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[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)


R-T-B

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  On 6/1/2024 at 9:11 AM, users14 said:

When I splash down on the oceans of a planet I made, this weird graphical bug occurs:

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I see a couple issues.  First, your fades aren't correct.  ScaledVersion should be fully faded in before PQS starts to fade out.  Assuming your PQS fadeStart/End are correct, then I suggest you use something like this:

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You can tweak those numbers, but you want ScaledVersion/fadeEnd to be equal to or less than PQS/fadeStart.

The second issue is you are using PQS materialType = AtmosphericExtra.  That is ancient and is never really used anymore.  And I don't think the textures in CTTP are compatible with it.  The new shader that is pretty much used universally now is AtmosphericTriplanarZoomRotation.  You should make that switch.  Also, the Material subnode is going to have to change a bit because the one you are using doesn't appear to be completely compatible with AtmosphericTriplanarZoomRotation.  The following is an example of a Material subnode that you can use as a template - it is from stock Moho.  You can probably replace the textures with the ones from CTTP that you selected.  You can also tweak whatever other numbers need adjusting to suit your needs.

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I really don't think the low and high textures even work.  At least they have never worked for me.  I always just used the midTex, which then gets applied to the entire planet.  The mid is also the only one that uses a bump map, which I've never understood.  If you can't get lowTex and highTex to work, then just omit them.

There could be other issues with your config that I didn't see.  I stopped looking when I got to AtmosphericExtra.  Hopefully the rest of it is good.

EDIT

I just noticed something else - your planet has no template.  It is recommended that you always use a template.  A template just uses a stock planet as a starting place, then you change whatever needs changing rather than starting from scratch.  This assures that there is nothing critical omitted from your config because you didn't know or forgot to include it.  Your planet just inherits the missing item from the template.

Since your planet includes an ocean, I suggest using Laythe as the template.  Just add the following:

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Edited by OhioBob
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New in this latest version release-204:

1.) Fixed the antispam logic in the messaging system for kerbals near lethal scatters. No more spam!

2.) Added eratta note about BetterDensity and lethalScatters/heatemitters. These don't work well toghether, and possibly more things with BD, as that facility is pretty broken. Really, avoid BetterDensity and use in game density facilities when possible. Consider it deprecated.

See Known Bugs & Caveats for known bugs.

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  On 6/1/2024 at 3:43 PM, OhioBob said:

 

-snip-

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This really helped, but due to the "Laythe" template, my planet has an atmosphere, so I just decided to add a really thin one instead, and that should work well.

Edit: I was able to completely get rid of the atmosphere by turning off "Enabled" in an atmosphere node.

Edited by users14
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Another issue - When making gas giants, the gas giant seems to completely black out around the star. No matter what the config I did for the gas giant, it just won't work.

6nit57m.png

Planet Config:

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Star Config: 

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Edited by users14
Config formatting
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  On 6/2/2024 at 6:08 AM, users14 said:

Another issue - When making gas giants, the gas giant seems to completely black out around the star. No matter what the config I did for the gas giant, it just won't work.

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I'm not seeing anything obviously wrong in the configs.  I'd like to test something, however.  What happens if you try to place another Jool in Ignis' place?  That is, let Ignis inherit all the settings from Jool except for name and location.  If that works, then maybe we can start to narrow on what the problem might be.  Try temporarily replacing your Ignis config with the following, and then report what happens:

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By the way, we really shouldn't be having this discussion here in the Kopernicus thread.  These are issues with your mod that we are talking about and not issues with Kopernicus itself.  You should either start your own mod thread, or report back to me in a private message.

Edited by OhioBob
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  • 2 weeks later...

New in this latest version release-205:

1.) Fixed Kittopia heightmap exporting to use the proper range, stopping some heightmaps from clipping and other oddities.

2.) Added/edited a lot of the Kittopia export descriptions in Orbit and Atmosphere nodes with the help of our resident scientific genius, @OhioBob

See Known Bugs & Caveats for known bugs.

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I'm not sure if this is the best place to ask this, but is it possible to use Kopernicus to create a sun that can flicker? I'm considering making a system pack with a pulsar, and having the flickering starlight would be an awesome effect.

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  On 6/25/2024 at 9:59 PM, OhioBob said:

The current version works with 1.12.1 through 1.12.5.

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Despite the numbering, It actually works with 1.12.0 as well but that is...  not really advisable lol.

New release:

New in this latest version release-206:

1.) Fixed the new Jool 1.10.x cloud shader sometimes not being stripped from modded bodies that share the name "Jool"

2.) Ring shader now supports up to 2 detail layers that fade in/out based on distance.

3.) Ring shader can now fade out on close camera proximity to avoid noticeable craft / near clip plane intersection.

4.) Fixed an issue where rings would jitter slightly on rotations.

5.) Thanks to @TheWhiteGuardian for these ringshader improvements.

See Known Bugs & Caveats for known bugs.

PS:  I know I promised some users this release would expand support for lethalRadius parameter to PQSCities.  Sadly, that has not happened yet as I've been very busy and that's my are of the code that no one else can really work on...  maybe by the end of this month, with luck!

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I have an issue with my planet, which is made to work with Quackpack and serves as a small part of my main mod. Here's the config and logs.

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When i open KSP with this config, it gives the the classic "Possible corruption can occur if loaded on a save" message. If you could help that would be very appreciated!

Edited by Iapetus7342
Finished the config and added log
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  On 7/3/2024 at 3:56 PM, Iapetus7342 said:

I have an issue with my planet, which is made to work with Quackpack and serves as a small part of my main mod. Here's the config and logs.

  Reveal hidden contents
  Reveal hidden contents

When i open KSP with this config, it gives the the classic "Possible corruption can occur if loaded on a save" message. If you could help that would be very appreciated!

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try adding this line to your PQS { } node.  materialType is a required parameter.  Also sorry I took so long to see this, been a bit busy.

materialType = AtmosphericTriplanarZoomRotation

Edited by R-T-B
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  On 6/28/2024 at 8:42 PM, rheaunderstars said:

I'm not sure if this is the best place to ask this, but is it possible to use Kopernicus to create a sun that can flicker? I'm considering making a system pack with a pulsar, and having the flickering starlight would be an awesome effect.

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From what I can pick up, no, you cannot do this using only Kopernicus, however you can also make your own dll/mod for that effect, but it may take a long time.

Edit: Correct me if I'm wrong, but KittopiaTech also allows you to change your star's light and other things, yet I'm not sure how you can integrate that into a dll.

Edit 2: The Kargantua mod's plugin that allows you to do what Kargantua did seems to be extremely out of date. Also Singularity isn't very related.

Edited by users14
kittopiatech
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  On 7/13/2024 at 4:31 PM, Nightside said:

Been getting back to the game after a few years away. There used to be an in game editor for this right? I don’t see any mention in the OP. I also recall that it wasn’t well supported… has anyone picked it up?

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There still is, I'm sure it's called KittopiaTech. I was able to find a 1.8.1 version that still works, with only a few issues such as you having to restart the game after closing the menu.

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Hello!

 

I've been having an issue with the ScaledSpace mesh not matching the PQS of a lumpy, asteroid-like body.

I'd  first like to mention that I want to make the ScaledSpace lumpy, not the PQS spherical.

 

Video Of The Issue:

 

 

 

.CFG File:

@Kopernicus
{
    Body
    {
        name = Asteroid01
        cacheFile = JebFarAway/Cache/Asteroid01.bin // WIll generate automatically
        Template
        {
            name = Gilly // Stock planet to base it off of.
            removeAllPQSMods = True
        }
        Properties
        {
            displayName = Asteroid01^N
            description = PLACEHOLDER01, The Closest Moon To Saryn, Is A Small Rock With Little Value Other Than For Mining. Unlike The Densely Clouded Farther Moon, (PLACEHOLDER02), PLACEHOLDER01 Holds No Atmosphere.
            radius = 8200 // In meters.
            biomeMap = JebFarAway/Textures/PluginData/Asteroid01Bme.png
            geeASL = 0.18 // In gees, wow.
            rotates = True
            rotationPeriod = 28229 // In seconds.
            tidallyLocked = False
            ScienceValues
            {
                landedDataValue = 4 // Science multiplier for landed science.
				splashedDataValue = 10 // Science multiplier for splashed down science.
				flyingLowDataValue = 6.5 // Science multiplier for flying low science.
				flyingHighDataValue = 5 // Science multiplier for flying high science.
				inSpaceLowDataValue = 3 // Science multiplier for in space low science.
				inSpaceHighDataValue = 4.5 // Science multiplier for in space high science.
				recoveryValue = 5.5
				flyingAltitudeThreshold = 6000
				spaceAltitudeThreshold = 8000
            }
            Biomes
            {
                Biome
                {
                    name = Highlands
                    value = 1.75
                    color = 0.506, 0.616, 0.616, 1
                }
                Biome
                {
                    name = Midlands
                    value = 1
                    color = 0.278, 0.361, 0.361, 1
                }
                Biome
                {
                    name = Lowlands
                    value = 1.50
                    color = 0, 0, 0, 1
                }
            }
        }
        Orbit
        {
            referenceBody = Saryn
 	    	inclination = 6.29
	    	eccentricity = 0.003
		    semiMajorAxis = 42992650
		    longitudeOfAscendingNode = 0
		    argumentOfPeriapsis = 180
		    meanAnomalyAtEpoch = 0
		    epoch = 0
		    color = 0.04,0.04,0.24,0.5
		    mode = REDRAW_AND_RECALCULATE
		    period = 34660.3594008885
        }
        ScaledVersion
        {
            type = Vacuum
            fadeStart = 7000
            fadeEnd = 10000
            sphericalModel = False
			deferMesh = False
			invisible = False
			OnDemand
			{	
                texture = JebFarAway/Textures/PluginData/Asteroid01ClrTst.dds // color
                normals = JebFarAway/Textures/PluginData/Asteroid01Nrm.dds // normals
			}
            Material
            {
                color = 1,1,1,1
                specColor = 0,0,0,0
                shininess = 1
            }
        }
        PQS
        {
            fadeStart = 30000
            fadeEnd = 40000
            minLevel = 2
            maxLevel = 3
            materialType = AtmosphericTriplanarZoomRotation
            Material
            {
                saturation = 1
                contrast = 1
                tintColor = 1,1,1,1
                specularColor = 0.1,0.1,0.1,1
                albedoBrightness = 1.5
                steepPower = 1
                steepTexStart = 10000
                steepTexEnd = 200000
                steepTexScale = 1,1
                steepTexOffset = 0,0
                steepTex = BUILTIN/gillySteep_diffuse
                steepBumpMapScale = 1,1
                steepBumpMapOffset = 0,0
                steepBumpMap = BUILTIN/gillySteep_nrm
                steepNearTiling = 500
                steepTiling = 350
                midTexScale = 1,1
                midTexOffset = 0,0
                midTex = BUILTIN/gillyMedTerrain_diffuse
                midBumpMapScale = 1,1
                midBumpMapOffset = 0,0
                midBumpMap = BUILTIN/gillyMedTerrain_nrm
                midTiling = 150000
                midBumpTiling = 150000
				highTex = BUILTIN/gillyHighTerrain
				highTexScale = 1,1
				highTexOffset = 0,0
				highTiling = 50000
                lowStart = -1
                lowEnd = -1
                highStart = 1
                highEnd = 1
                globalDensity = 1
            }
            Mods // you can add whatever you want (as long as it works lol)
            {
                VertexMitchellNetravaliHeightMap
                {
                    map = JebFarAway/Textures/PluginData/Asteroid01Hgt.dds // height
                    offset = 0
                    deformity = 6100
                    scaleDeformityByRadius = false
                    order = 10
                    enabled = True
                }
                VertexColorMap
                {
                    map = JebFarAway/Textures/PluginData/Asteroid01ClrTst.dds // color
                    order = 10
                    enabled = true
                }

			}
        }
    }
}

(Weird Formatting Of The Spaces Is The Fault Of The Code Imbed, Not  Me.)

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	@Body[Jool]
	{
		Rings
		{
			Ring
			{
			    innerRadius = 1400
			    outerRadius = 2700
				texture = StockVisualEnhancements/Textures/Jool_ring.dds
				color = 1,1,1,1
				unlit = true
				angle = 7
				lockRotation = true
			}
		}
  Quote
Property Format Description
lockRotation Boolean Whether to lock the rotation of the ring. If false, the ring’s LAN rotates with the parent body (unnatural if the angle is not 0).
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lockRotation = true, not working
What do?

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