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[1.12.x] Minmar Kerbin Rings 2.4.2 [Kopernicus]


Lithium-7

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Minmar Kerbin Rings 2.4.2 [1.12.x] [Kopernicus]

(The screenshot below was taken using Astronomer's Visual Pack. Highly recommended!)

lwYSQb6.png

Requires Kopernicus!

DOWNLOAD HERE (Spacedock)

This mod gives Kerbin rings, intended to be the remains of part of Minmus when it was captured hundreds of years ago.

The mod now also moves Minmus inside the rings, tweaking science values to reduce the value of Minmus and transfer it to the Mun for balance. It even adds a new description and new science logs(With DMagic Orbital Science support), relating to Minmus' new position!

I highly recommend landing on the Greater Flats. The view of Kerbin and her rings is nothing short of spectacular. PERFECT real estate for a mining base!

The custom science logs additionally remove existing logs that contradict Minmus' new position- stock, DMagic, and Crowd Sourced Science.

Now included are a few custom flags- based on the stock Kerbin Mun flag. This is the primary one, but two other(worse) options are available with the legacy versions included in the download.

MpfHjF1.png

I hope people enjoy it!

The original versions are still included in the download, as Classic, 'New' and Minmus Mover Alt versions- previews of which are spoilered below.

Also, sorry, but I didn't bother updating the CKAN version. I just couldn't be bothered. If enough people ask for it, I will.

Spoiler

This screenshot was taken with a custom skybox, Sci-Fi Visual Enhancements, and custom parts installed as well.

KSIOOlI.png

Like the new one, this screenshot was taken using Astronomer's Visual Pack.

lEiOoxr.png

Minmus Mover Alt version.

LGKRbPK.png

Changelog

Spoiler

1.0 - Released.

2.0 - Added new texture option. Mod uploaded to Spacedock and CKAN.

2.1 - Fixed a dumb oversight where the textures weren't loading properly due to the asset path in the Kopernicus config not including the proper new folder names.

2.2 - Added a new option which moves Minmus, and adds new science logs. I didn't bother with CKAN, sorry. I never use it anyway.

2.2.2 - Added a couple custom flag designs to each version- a variation on the Kerbin Mun flag, one with just rings and another with rings and Minmus.

2.3 - Revised the texture of the Minmus Mover option, and copied the old Minmus Mover to a new folder named Minmus Mover Alt.

2.3.1 - One more tweak to the Mover version, moving the rings in much closer to Kerbin. Minmus is now closer to the Roche limit, and the rings largely orbit inside it.

2.3.2 - Added one more flag to all options, kerbinringsflag2. I think I like this one best.

2.4 - Completely redid the Minmus Mover version- now the default- with a new, much more realistic and far prettier texture.
This version was simulated in Universe Sandbox 2, and each minor gap was carefully positioned at an orbital resonance point with Minmus.
The gaps even have names now! They are, in order from closest to furthest, the Danny Gap, the Whistance Gap, and the Nassault Gap.
Minmus itself orbits in the Manley Division, bordering the outermost A ring and the inner B and C rings.

2.4.1 - Added a few new science logs for DMagic's Recon Scan experiment, providing an explanation for Minmus' bizarre geology thanks to its new orbit.

2.4.2 - Minor update moving the inner bound of Kerbin's A ring slightly further out, so it's no longer touching the edge of Minmus' SOI.

 

MIT License

Copyright (c) 2023 Lithobraker

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

Edited by Lithium-7
Updated to version 2.4.2.
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  • 2 weeks later...
  • 11 months later...
  • 1 year later...

The mod has been updated with a new texture! I know it's been years, but I just decided to give the old mod a facelift. The original textures are still available in the new download on Spacedock, and if I don't mess anything up, the mod will be available on CKAN as well.

Edit: The mod is now live on CKAN!

Edited by Lithium-7
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17 hours ago, Lithium-7 said:

The mod has been updated with a new texture! I know it's been years, but I just decided to give the old mod a facelift. The original textures are still available in the new download on Spacedock, and if I don't mess anything up, the mod will be available on CKAN as well.

Edit: The mod is now live on CKAN!

Wow
I've been waiting

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  • 9 months later...

I made a new version! This one uses the same texture, but it finally also moves Minmus inside the rings.

This change comes with science value tweaks to reduce the overall value of Minmus- and an equal buff to Mun science, to keep the total science available the same.

On top of that, the Minmus Mover version also has custom science reports, which support DMagic Orbital Science, and even Crowd Sourced Science, by removing certain logs that contradict Minmus' new position.

I didn't really bother updating the CKAN version, since I never really use it anyway. If enough people want it, I might do it later. A bit too tired to deal with that right now, I suppose.

 

Edit: I wasn't quite satisfied with the state of things after I had some rest and another look at it, so I made another new variant with a new texture and revised ring/Minmus positions.

Edited by Lithium-7
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In retrospect, I'm not sure how I was satisfied with the second texture for the Minmus Mover version I made last week. This new version is far superior.

The new texture and orbital parameters for Minmus were actually based on some RSS-scale simulations I did in Universe Sandbox 2, to ensure a stable ring system and to additionally ensure Minmus didn't get torn apart.

The new version has Minmus orbit some 200km beyond the outer boundary of its Roche limit, inside a complex system of rings consisting of an A, B and C ring, and several smaller gaps at orbital resonance points. Suffice to say, it's a lot more realistic than any previous version- though Minmus is sort of on the brink of being ripped to shreds.

There are also a few new science logs included, going into more detail about the rings, and the tidal forces acting on Minmus. Study the ring system from high Kerbin orbit with the DMagic orbital telescope!

Spoiler

sy0UTp8.png

 

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  • 3 weeks later...
3 hours ago, NaviG said:

Amazing job, but, why is the dark side of Kerbin clearer?

You mean brighter? I think it might be a PlanetShine bug, but I'm not sure. It only seems to happen when in Minmus' SOI.

Come to think of it, Kerbin's dark side should be partially brighter thanks to reflections from the rings. I don't know if there's a mod that could implement that, though...

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first image is eye candy
b8vVnRH.png

Planetshine on

Hi8G62I.png

PS off

r9AFtJe.png

Only vacuum ambient light working.

What i was meaning is about Kerbin, its should look as in the first image (darker)

If it's reflection light coming from Minmus, then it's ok but the colour sould be more intense? Somekind of atmo setting? Idk

The ring shader is so cool! I was wondering if some day i could see some scatterer on them :)

 

edit: oh i forgot, i can see the ring shadows from the terrain of kerbin. I think it would look better if it just doesn't have any shadow at all, because is weird seeing a "black line" as shadow

Edited by NaviG
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  • 2 weeks later...
On 3/28/2023 at 9:15 PM, NaviG said:

first image is eye candy
b8vVnRH.png

Planetshine on

Hi8G62I.png

PS off

r9AFtJe.png

Only vacuum ambient light working.

What i was meaning is about Kerbin, its should look as in the first image (darker)

If it's reflection light coming from Minmus, then it's ok but the colour sould be more intense? Somekind of atmo setting? Idk

The ring shader is so cool! I was wondering if some day i could see some scatterer on them :)

 

edit: oh i forgot, i can see the ring shadows from the terrain of kerbin. I think it would look better if it just doesn't have any shadow at all, because is weird seeing a "black line" as shadow

Sorry for the delay, I was distracted by a number of things. I don't think there's much I can do about this.

The configs in this mod are as simple as you can get. It just adds rings and moves Minmus. I don't touch anything that could account for this glow on Kerbin. It may be that there's a vanilla setting I need to change to fix the issue, but I don't have the Kopernicus experience to know what that is- so someone else would have to inform me on that.

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  • 1 month later...

Oops!  My finger may have slipped on the Hyperedit button and given Minmus a 15° inclination!  :)

 

screenshot104.png

screenshot6.png

 

Giving it the inclination may not be entirely realistic, but it sure makes for a fun interception mission early in Career games before you upgrade your tracking station!

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  • 1 month later...

 I recently installed this mod, and there's a bug with the ring shadows. I'll have a normal shadow on the water, with a second ring shadow that follows the active vessel around, and a third that's overlaid on the skybox in its normal position. Any help on fixing this?

image link

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  • 7 months later...
On 7/18/2023 at 12:22 PM, barleybun said:

 I recently installed this mod, and there's a bug with the ring shadows. I'll have a normal shadow on the water, with a second ring shadow that follows the active vessel around, and a third that's overlaid on the skybox in its normal position. Any help on fixing this?

image link

have this problem as well, only way I found to fix it was to disable ring shadows

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6 hours ago, Viisuri said:

have this problem as well, only way I found to fix it was to disable ring shadows

On 7/18/2023 at 9:22 AM, barleybun said:

 I recently installed this mod, and there's a bug with the ring shadows. I'll have a normal shadow on the water, with a second ring shadow that follows the active vessel around, and a third that's overlaid on the skybox in its normal position. Any help on fixing this?

image link

I think ring shadows are just buggy. My mod handles rings exactly like any other Kopernicus mod; there's no special code of any sort. So it's most likely not a problem on my mod's end.

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  • 1 month later...
19 hours ago, Iapetus7342 said:

how did you get minmus to look like that?

i'm using custom cfg with presets from different mods, spectra, ksprc, etc... now my config is different so i don't really remember, but probably spectra for the glow and ksprc for the terrain textures

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3 hours ago, NaviG said:

i'm using custom cfg with presets from different mods, spectra, ksprc, etc... now my config is different so i don't really remember, but probably spectra for the glow and ksprc for the terrain textures

minmus looks like it has a large hill on it's far side, that's what i meant

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  • 1 month later...
On 3/5/2024 at 12:08 AM, Lithium-7 said:

 

I think ring shadows are just buggy. My mod handles rings exactly like any other Kopernicus mod; there's no special code of any sort. So it's most likely not a problem on my mod's end.

I have the same issue. There's a ring shadow that stays with the active craft. Most (annoyingly) noticeable when flying planes. 

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  • 1 month later...
  • 1 month later...

Same issue. Rings are broken.

image.png?ex=66f07171&is=66ef1ff1&hm=61f

EDIT: I was able to fix this by converting the ring's texture from .dds to .png and modifying the configuration file to acknowledge the different file extension.

However, I encountered a lot of orbital glitches with this mod installed (such as Minmus encounters not showing up properly in map view, being unable to leave Minmus' SOI because I was constantly dragged back into it, my spacecraft shifting to a different position altogether when time-warping, etc). When I mentioned it in a KSP discord, I was told by some users (minmus, janet and warriorsabe) that it seems to be because this mod didn't change a value called "inverseRotThresholdAltitude", and thus it was still applying gravitational effects from Minmus' stock SOI range rather than its new shrunk SOI.

I added "inverseRotThresholdAltitude = 6500 to the .cfg file (right below "initialRotation"), and it seems to have fixed it - I was able to send a probe to a polar Minmus orbit, circularize, and return to Kerbin without any of the issues I had before. Unfortunately, a new bug occurred: when time-warping in orbit around Minmus, its surface textures moved, and followed me as I orbited around it, as if they were stretching around Minmus. I asked in that community again, and it seems to be because the InverseRot is located well below the PQS fade (i.e. when a planetary body fades from its low-poly far-away model to its higher-poly low orbit/landed model, and vice-versa), which this mod also seems to not have changed from its vanilla values.

I added custom PQS fade values matching Minmus' new SOI to alleviate the glitch, but I haven't gotten around to testing it yet, so I'm not sure how well this will work. If it doesn't, or you want to stick with the tried-and-true InverseRot with the stretching surface textures glitch, just remove the @PQS category and change inverseRot to 6500 as it originally was. This is the config file I'm using:

Spoiler

@Kopernicus:AFTER[Kopernicus]
{
    //Science values for both Minmus and the Mun are changed, so the total amount of available science is still the same.
    @Body[Minmus]
    {    
        @Properties
        {
            %description = Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it is clear in the sky, sheparding its beautiful rings and holding them in shape. \n\nBut it wasn't always this way- about 300 years before the space program was founded, Minmus was captured and passed uncomfortably close to Kerbin, forming Kerbin's rings and emptying the collective bowels of Kerbal civilization of the era. It was only safely circularized thanks to the Mun. \n\nSince then, though, Minmus has become far more popular, especially once Kerbals began comparing it to a scoop of mint ice cream.
            tidallyLocked = true //Tidal forces at this altitude would cause locking.
            initialRotation = 40 //Done so that the Greater Flats face Kerbin.
            inverseRotThresholdAltitude = 34000 //Added to fix SOI jankiness, this is from sea level so 34km from orbit. Minmus SOI is 36km as a reminder
            @ScienceValues
            {
                //total: 8, was 14, Mun was 11
                //Mun+Minmus total is still 25
                landedDataValue            = 3 //was 5, Mun was 4
                inSpaceLowDataValue        = 2 //was 4, Mun was 3
                inSpaceHighDataValue    = 1.5 //was 2.5, Mun was 2
                recoveryValue            = 1.5 //was 2.5, Mun was 2
                spaceAltitudeThreshold = 15000 //was 30000
            }
        }
        @Orbit
        {
            //roche limit for minmus and kerbin is a bit less than 1800km
            //Simulated in Universe Sandbox, I found this setup to be quite stable, and made the new texture based on this simulation.
            semiMajorAxis                = 2000000 //3000000
            eccentricity = 0 //The Mun helped to circularize Minmus in this orbit.
            inclination = 1 //More stable orbit, rings arent inclined in this version
        }
        @PQS
        {
            %fadeStart = 75000 //15km from sea level
            %fadeEnd = 85000 //25km from sea level
            %deactivateAltitude = 92000 //32km from sea level
        }
    }
    @Body[Kerbin]
    {
        Rings
        {
            Ring
            {
                texture = MinmarKerbinRings/PluginData/kerbin_ring.png
                //2-4x Kerbin radii produces a set of rings that are stable but still quite big and pretty
                //Universe Sandbox 2 simulation produced some interesting patterns that should be fun to texture
                innerRadius = 2000
                outerRadius = 4000
                unlit = false
                penumbraMultiplier = 10.0
                useNewShader = true
                angle = 0.1 //6
                lockRotation = false //true
                color = 1,1,1,1
            }
        }
    }
    @Body[Mun]
    {    
        @Properties
        {
            @ScienceValues
            {
                //total: 17, was 11
                landedDataValue            = 6 //was 5
                inSpaceLowDataValue        = 4 //was 3
                inSpaceHighDataValue    = 3.5 //was 2
                recoveryValue            = 3.5 //was 2
            }
        }
    }
}

 

Edited by Commissioner Tadpole
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