OhioBob Posted June 1 Share Posted June 1 (edited) 12 hours ago, users14 said: When I splash down on the oceans of a planet I made, this weird graphical bug occurs: 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: Spoiler ScaledVersion { fadeStart = 90000 fadeEnd = 110000 } PQS { fadeStart = 110000 fadeEnd = 220000 deactivateAltitude = 230000 } 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. Spoiler Material { factor = 7.73 factorBlendWidth = 0.1 factorRotation = 15 saturation = 1 contrast = 1 tintColor = 1,1,1,0 specularColor = 0.0754716992,0.0754716992,0.0754716992,0.200000003 albedoBrightness = 1 steepPower = 1 steepTexStart = 0 steepTexEnd = 200000 steepTex = BUILTIN/MohoSteep steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/MohoSteep_nrm steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 2000 steepTiling = 20 lowTex = BUILTIN/MohoLow lowTexScale = 1,1 lowTexOffset = 0,0 lowTiling = 100000 midTex = BUILTIN/MohoMid midTexScale = 1,1 midTexOffset = 0,0 midTiling = 100000 midBumpMap = BUILTIN/MohoMid_nrm midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpTiling = 100000 highTex = BUILTIN/MohoMid highTexScale = 1,1 highTexOffset = 0,0 highTiling = 100000 lowStart = 0 lowEnd = 0.3 highStart = 1 highEnd = 1 globalDensity = 1 fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 0 oceanFogDistance = 1000 } 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: Spoiler @Kopernicus { Body { Template { name = Laythe removeAllPQSMods = True } Edited June 1 by OhioBob Quote Link to comment Share on other sites More sharing options...
R-T-B Posted June 1 Author Share Posted June 1 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. Quote Link to comment Share on other sites More sharing options...
users14 Posted June 1 Share Posted June 1 (edited) 2 hours ago, OhioBob said: -snip- 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 June 1 by users14 Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 1 Share Posted June 1 2 hours ago, users14 said: Edit: I was able to completely get rid of the atmosphere by turning off "Enabled" in an atmosphere node. That works, or I think you can also add removeAtmosphere = True to the template. Quote Link to comment Share on other sites More sharing options...
users14 Posted June 2 Share Posted June 2 (edited) 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. Planet Config: Spoiler @Kopernicus { Body { name = Ignis Debug { exportMesh = false update = false } Template { name = Jool } Properties { displayName = Ignis description = Ignis radius = 8000000 geeASL = 1.5 rotates = true rotationPeriod = 41000 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 40409 80819 91638 263275 626550 1253100 2306200 ScienceValues { landedDataValue = 30 splashedDataValue = 1 flyingLowDataValue = 14 flyingHighDataValue = 11 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8 recoveryValue = 8 flyingAltitudeThreshold = 113000 spaceAltitudeThreshold = 1450000 } } Orbit { referenceBody = Deben color = 0.6, 0.1, 0.6, 1 inclination = -2.24367 eccentricity = 0 semiMajorAxis = 1.197E+11 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } Atmosphere { ambientColor = 1,0.725,0.5,1 lightColor = 1,0.725,0.5,1 enabled = true oxygen = false albedo = 0.51 altitude = 400000 staticPressureASL = 709.275 pressureCurve { key = 0 10066.25 0 -0.6723968 key = 20000 3019.875 -0.1346587 -0.1346587 key = 48000 1228.0436 -0.01449255 -0.01449255 key = 246900 44.26 -0.001562163 -0.001562163 key = 300000 4 -0.0001361465 -0.0001361465 key = 240000 0.2 -1.001277E-05 -1.001277E-05 key = 400000 0 0 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 900 temperatureCurve { key = 0 950 0 -0.000915663 key = 20750 760 -0.000915663 -0.000915663 key = 104750 560 -0.0001295 -0.0001295 key = 167500 560 0.0001295 0.0001295 key = 237500 700 7.079E-05 7.079E-05 key = 400000 1290 0 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = true temperatureSunMultCurve { key = 0 0 0 key = 104750 0 0 0 key = 167500 0.5 9.106E-06 9.106E-06 key = 325000 1 0 0 } temperatureLatitudeSunBiasCurve { key = 0 0 0 0 key = 90 -6 0 0 } temperatureLatitudeSunMultCurve { key = 0 6 0 0 key = 90 0 0 0 } temperatureEccentricityBiasCurve { key = 0 0.75 0 -1.5 key = 1 -0.75 -1.5 0 } adiabaticIndex = 2 gasMassLapseRate = 4 atmosphereMolarMass = 0.001 } ScaledVersion { Material { Gradient { 0.0 = 0.72549,0.81961,0.83529,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } } OnDemand { texture = Deben/Textures/PluginData/IgnisClr.dds } } } } Star Config: Spoiler @Kopernicus { Body { name = Deben cacheFile = Deben/Cache/Deben.bin // Will generate automatically Template { name = Sun // Stock planet to base it off of. } Properties { displayName = Deben^N description = A B-type main sequence star. radius = 60168000000 // In meters. mass = 3.3374372e+29 // Mass for stars in kilograms. rotates = True rotationPeriod = 11232000 // In seconds. tidallyLocked = False // Additional properties can be added here. } Orbit { referenceBody = Sun color = 0,0,0,0 nodeColor = 1,1,1,1 inclination = 30 eccentricity = 0.001 semiMajorAxis = 2.718E14 longitudeOfAscendingNode = 135 argumentOfPeriapsis = 90 meanAnomalyAtEpoch = 0 // epoch = -180 // period = 2E+300 mode = OFF } ScaledVersion { type = Star // "Atmospheric" or "Vacuum", this one's "Star" Light // light { sunlightColor = 0.839,0.882,1,1 sunlightShadowStrength = 0 scaledSunlightColor = 0.839,0.882,1,1 IVASunColor = 0.839,0.882,1,1 ambientLightColor = 0.839,0.882,1,1 sunLensFlareColor = 0.839,0.882,1,1 givesOffLight = true sunAU = 13599840256 luminosity = 29200000 insolation = 1 //brightnessCurve can be added if needed IntensityCurve // Intensity curve in flight (light on the craft) { key = 1000000000 62.12567907 -0.00000003106283954 -0.00000003106283954 key = 2000000000 43.92948896 -0.00000001098237224 -0.000000003882854942 key = 4000000000 31.06283954 -0.000000003882854942 -0.000000003882854942 key = 5263138304 27.08000609 -0.000000002572610154 -0.000000002572610154 key = 9832684544 19.81230914 -0.000000001007472021 -0.000000001007472021 key = 13599840256 16.84628894 -0.000000000619356133 -0.000000000619356133 key = 20726155264 13.64620136 -0.0000000003292024301 -0.0000000003292024301 key = 40839348203 9.721465691 -0.0000000001190208233 -0.0000000001190208233 key = 68773560320 7.491355295 0 0 key = 90118820000 6.544303026 0 0 key = 100118820000 6.208880306 0 0 key = 200000000000 4.392948896 0 0 key = 300000000000 3.586827754 0 0 key = 600000000000 2.536270227 0 0 key = 1200000000000 1.793413877 0 0 key = 12000000000000 0.5671272638 0 0 key = 12000000000000 0.5671272638 0 0 key = 120000000000000 0.1793413877 0 0 key = 4.26073E+15 0.03009740953 0 0 key = 9.46073E+15 0.02019802074 0 0 } ScaledIntensityCurve // Intensity curve in scaled version (map view and far away planets) { key = 166666.6667 62.12567907 -0.0001863770372 -0.0001863770372 key = 333333.3333 43.92948896 -0.00006589423344 -0.00002329712965 key = 666666.6667 31.06283954 -0.00002329712965 -0.00002329712965 key = 877189.7173 27.08000609 -0.00001543566092 -0.00001543566092 key = 1638780.757 19.81230914 -0.000006044832125 -0.000006044832125 key = 2266640.043 16.84628894 -0.000003716136798 -0.000003716136798 key = 3454359.211 13.64620136 -0.00000197521458 -0.00000197521458 key = 6806558.034 9.721465691 -0.0000007141249397 -0.0000007141249397 key = 11462260.05 7.491355295 -0.0000003267835165 -0.0000003267835165 key = 15019803.33 6.544303026 -0.0000002178558161 -0.0000002178558161 key = 16686470 6.208880306 -0.0000001860453501 -0.0000001860453501 key = 33333333.33 4.392948896 -0.00000006589423344 -0.00000006589423344 key = 50000000 3.586827754 -0.00000003586827754 -0.00000003586827754 key = 100000000 2.536270227 -0.00000001268135114 -0.00000001268135114 key = 200000000 1.793413877 -0.000000004483534692 -0.000000004483534692 key = 2000000000 0.5671272638 -0.0000000001417818159 -0.0000000001417818159 key = 2000000000 0.5671272638 -0.0000000001417818159 -0.0000000001417818159 key = 20000000000 0.1793413877 0 0 key = 710121745430 0.03009740953 0 0 key = 1576788412097 0.02019802074 0 0 } IVAIntensityCurve // Intensity curve in the IVA (cockpit view) { key = 1000000000 62.12567907 -0.00000003106283954 -0.00000003106283954 key = 2000000000 43.92948896 -0.00000001098237224 -0.000000003882854942 key = 4000000000 31.06283954 -0.000000003882854942 -0.000000003882854942 key = 5263138304 27.08000609 -0.000000002572610154 -0.000000002572610154 key = 9832684544 19.81230914 -0.000000001007472021 -0.000000001007472021 key = 13599840256 16.84628894 -0.000000000619356133 -0.000000000619356133 key = 20726155264 13.64620136 -0.0000000003292024301 -0.0000000003292024301 key = 40839348203 9.721465691 -0.0000000001190208233 -0.0000000001190208233 key = 68773560320 7.491355295 0 0 key = 90118820000 6.544303026 0 0 key = 100118820000 6.208880306 0 0 key = 200000000000 4.392948896 0 0 key = 300000000000 3.586827754 0 0 key = 600000000000 2.536270227 0 0 key = 1200000000000 1.793413877 0 0 key = 12000000000000 0.5671272638 0 0 key = 12000000000000 0.5671272638 0 0 key = 120000000000000 0.1793413877 0 0 key = 4.26073E+15 0.03009740953 0 0 key = 9.46073E+15 0.02019802074 0 0 } } Material // The color and other visual properties { noiseMap = BUILTIN/sunnoisenew emitColor0 = 0.839,0.882,1,1 emitColor1 = 0.839,0.882,1,1 sunspotTex = BUILTIN/sunsurfacenew sunspotPower = 0.01 sunspotColor = 0.2875, 0.315, 0.0565, 1 rimColor = 0.839,0.882,1,1 rimPower = 10 rimBlend = 5 } Coronas { Value { scaleSpeed = 0.007 scaleLimitY = 5 scaleLimitX = 5 updateInterval = 5 speed = -1 rotation = 0 Material { texture = BUILTIN/suncoronanew mainTexScale = 1,1 mainTexOffset = 0,0 invFade = 2.553731 } } Value { scaleSpeed = 0.009 scaleLimitY = 5 scaleLimitX = 5 updateInterval = 5 speed = 1 rotation = 0 Material { texture = BUILTIN/suncoronanew mainTexScale = 1,1 mainTexOffset = 0,0 invFade = 2.553731 } } } } } } Edited June 2 by users14 Config formatting Quote Link to comment Share on other sites More sharing options...
OhioBob Posted June 2 Share Posted June 2 (edited) 9 hours ago, 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. 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: Spoiler @Kopernicus { Body { name = Ignis Template { name = Jool } Properties { displayName = Ignis } Orbit { referenceBody = Deben semiMajorAxis = 1.197E+11 } } } 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 June 2 by OhioBob Quote Link to comment Share on other sites More sharing options...
R-T-B Posted June 17 Author Share Posted June 17 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. Quote Link to comment Share on other sites More sharing options...
MixelFan95 Posted June 25 Share Posted June 25 Quick Question, When will 1.12.5 Be released? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted Tuesday at 09:59 PM Share Posted Tuesday at 09:59 PM 9 hours ago, MixelFan95 said: Quick Question, When will 1.12.5 Be released? The current version works with 1.12.1 through 1.12.5. Quote Link to comment Share on other sites More sharing options...
MixelFan95 Posted Tuesday at 11:51 PM Share Posted Tuesday at 11:51 PM 1 hour ago, OhioBob said: The current version works with 1.12.1 through 1.12.5. Ok Cool, thanks man for telling me Man. Quote Link to comment Share on other sites More sharing options...
rheaunderstars Posted Friday at 08:42 PM Share Posted Friday at 08:42 PM 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. Quote Link to comment Share on other sites More sharing options...
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