Quoniam Kerman Posted November 15, 2020 Share Posted November 15, 2020 Turns out I don't know why my 1.9.1 install was an 1.9.0 one an I don't know how since I copied the 1.9.1 just before it went to 1.10... Nevermind, I'll just make a 1.10.1 copy with Bleeding Edge and be done with it. Quote Link to comment Share on other sites More sharing options...
Me.hasOwnProperty isHappy Posted November 17, 2020 Share Posted November 17, 2020 (edited) Couple of questions: * Is it feasible to make surface animations for the gas giants (just like Jool) and use surface shader? Or Squad used something that cannot be reproduced? No pushing or rushing, just curious if it could be done one day. * One can change parameters of the bodies by making changes to the Body_name.cfg file. Unfortunately, only OPM bodies (and Eeloo) can be affected this way and in addition the amount of parameters there makes me panic. To learn how to get round this limitation and change, for example, Jool's radius and orbit, I've created a jool.cfg by making intuitive surgery to the Eeloo's copy. So the question itself, what is the minimum structure of the such file to be sure that it will make desired changed and won't break the game? This is what I ended up with. Game works, Jool swallowed some of the moons and got knocked out to the outer edge of the system. But I am still not sure if I need debug, cache, removePQS, and many others basically because don't know what they do. I am aware about Sigma, but you have to do the same thing and moreover it doesn't work right now, throwing four thousand errors. Spoiler @Kopernicus:FOR[OPM] { %Body[Jool] { Debug { exportMesh = true update = true } cacheFile = OPM/Cache/Jool.bin %Template { %name = Jool removePQSMods = VertexHeightNoiseVertHeight, LandControl } %Properties { description = #LOC_OPM_Planets_Jool_description radius = 70000000 } %Orbit { %referenceBody = Sun semiMajorAxis = 780000000000 inclination = 2.3 eccentricity = 0.0034 longitudeOfAscendingNode = 55 } } } Edited November 17, 2020 by Me.hasOwnProperty isHappy Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted November 17, 2020 Share Posted November 17, 2020 1 minute ago, Me.hasOwnProperty isHappy said: * Is it feasible to make surface animations for the gas giants (just like Jool) and use surface shader? Or Squad used something that cannot be reproduced? No pushing or rushing, just curious if it could be done one day. Reveal hidden contents @Kopernicus:FOR[OPM] { %Body[Jool] { Debug { exportMesh = true update = true } cacheFile = OPM/Cache/Jool.bin %Template { %name = Jool removePQSMods = VertexHeightNoiseVertHeight, LandControl } %Properties { description = #LOC_OPM_Planets_Jool_description radius = 70000000 } %Orbit { %referenceBody = Sun semiMajorAxis = 780000000000 inclination = 2.3 eccentricity = 0.0034 longitudeOfAscendingNode = 55 } } } OMG YES!!! What a good idea! Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 18, 2020 Author Share Posted November 18, 2020 The Vanilla Gas Giant shader cannot be utilised by Kopernicus at this time. Quote Link to comment Share on other sites More sharing options...
Fundati Posted November 25, 2020 Share Posted November 25, 2020 On 11/11/2020 at 9:51 AM, Poodmund said: Sure. I can leverage Gamelinx's implementation for the stock planets and use those textures to apply to the OPM bodies where appropriate so that performance/RAM usage shouldn't take too much of a hit. I'm not much of a coder, much less a modder (this is my first journey into developing a KSP mod) but I've been playing around with Parallax configs and the included displacement maps and have come up with this:Images of Slate using Laythe's textures It's a pretty simple system, the core Parallax mod does most of the work. Let me know if you want me to stop, I was just experimenting to see what works. In terms of GPU/RAM usage, didn't see any difference from the rest of the planets in Parallax. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 25, 2020 Author Share Posted November 25, 2020 4 minutes ago, Fundati said: I'm not much of a coder, much less a modder (this is my first journey into developing a KSP mod) but I've been playing around with Parallax configs and the included displacement maps and have come up with this:Images of Slate using Laythe's textures It's a pretty simple system, the core Parallax mod does most of the work. Let me know if you want me to stop, I was just experimenting to see what works. In terms of GPU/RAM usage, didn't see any difference from the rest of the planets in Parallax. Looking good! Experiment away! Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted November 29, 2020 Share Posted November 29, 2020 Is there a way i can remove the planets past sarnus? I tried adding this to beyond home and the light doesnt go past sarnus. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted November 29, 2020 Share Posted November 29, 2020 1 hour ago, Drupegod02 said: Is there a way i can remove the planets past sarnus? I tried adding this to beyond home and the light doesnt go past sarnus. You can add a patch to delete them. This ought to do it... @Kopernicus:AFTER[OPM] { !Body[Urlum] {} !Body[Polta] {} !Body[Priax] {} !Body[Wal] {} !Body[Tal] {} !Body[Neidon] {} !Body[Thatmo] {} !Body[Nissee] {} !Body[Plock] {} !Body[Karen] {} } It's also possible to change the light so that it reaches farther. Quote Link to comment Share on other sites More sharing options...
Drupegod02 Posted November 30, 2020 Share Posted November 30, 2020 On 11/29/2020 at 5:55 PM, OhioBob said: @Kopernicus:AFTER[OPM] { !Body[Urlum] {} !Body[Polta] {} !Body[Priax] {} !Body[Wal] {} !Body[Tal] {} !Body[Neidon] {} !Body[Thatmo] {} !Body[Nissee] {} !Body[Plock] {} !Body[Karen] {} } Where do i put that? Quote Link to comment Share on other sites More sharing options...
hemeac Posted November 30, 2020 Share Posted November 30, 2020 4 minutes ago, Drupegod02 said: Where do i put that? @Drupegod02, You add it to a text file with a .cfg extension and can place it any folder within the GameData folder such as a personal patches. Quote Link to comment Share on other sites More sharing options...
Souptime Posted December 19, 2020 Share Posted December 19, 2020 I think it would be cool if urlum was on its side like uranus, and maybe sarnus has hexagonal aurora if you have EVE/poods visual overhaul Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 19, 2020 Author Share Posted December 19, 2020 7 minutes ago, Souptime said: I think it would be cool if urlum was on its side like uranus The problem with this is that the moons would also have to be inclined to match Urlum's axial tilt somewhat... but they would rotate relative to the Sun's ecliptic plane, it would be VERY odd. 8 minutes ago, Souptime said: ... and maybe sarnus has hexagonal aurora if you have EVE/poods visual overhaul OPM-VO is very old now but it has a hexagonal storm at Sarnus' North Pole already. Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted December 19, 2020 Share Posted December 19, 2020 Does this mod give Tylo an atmosphere? Tylo in my install has an atmosphere for some reason. I think this is the only mod I have that edits the planets/moons available in KSP. Therefore, I'm asking here first. Thnaks! Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 19, 2020 Author Share Posted December 19, 2020 No, the only Vanilla body it affects is Eeloo, which is moves from outside Jool's orbit to become a moon of Sarnus. Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted December 19, 2020 Share Posted December 19, 2020 10 minutes ago, Poodmund said: No, the only Vanilla body it affects is Eeloo, which is moves from outside Jool's orbit to become a moon of Sarnus. that's what I thought. but why the hell does tylo have an atmosphere? is there any way to find out? Quote Link to comment Share on other sites More sharing options...
Carni35 Posted December 19, 2020 Share Posted December 19, 2020 49 minutes ago, TomfooleryYT said: Does this mod give Tylo an atmosphere? Tylo in my install has an atmosphere for some reason. I think this is the only mod I have that edits the planets/moons available in KSP. Therefore, I'm asking here first. Thnaks! For what I know, the only mod that add atmosphere to Tylo is "realistic atmospheres". Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted December 19, 2020 Share Posted December 19, 2020 10 minutes ago, Carni35 said: For what I know, the only mod that add atmosphere to Tylo is "realistic atmospheres". AH So It is. Thank you! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted December 19, 2020 Share Posted December 19, 2020 24 minutes ago, Carni35 said: For what I know, the only mod that add atmosphere to Tylo is "realistic atmospheres". 30 minutes ago, TomfooleryYT said: that's what I thought. but why the hell does tylo have an atmosphere? is there any way to find out? Also, JNSQ gives Tylo an atmosphere. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 20, 2020 Author Share Posted December 20, 2020 9 hours ago, theJesuit said: Also, JNSQ gives Tylo an atmosphere. Yeah but that's completely unrelated to an install that would be running OPM. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 20, 2020 Share Posted December 20, 2020 Do the 1.11 shader and texture changes for Bop, Vall and Tylo affect OPM (running KopBE of course)? Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted December 20, 2020 Share Posted December 20, 2020 @Poodmund have you ever thought about adding a steep texture to the bodies' surface? It would be very easy to do and look so much better. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted December 20, 2020 Share Posted December 20, 2020 1.11 seems to work, haven't encountered any problems also what are the best visual mods to use in conjunction with opm? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 20, 2020 Share Posted December 20, 2020 On 12/19/2020 at 5:21 PM, TomfooleryYT said: AH So It is. Thank you! Realistic Atmospheres includes an optional config that deletes Tylo's atmosphere if you don't want it. Quote Link to comment Share on other sites More sharing options...
TomfooleryYT Posted December 21, 2020 Share Posted December 21, 2020 38 minutes ago, OhioBob said: Realistic Atmospheres includes an optional config that deletes Tylo's atmosphere if you don't want it. ooh. any specific instructions on how to do that? is it jsut a check mark in the difficulty settings or is it a CFG file I need from somewhere? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted December 21, 2020 Share Posted December 21, 2020 3 hours ago, TomfooleryYT said: ooh. any specific instructions on how to do that? is it jsut a check mark in the difficulty settings or is it a CFG file I need from somewhere? If you installed Realistic Atmospheres via CKAN, I don't know how it works. So I recommend downloading the .zip file if you haven't already done so. Inside the download you'll find a folder named "Optional", inside of which you'll find a file named DeleteTyloAtmo.cfg. Just copy that file into the GameData/RealisticAtmospheres folder of your KSP installation. Quote Link to comment Share on other sites More sharing options...
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