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[WIP][0.90?] PlanetFactory CE


Kragrathea

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KittopiaTech ingame planetary editing tools.

Pretty nifty.

Hey could you please explain how to do that? I've tried adding a colored atmosphere to a PF CE planet I made but haven't been able to figure it out and make it work.

Edited by Veraster
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For some reason one of my planets (or asteroid moon for that matter) refuses to have the heightmap, pf keeps saying its not found, though it's there, and has the correct name and all, but pf says NOPE and doesn't find it, and I think this is causing it to apear huge in map view, and have VERY messed up terrain in ship view, the atmosphere finally works and produces drag, but is invisible :( is there any way to fix this?

Also, could someone link me to this "KittopiaTech ingame planetary editing tool"?

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For some reason one of my planets (or asteroid moon for that matter) refuses to have the heightmap, pf keeps saying its not found, though it's there, and has the correct name and all, but pf says NOPE and doesn't find it, and I think this is causing it to apear huge in map view, and have VERY messed up terrain in ship view, the atmosphere finally works and produces drag, but is invisible :( is there any way to fix this?

Also, could someone link me to this "KittopiaTech ingame planetary editing tool"?

THis is the Kittopia Tech ingame editing tool. http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-ingame-planetary-editing-tools-V0-075

I am sorry I can't help on the heightmaps. I cannot get them to work, along with color for mine as well. However mine reports it is found. It's odd. Sorry for not being able to help :(

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Hello,

The modder needs to ercompile and get rid of and not have HIGH GRAVITY bodies like suns in the mod or it will fail the new asteroid production not to orbit the sun.

Use hyperedit to increase velocities to 1000000000000000000000 on both Joker and Serious to get them out of the system; may have to do this on every game start as it doesnt save with the mission; only the inherant game mechnics; this even still interfered with new aseroid production and it took a few tries to go from vanilla game save to modded to get it to work.

My next stream will show the continuing process and I will test the theory again...

Cdr Zeta

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So, how do i fix the spontaneous crashing?

I mean, if i use the CTRL+9 orbit slider on a specific body, my spacecraft will spontaneously crash into it.

Here's a CFG file of one of the celestial bodies that i made that causes the spontaneous crashing.

PFBody

{

name=Gavlmead

templateName=Tylo

flightGlobalsIndex=750

clearPQS=true

}

CelestialBody

{

bodyDescription=The TRUE largest moon in the Kerbol System, it is large enough to give Tylo a run for it's money, and it wil be the future location of Starfox Kerbin's genetic labs.

GeeASL=1.5

Radius=25120

rotates=True

rotationPeriod=11245

initialRotation=180

tidallyLocked=False

}

Orbit

{

inclination = -2.00256

eccentricity = 0.00384

semiMajorAxis = 33895432

LAN = 0

argumentOfPeriapsis = 0

meanAnomalyAtEpoch = 0

epoch = 0

referenceBody = Bloorsgh

}

ScaledExport

{

templateName=Tylo

mapWidth=2048

maxHeight=10000

hasOcean=false

oceanHeight=0.0

exportBin=True

removeAlpha=False

}

PQS

{

//radius=40000

minLevel=1

maxLevel=10

}

PQSMod_PFOffset

{

modEnabled=True

offset=500

order=5

}

PQSMod_VertexHeightMap

{

modEnabled=True

//order=160

heightMap=Gavlmead_height.png

heightMapDeformity=300

heightMapOffset=0

scaleDeformityByRadius=True

}

PQSMod_VertexColorMap

{

modEnabled=True

//order=150

vertexColorMap=Gavlmead_color.png

}

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Hello,

I am trying one more final attempt to get PF to work with Science Career mode tonite; I may have lost 6 hours more or less of work trying to get satellites up cause I neglected to check their status.

I think maybe 1 gadzillion on the velocity is too much; I dont know what is a 'SAFE' number as the Traxking Station is crashing the game so I am gonna try to get a good number for an escape velocity...

As for crashing; it detects orbits on the fly - thus crash boom...

I need to add the idea of ALSO changing the gravity number to 1 BEFORE sending Serious on it's merry way...last attempt...see it live stream tonite...

http://forum.kerbalspaceprogram.com/threads/26435-Live-Stream-The-Kerbin-Mission-Kerbin-Academy-and-other-stuff-%21

cdr zeta

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Hi,

Planet Factory doesnt work in Career mode; it causes the game to reset the science to Stock for one; and the asteroids and future asteroids get caught in Serious orbit no matter what I have tried; I have given up on it as I want to play the game finally...

Now I do have PF installed however and am making it work ! I collected a bunch of asteroids in the beginning and just set them in orbit in various ways around the various bodies of the solar system; there is an ownage issue, but I seem to be keeping the ones around Kerbin...I just dont do anything with Serious/Joker at all now its just a waste of time; any future asteroids will orbit Serious no matter what; if I need any to mess with I just grab one from the pool I created at the start of this fiasco....we defintely CANNOT have another sun with high gravity in any system.

As far as the Science - yes it does work but you have to save a previous tree; hope it holds together which so far mine have; save the Science you get until the end of the mission; add whatever Science you want to the tree; save the tree in a seperate folder as a previous save-tree; that way you can overwrite the stock tree that is created when the mission ends!!!

Cdr Zeta

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You might be using a older version serious's SOI is not extending down to kerbin krag fixed it so its SOi is beyond sentar.

Also use the blog system on the forum because this thread isn't a blog..

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Hi,

You mean the Serious SOI is now 'NOT' beyond Sentar?? Where is the fix? PF works in Science mode with bugs meaning you have to replace a previously created Science Tree each time; a minor issue there as the node lines dissappear; it will work this way until the game memory craps out which for me so far is a good long hour to almost 2 hours (memory issues are mostly number of parts, mods etc; PF itself is about 48 megs and otherwise seems to work nice)...

I need to find this BLOG and update !

Cdr Zeta

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Just download the latest version of either Planetfactory or Planetfactory CE. The bug was actually fixed a long time ago, so you wouldn't see it anywhere in the newest changelog.

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Well I am not immediately finding any update...wheres this blog?

cdr zeta

I don't mean an update was just released now, I'm just saying to download the version given on either edition's thread.

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In honor of this milestone, i want to give a relatively large thanks to Kragathea.

Without you, the whole KSP community will be in a conundrum on adding new planets for KSP, or even adding rings and atmospheres for them; and we wouldn't be given the chance to make new planets without you.

Plus; you seem live a very nice individual, and a very ambitious individual too, and a individual that works very, very hard and goes through trial and error.

Thank you; Kragathea for existing, and being interested in KSP.

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I wanted to show this off: I Not sure where to put this, but here is my star system. Complete with custom oceans, Atmosphere colours, rings and fixed starlight!

Note how the light is coming from my custom star, more obvious near the end. A whole lot of this is custom code, but I copied and pasted a whole heap of the PF code to get it running.

Hopefully some of this tech is added to the actual plugin. I have sent my "starfix" to Kragrathea, however it has been some time. I am unsure as to what happened to the developer.

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Ah ok.

I hope krag gets back to update and improve this further. It's just way too awesome to be forgotten.

After some time i kinda figured out how to work around the few limitations and get some stuff done. Visual enhancements mod also helps a lot to workaround some things like atmosphere colors.

This might actually turn into a full planet back eventually heh.

I'm working on a kerbal version of the saturn system. GP2 you could say. The rings are a problem tho. There is this workaround to use atmosphere layers to make rings, but honestly, that looks crap from most angles. So I put several of those very close to eachother to get at least one thin somewhat OK looking ring. I've put Eeloo as a moon into its orbit but since I can't remove the original Eeloo its called Eeloo2... I also have a Neptune analogue that is 2000km in diameter and uses Eve as its template (cos I can't properly resize Jool) Visual enhancements mod provided a nice workaround to cover the purple atmosphere.

Here's what I got so far

http://imgur.com/a/1G7Vj

Put this in the folder and call it something like "Sima_rim"

bye-bye green shine

Dagda_rim.png

Feel free to alter the colours of the ramp.

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Is there any way to expand this to allow for editing of the stock planets through module manager? I'm working on improving RSS terrain and I'd really like to be able to use the edit-reload functionality in-game, as well as having access to all of the PQS mods available rather than just those already defined by the original config.

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Note how the light is coming from my custom star, more obvious near the end. A whole lot of this is custom code, but I copied and pasted a whole heap of the PF code to get it running.

Hopefully some of this tech is added to the actual plugin. I have sent my "starfix" to Kragrathea, however it has been some time. I am unsure as to what happened to the developer.

Can I have your starfix cause the glitch that makes lighting not work annoys me so much!

Edited by hm0119
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