Solar Ranger Posted March 1, 2017 Share Posted March 1, 2017 ok thank you Quote Link to comment Share on other sites More sharing options...
NemesisBosseret Posted March 1, 2017 Share Posted March 1, 2017 lol o god i found the kraken.. Dont know if its kopernicus or one of the other 140 ish mods i got.... But really really wonky kerbals on physics load when they come into view around ksc for missions ie drive tour bus. They load at approx 100m. Hit ground and do some gumby bending before they explode. On revert launch they bounce but dont explode lol Quote Link to comment Share on other sites More sharing options...
Solar Ranger Posted March 1, 2017 Share Posted March 1, 2017 Does this usually take longer for the game to load?? 21 minutes ago, seanth said: We've been dealing with this in the To Boldly Go mod/app. It was suggested that we include @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } } Which works, but we see terrain glitches: buildings partly burried in the ground, flags completely spazzing out. For me, that goes away if I go into the SPH or VAB, put a part of the runway/launch pad, and then recover the part. After that the space center seems fine. Quote Link to comment Share on other sites More sharing options...
seanth Posted March 1, 2017 Share Posted March 1, 2017 1 minute ago, AceCrafted said: Does this usually take longer for the game to load?? Not for me. Make sure you don't have unclosed {}s. That might result in permaloading Quote Link to comment Share on other sites More sharing options...
Solar Ranger Posted March 1, 2017 Share Posted March 1, 2017 does it need to be referenceBody or @referenceBody? Quote Link to comment Share on other sites More sharing options...
seanth Posted March 1, 2017 Share Posted March 1, 2017 Just now, AceCrafted said: does it need to be referenceBody or @referenceBody? I believe either would work. Can you put your cfg somewhere so people can see it? Might be easier to troubleshoot. Quote Link to comment Share on other sites More sharing options...
Solar Ranger Posted March 1, 2017 Share Posted March 1, 2017 Nevermind I think I just fixed it. I had removed Kerbin when I tried to recreate it but I never unremoved it!! Quote Link to comment Share on other sites More sharing options...
Solar Ranger Posted March 1, 2017 Share Posted March 1, 2017 (edited) Since I have moved the Planets and not changed anything else the orbital mechanics but planets are orbiting faster do you know what could cause this A single orbit is completed in roughly 106 days Edited March 1, 2017 by AceCrafted Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 2, 2017 Share Posted March 2, 2017 (edited) been trying to push out the distance I get terrain scatter, and I've been mucking with the maxLevel and minDetailDistance PQS settings in proot's KSPRC Kopernicus config along with the minDistance setting in the KSP settings file. With both maxLevel and minDistance set to 25 I start getting these empty grids of scatter: I thought they were there cause the maxScatter settings were too low and the game was running out of objects to place, but increasing the number just made the existing scatter denser and still left these square patches open. They aren't random either, if I reload the scene or the game they're in the same spot Any ideas? This is for image taking only so I promise I'm not going to come back here whining about framerates Edited March 2, 2017 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted March 2, 2017 Share Posted March 2, 2017 %Light { %sunAU = 133599840256 !brightnessCurve {} brightnessCurve { key = 0.1 0.1 0 0 key = 5.084181 10.9971 -0.001802 -0.001802 key = 76.56295 1.82142 0.000171 0.000171 } } These config file seem to decrease the STOCK sunflare with distance. Can someone tell me what does each number mean? I REAAAAAAAALY want to adjust the sunlight in RSS The sunlight is too small (looks like a normal star) from Saturn orbit. I want it brighter in this distance and dim out in Pluto orbit Quote Link to comment Share on other sites More sharing options...
Blacks Posted March 4, 2017 Share Posted March 4, 2017 (edited) Hello, one small issue with release pack: In Kopernicus-1.2.2-4 zip (https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.2.2-4) file it came with > Modular Flight Integrator < but is 1.2.2 version when last version is 1.2.3 acording: https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/ cheers Edited March 4, 2017 by Blacks Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 This is probably a really strange question but... How would I make a water world? Yes you heard me correctly, a planet of nothing but water (save for the ocean floor). Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 6, 2017 Share Posted March 6, 2017 (edited) 30 minutes ago, DerpzGames said: This is probably a really strange question but... How would I make a water world? Yes you heard me correctly, a planet of nothing but water (save for the ocean floor). Make your color map blue, your heightmap black, and your normal should be featureless, more or less. Then it's just like any other planet for that matter. Edited March 6, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 52 minutes ago, Galileo said: Make your color map blue, your heightmap black, and your normal should be featureless, more or less. Then it's just like any other planet for that matter. Is any blue okay or dos it need to be a specific blue? Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 6, 2017 Share Posted March 6, 2017 (edited) 7 minutes ago, DerpzGames said: Is any blue okay or dos it need to be a specific blue? Doesn't matter. It could be green with orange polka dots if you want it to be. Edited March 6, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 Just now, Galileo said: It could be green with orange polka dots if you want it to be I now have an idea that's almost satanic in my mind. Thanks! Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 Well, I'm trying to do the biomemap (even though i probably dont need to), the biome I have uses the color code "1, 0, 0, 1". How do I translate that into Paint.Net terms? Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 6, 2017 Share Posted March 6, 2017 What do you mean? Like what color is it? 1,0,0,1 is red those 4 digits translate to Red, Green, Blue, and Opacity Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 Just now, Galileo said: What do you mean? Like what color is it? 1,0,0,1 is red those 4 digits translate to Red, Green, Blue, and Opacity Paint.Net says red is 255, 0, 0, 255 Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 6, 2017 Share Posted March 6, 2017 That's the same as 1,0,0,1. 255,0,0,255 is RGBA values 0-255 1,0,0,1 is the same thing but in float values which range from 0-1 Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 Just now, Galileo said: That's the same as 1,0,0,1. 255,0,0,255 is RGBA values 0-255 1,0,0,1 is the same thing but in float values which range from 0-1 Ah, now it makes sense. Thanks again. Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 6, 2017 Share Posted March 6, 2017 Just now, DerpzGames said: Ah, now it makes sense. Thanks again. You can find an RGB to float converter if you google it. Should make it easier for you Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 (edited) Welp, I've run the first test and it did not load. At all. Nevermind, put the config in the wrong place! Edited March 6, 2017 by DerpzGames oops! Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 Now one final question: Should the normal map retain it's slight grayish colour or should it just be completely empty. Quote Link to comment Share on other sites More sharing options...
DerpzGames Posted March 6, 2017 Share Posted March 6, 2017 I think it might need to remain grayish, otherwise it reflects the sun like a mirror. The sea (when not in scaledversion) is the same colour as laythe's (as well as atmosphere). I realised that I should probably add a section to the code regarding that... Also, physics warp + spin = launching out of the solar system I'm not sure where exactly I'd be putting this atmosphere code in though. CODE: @Kopernicus:AFTER[Kopernicus] { Body { name = Requatica cacheFile = KerbolMysteries/Kopernicus/cache/Requatica.bin Template { name = Laythe } Properties { radius = 800000 geeASL = 1.2 rotationPeriod = 36000 tidallyLocked = false description = Placeholder timewarpAltitudeLimits = 0 10000 10000 30000 50000 100000 200000 300000 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9 landedDataValue = 12 inSpaceLowDataValue = 8 inSpaceHighDataValue = 6 recoveryValue = 9 spaceAltitudeThreshold = 70000 flyingAltitudeThreshold = 8000 } biomeMap = KerbolMysteries/Kopernicus/PluginData/Requatica_biome.jpg Biomes { Biome { name = Nukesplodium Sea value = 1 color = 1,0,0,1 } } } Orbit { referenceBody = Sentus color = 1,0,0,1 inclination = 2 eccentricity = 0 semiMajorAxis = 50000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { fadeStart = 47250 fadeEnd = 94500 Material { texture = KerbolMysteries/Kopernicus/PluginData/Requatica_color.png normals = KerbolMysteries/Kopernicus/PluginData/Requatica_normal.png Gradient { 0.0 = 1,0.4,0.8,1 0.6 = 1,0.2,0.4,1 1.0 = 1,0.1,0.1,1 } } } PQS { Mods { VertexHeightMap { map = KerbolMysteries/Kopernicus/PluginData/Requatica_height.png offset = -1450 scaleDeformityByRadius = False order = 10 enabled = True } VertexHeightNoiseVertHeight { heightStart = 0.2 heightEnd = 1 deformity = 200 frequency = 800 octaves = 2 persistance = 0.7 seed = 3475645 mode = Low lacunarity = 1.5 order = 30 enabled = True index = 0 } VertexColorMap { map = KerbolMysteries/Kopernicus/PluginData/Requatica_color.png order = 60 enabled = True } } } } } Quote Link to comment Share on other sites More sharing options...
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