessel above the ocean y: value that gets added to the temperature of the vessel every frame Oh, so that explains why the following curve: HazardousOcean { key = 0 500 0 -0.000003397736430708051 key = 147156794 0 0 0 } Caused temperatures over 20000K, it's heat-per-frame. Thanks, Thomas! That's all I needed to know. Edited December 25, 2016 by The White Guardian Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 27, 2016 Share Posted December 27, 2016 (edited) Yo, I wanted to ask, what does ModularFlightIntegrator do inside Kopernicus? I know it's included in the download, but why is it needed for Kopernicus exactly? Reading it's forum thread tells me that it's related to temperature calculations? EDIT: Also @Thomas P., I want to apologize in advance but I'll have a handful of newbie questions related to Kopernicus terrain textures . Releasing a visual compilation pack in the next few days and am clearing up some things. First question, how does one change the 'color' of grass on Kerbin? The files included are grey scale, and the configs have a color values somewhere which looks like it should edit this texture, but it doesn't seem to change anything when tinkered with. The textures I'm working with are a deeper green than the stock textures, and I'm trying to match them to the stock grass color. I can't change the colors though. 7.6k pictures for example, open in separate tabs and flip through: Stock KSC grass vs Kopernicus new grass (cannot change color?): Kopernicus KSC grass (manually color matched) and Kopernicus new grass (cannot change color?): The second image looks nice, but I want to match the new grass colors to stock grass rather than matching both to something new. I want to match the new grass texture to the stock KSC grass texture, rather than the opposite. Second question, how do I make beaches beaches again? The Kopernicus configs I'm using appear to base their colors off of the KerbinScaledSpace texture (I think) and thus is missing a lot of fine terrain differences, very noticeable around the edge of water. More picture examples, open in separate tabs and flip between them for discrepancies: Stock: Kopernicus: EDIT: To replicate this, download SVT, and then download this and overwrite. Edited December 27, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 27, 2016 Share Posted December 27, 2016 6 hours ago, Avera9eJoe said: The Kopernicus configs I'm using appear to base their colors off of the KerbinScaledSpace texture (I think) and thus is missing a lot of fine terrain differences Not sure how SVT works, but stock KSP uses LandControl to color Kerbin. It has a special class for beaches with very specific altitude limiters. TLDR: to make beaches, add a LandControl, VertexPlanet or HeightColorMap LandClass with very specific altitude limiters so that it only affects the shores, or altitudes just above and below 0. I have a question myself for the Kopernicus experts - how do I tone down the brightness of a planet's surface? Read: NOT the ScaledSpace, the PQS-terrain. The colors and everything are fine, it's just very, very reflective for some reason. Can't be a color-related thing since I'm using color configurations from stock KSP. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 27, 2016 Share Posted December 27, 2016 Hm, looking through the config file that was used in SVE, it appears as though there aren't any defined changes to terrain textures based on height. They might be based off of a 'name = ___' variable though? Lines of code that have three separate 'classes' ... landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.6940298,0.631407,0.4732021,1 coverageBlend = 1 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.5 coverageSeed = 121214 name = BaseBeach latDelta = 1 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0.5 noiseColor = 0.6044776,0.5820802,0.454415,1 noiseFrequency = 8 noiseOctaves = 4 noisePersistance = 0.5 noiseSeed = 453737 delete = False altitudeRange { endEnd = 0.0199999995529652 endStart = 0.00499999988824129 startEnd = 0 startStart = -0.0500000007450581 } coverageSimplex { frequency = 2 octaves = 4 persistence = 0.5 } latitudeDoubleRange { endEnd = 0.909999996423721 endStart = 0.909999996423721 startEnd = 0.399999976158142 startStart = 0.399999976158142 } latitudeRange { endEnd = 0.600000023841858 endStart = 0.600000023841858 startEnd = 0.0900000035762787 startStart = 0.0900000035762787 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 8 octaves = 4 persistence = 0.5 } scatters { Scatter { density = -1 scatterName = Pine00 } Scatter { density = -1 scatterName = Grass00 } Scatter { density = 0.25 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.2350805,0.2761194,0.1901941,1 coverageBlend = 1 coverageFrequency = 6 coverageOctaves = 8 coveragePersistance = 0.5 coverageSeed = 14554 name = BaseLand latDelta = 1 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0.75 noiseColor = 0.1511772,0.2014925,0.08524685,1 noiseFrequency = 14 noiseOctaves = 3 noisePersistance = 0.9 noiseSeed = 44445 delete = False altitudeRange { endEnd = 0.800000011920929 endStart = 0.699999988079071 startEnd = 0.00999999977648258 startStart = 0 } coverageSimplex { frequency = 6 octaves = 8 persistence = 0.5 } latitudeDoubleRange { endEnd = 0.909999996423721 endStart = 0.909999996423721 startEnd = 0.399999976158142 startStart = 0.399999976158142 } latitudeRange { endEnd = 0.600000023841858 endStart = 0.600000023841858 startEnd = 0.0900000035762787 startStart = 0.0900000035762787 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 14 octaves = 3 persistence = 0.899999976158142 } scatters { Scatter { density = 1 scatterName = Grass00 } Scatter { density = 0.200000001490116 scatterName = Pine00 } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.141791,0.141791,0.141791,1 coverageBlend = 0.7 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.6 coverageSeed = 454545 name = BaseMountains latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0.1492537,0.14127,0.1278572,1 noiseFrequency = 12 noiseOctaves = 4 noisePersistance = 0.6 noiseSeed = 1 delete = False altitudeRange { endEnd = 2 endStart = 2 startEnd = 0.400000005960464 startStart = 0.200000002980232 } coverageSimplex { frequency = 2 octaves = 4 persistence = 0.600000023841858 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 12 octaves = 4 persistence = 0.600000023841858 } scatters { Scatter { density = 0.5 scatterName = Grass00 } Scatter { density = 0.400000011920929 scatterName = Pine00 } Scatter { density = 1 scatterName = boulder } } } ... As you can see, there isn't any change in 'alterApparentHeight' or 'alterRealHeight'. There are large changes between every other variable though. Is the change based on the defined 'name = ___'? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 27, 2016 Share Posted December 27, 2016 7 minutes ago, Avera9eJoe said: Hm, looking through the config file that was used in SVE, it appears as though there aren't any defined changes to terrain textures based on height. They might be based off of a 'name = ___' variable though? Lines of code that have three separate 'classes' ... landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.6940298,0.631407,0.4732021,1 coverageBlend = 1 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.5 coverageSeed = 121214 name = BaseBeach latDelta = 1 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0.5 noiseColor = 0.6044776,0.5820802,0.454415,1 noiseFrequency = 8 noiseOctaves = 4 noisePersistance = 0.5 noiseSeed = 453737 delete = False altitudeRange { endEnd = 0.0199999995529652 endStart = 0.00499999988824129 startEnd = 0 startStart = -0.0500000007450581 } coverageSimplex { frequency = 2 octaves = 4 persistence = 0.5 } latitudeDoubleRange { endEnd = 0.909999996423721 endStart = 0.909999996423721 startEnd = 0.399999976158142 startStart = 0.399999976158142 } latitudeRange { endEnd = 0.600000023841858 endStart = 0.600000023841858 startEnd = 0.0900000035762787 startStart = 0.0900000035762787 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 8 octaves = 4 persistence = 0.5 } scatters { Scatter { density = -1 scatterName = Pine00 } Scatter { density = -1 scatterName = Grass00 } Scatter { density = 0.25 scatterName = boulder } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.2350805,0.2761194,0.1901941,1 coverageBlend = 1 coverageFrequency = 6 coverageOctaves = 8 coveragePersistance = 0.5 coverageSeed = 14554 name = BaseLand latDelta = 1 latitudeDouble = True lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0.75 noiseColor = 0.1511772,0.2014925,0.08524685,1 noiseFrequency = 14 noiseOctaves = 3 noisePersistance = 0.9 noiseSeed = 44445 delete = False altitudeRange { endEnd = 0.800000011920929 endStart = 0.699999988079071 startEnd = 0.00999999977648258 startStart = 0 } coverageSimplex { frequency = 6 octaves = 8 persistence = 0.5 } latitudeDoubleRange { endEnd = 0.909999996423721 endStart = 0.909999996423721 startEnd = 0.399999976158142 startStart = 0.399999976158142 } latitudeRange { endEnd = 0.600000023841858 endStart = 0.600000023841858 startEnd = 0.0900000035762787 startStart = 0.0900000035762787 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 14 octaves = 3 persistence = 0.899999976158142 } scatters { Scatter { density = 1 scatterName = Grass00 } Scatter { density = 0.200000001490116 scatterName = Pine00 } } } Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.141791,0.141791,0.141791,1 coverageBlend = 0.7 coverageFrequency = 2 coverageOctaves = 4 coveragePersistance = 0.6 coverageSeed = 454545 name = BaseMountains latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 1 noiseColor = 0.1492537,0.14127,0.1278572,1 noiseFrequency = 12 noiseOctaves = 4 noisePersistance = 0.6 noiseSeed = 1 delete = False altitudeRange { endEnd = 2 endStart = 2 startEnd = 0.400000005960464 startStart = 0.200000002980232 } coverageSimplex { frequency = 2 octaves = 4 persistence = 0.600000023841858 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 12 octaves = 4 persistence = 0.600000023841858 } scatters { Scatter { density = 0.5 scatterName = Grass00 } Scatter { density = 0.400000011920929 scatterName = Pine00 } Scatter { density = 1 scatterName = boulder } } } ... As you can see, there isn't any change in 'alterApparentHeight' or 'alterRealHeight'. There are large changes between every other variable though. Is the change based on the defined 'name = ___'? alterApparentHeight and alterRealHeight are used to alter the height of the terrain, not the area of effect of the class. For example Kerbin uses it to generate the poles. You're looking for the altitudeRange. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 27, 2016 Share Posted December 27, 2016 (edited) 1 hour ago, The White Guardian said: You're looking for the altitudeRange. Gotcha. Back to tinkering. Very glad I didn't mess with those variables then. Edited December 27, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 27, 2016 Share Posted December 27, 2016 (edited) @The White Guardian, I probably have been spewing a whole bunch of idiocy all over the place for the past while. I still haven't had any luck with changing any variables though . Trying to explain what I'm trying to do is simpler than the problem I'm having (as I don't know what's causing this not to work). I'm trying to recreate beaches by using AltitudeRange, though nothing I've done has changed anything productive in my configs. Changing values around in the landcontrol classes hasn't done anything at all. Using this config from SVE. To replicate my progress, install SVE and then install this on top. I would love any help you can aid with in getting results, I'm just completely baffled as to why nothing is changing at all. I've deducted that the bottom 3/4ths of the config is almost entirely changing terrain scatter, but editing values with landclasses hasn't changed anything. Edited December 28, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted December 29, 2016 Share Posted December 29, 2016 (edited) Hi all, I have a highly modded install and also use Kopernicus with OPM. I have a flag planted as a marker directly at the KSP flag pole. Now what sometimes happens is that in the space center view the KSC height changes sometimes. Sometimes the KSC is flooded, sometimes it is higher than normal, which I can recognize that the planted flag marker isn't on the correct position. A scene change to the tracking station and back fixes it. But it is still annoying. Even more cause scene changes take a bit with that install. Does anyone know this problem and give me a starting direction for debugging? Edited December 29, 2016 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 29, 2016 Share Posted December 29, 2016 (edited) Hello everyone, I'm releasing a first version of the ring shader, while we wait for the pull request to be review by thomas, you can grab a Kopernicus version including the ring shader here: https://mega.nz/#!LARU3CLb!qhDCAElNhWmqm3RP394bjAheCmwGahLUPpAGWZhyr38 This shader has mie scattering when viewed from the back and planet shadow on the ring itself. Ring shadow on the planet will be handled by scatterer in a soon-to-be-released version. To use the new shader, the config for the ring must have useNewShader set to true and a penumbraMultiplier float. Example from SSRSS saturn: Ring { angle = 0 outerRadius = 2500 innerRadius = 1250 texture = RSS-Textures/SaturnRing color = 1,1,1,1 lockRotation = false unlit = false useNewShader = true penumbraMultipler = 10.0 } useNewShader will override unlit option. Enjoy and happy holidays! Edited December 29, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 29, 2016 Share Posted December 29, 2016 Blackrack, thank you so much. This is like... one thing that has really been sorely lacking from KSP when it comes to the visual immersion for some time. I have been watching yourself and Thomas back and forth on the Git over the last few minutes and I am super excited. Quote Link to comment Share on other sites More sharing options...
RA3236 Posted December 29, 2016 Share Posted December 29, 2016 19 hours ago, Jebs_SY said: Hi all, I have a highly modded install and also use Kopernicus with OPM. I have a flag planted as a marker directly at the KSP flag pole. Now what sometimes happens is that in the space center view the KSC height changes sometimes. Sometimes the KSC is flooded, sometimes it is higher than normal, which I can recognize that the planted flag marker isn't on the correct position. A scene change to the tracking station and back fixes it. But it is still annoying. Even more cause scene changes take a bit with that install. Does anyone know this problem and give me a starting direction for debugging? I have heard of this problem before. Please post the following: output_log.txt file from KSP_Data_x64 (or take the last bit off if your using x32) A picture of the problem A picture of your GameData directory your Logs folder Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted December 30, 2016 Share Posted December 30, 2016 (edited) On 29.12.2016 at 11:03 PM, RA3236 said: I have heard of this problem before. Please post the following: output_log.txt file from KSP_Data_x64 (or take the last bit off if your using x32) A picture of the problem A picture of your GameData directory your Logs folder I have to say this is a highly modded install (180+ mods). For that amount of mods the installation is well playable without major problems. The height issue is happening often. When removing Kopernicus it seems to be gone. Changing to the tracking station and back fixes it every time. In relation to Kopernicus I have only installed OPM. The flag marker (see 1st pic) at the flag pole is correct and the real position of that flag. The height of the KSC is sometimes to high (see flag marker 2nd pic) and sometimes to low. It seems completely random. I also have installed Kerbal Konstucts with Floodlights and KSC++ but if I remember correct, the height issue occured already before adding these three mods. I can understand if that highly modded install is not good for debugging that. I thought that maybe someone already has some information / a workaround. Btw, the orbit lines of the outer planets are flickering just a little bit when zooming completely out. I assume that's normal? Or is this maybe already a indicator for something unusual? The link to all the requested logs (zipped). EDIT: Even Scott Manley has the sunken Atlantis KSC Feature. see here... Edited December 31, 2016 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
RA3236 Posted December 30, 2016 Share Posted December 30, 2016 28 minutes ago, Jebs_SY said: I have to say this is a highly modded install (180+ mods). For that amount of mods the installation is well playable without major problems. The height issue is happening often. When removing Kopernicus it seems to be gone. Changing to the tracking station and back fixes it every time. In relation to Kopernicus I have only installed OPM. The flag marker (see 1st pic) at the flag pole is correct and the real position of that flag. The height of the KSC is sometimes to high (see flag marker 2nd pic) and sometimes to low. It seems completely random. I also have installed Kerbal Konstucts with Floodlights and KSC++ but if I remember correct, the height issue occured already before adding these three mods. I can understand if that highly modded install is not good for debugging that. I thought that maybe someone already has some information / a workaround. Btw, the orbit lines of the outer planets are flickering just a little bit when zooming completely out. I assume that's normal? Or is this maybe already a indicator for something unusual? The link to all the requested logs (zipped). IIRC that is a problem with Scatterer. Pinging @Thomas P.. Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted December 30, 2016 Share Posted December 30, 2016 11 minutes ago, RA3236 said: IIRC that is a problem with Scatterer. Pinging @Thomas P.. However, Rebuild Oceans in Scatterer does not help. What I wonder is, why the planted flag position changes in relation to the land mass. As if the land height changes. Maybe it isn't caused by Kopernicus, can totally be. Just was my first idea to ask... o/ Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted December 30, 2016 Share Posted December 30, 2016 (edited) Question: Is there a way to make a single point on a planet to emit a LOT of heat? If I could get this to work, I would be very happy. Also, can someone remind me how to delete the solar system and replace the Sun? Edited December 30, 2016 by TheSealBrigade Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 31, 2016 Share Posted December 31, 2016 (edited) Hm, I've been unable to figure out why Kerbin is so dark when I replaced it's surface textures. Even if I don't define a texture for it to use the whole planet is still considerably darker than it is in stock. Is there a clear reason you can think of that would be causing this? By process of elimination it's caused by something in here: ... @PQS { materialType = AtmosphericExtra Material { saturation = 0.975 contrast = 1.7 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 2000 steepPower = 4 steepTexStart = 10000 steepTexEnd = 100000 steepTex = Spectra/Kopernicus/Terrain/cliffface3_00 steepBumpMap = Spectra/Kopernicus/Terrain/cliffface3_01 steepNearTiling = 1000 steepTiling = 140 lowTex = Spectra/Kopernicus/Terrain/concrete00 lowBumpMap = Spectra/Kopernicus/Terrain/concrete01 lowNearTiling = 4000 lowMultiFactor = 375 lowBumpNearTiling = 4000 lowBumpFarTiling = 400 midTex = Spectra/Kopernicus/Terrain/grass00 midBumpMap = Spectra/Kopernicus/Terrain/grass01 midNearTiling = 4000 midMultiFactor = 300 midBumpNearTiling = 4000 midBumpFarTiling = 325 highTex = Spectra/Kopernicus/Terrain/noise00 highBumpMap = Spectra/Kopernicus/Terrain/noise01 highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 4000 highBumpFarTiling = 100 shader = Terrain/PQS/PQS Main - Extras ... Changing saturation does nothing, and deleting or editing the values listed hasn't done anything to color either. It's possible it's the hue of the textures I'm using, but I really doubt it as even if I leave the texture slots blank it still is super dark. Stock vs dark image comparison Edited December 31, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 31, 2016 Share Posted December 31, 2016 Just now, Avera9eJoe said: Hm, I've been unable to figure out why Kerbin is so dark when I replaced it's surface textures. Even if I don't define a texture for it to use the whole planet is still considerably darker than it is in stock. Is there a clear reason you can think of that would be causing this? By process of elimination it's caused by something in here: ... @PQS { materialType = AtmosphericExtra Material { saturation = 0.975 contrast = 1.7 powerNear = 0.725 powerFar = 0.725 groundTexStart = 0 groundTexEnd = 2000 steepPower = 4 steepTexStart = 10000 steepTexEnd = 100000 steepTex = Spectra/Kopernicus/Terrain/cliffface3_00 steepBumpMap = Spectra/Kopernicus/Terrain/cliffface3_01 steepNearTiling = 1000 steepTiling = 140 lowTex = Spectra/Kopernicus/Terrain/concrete00 lowBumpMap = Spectra/Kopernicus/Terrain/concrete01 lowNearTiling = 4000 lowMultiFactor = 375 lowBumpNearTiling = 4000 lowBumpFarTiling = 400 midTex = Spectra/Kopernicus/Terrain/grass00 midBumpMap = Spectra/Kopernicus/Terrain/grass01 midNearTiling = 4000 midMultiFactor = 300 midBumpNearTiling = 4000 midBumpFarTiling = 325 highTex = Spectra/Kopernicus/Terrain/noise00 highBumpMap = Spectra/Kopernicus/Terrain/noise01 highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 4000 highBumpFarTiling = 100 shader = Terrain/PQS/PQS Main - Extras ... Changing saturation does nothing, and deleting or editing the values listed hasn't done anything to color either. It's possible it's the hue of the textures I'm using, but I really doubt it as even if I leave the texture slots blank it still is super dark. Stock vs dark comparison Saturation and Contrast had to do something with this iirc, I had to tone down the brightness recently, let's see... I halved Saturation and Contrast on Kerbin to make the terrain darker (both set to 0.5), perhaps inverting the process could do something? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 31, 2016 Share Posted December 31, 2016 1 minute ago, The White Guardian said: Saturation and Contrast had to do something with this iirc, I had to tone down the brightness recently, let's see... I halved Saturation and Contrast on Kerbin to make the terrain darker (both set to 0.5), perhaps inverting the process could do something? Hm, will experiment more. It'd be nice if there's a stock default that I could leave it at? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted December 31, 2016 Share Posted December 31, 2016 (edited) 3 minutes ago, Avera9eJoe said: Hm, will experiment more. It'd be nice if there's a stock default that I could leave it at? Over at @Sigma88's GitHub I found the following values in a Kittopia export: saturation = 1 contrast = 4 Maybe there's your answer, stock KSP has contrast = 4 while you set it to 1.7 Edited December 31, 2016 by The White Guardian Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 31, 2016 Share Posted December 31, 2016 (edited) 10 minutes ago, The White Guardian said: Over at @Sigma88's GitHub I found the following values in a Kittopia export: saturation = 1 contrast = 4 Hm :L - modifying saturation or contrast both don't change anything in my install. I set them both to 20 and it didn't do anything either. Trying something else quickly. EDIT: Quick thing didn't change anything (removed QuickStart just to see what would happen, did nothing different). I have the terrain scatters saved in a separate backup config and I know they work on their own, so now I'm just trying to get the terrain recolored correctly. I could start from a blank config if I knew how If you have a config file that has proper terrain coloring as well modified textures please send it my way and I'll tinker with it hopefully tomorrow. Perhaps it's missing a variable? "createColors"? Well, it's 2AM and I gotta sleep. The White Guardian, I can't thank you enough. I'll have something nice to show off to you hopefully soon. Edited December 31, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
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