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[WIP][0.90?] PlanetFactory CE


Kragrathea

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I know this may seem like a weird question, but does anyone have the default orbital parameters of Sentar? I can't find the data anywhere- the config just says it's not configurable in a comments section- which is the only thing visible to me when I open the file.

I'd appreciate it if you PM'd me the answer, just so I don't have to try and find it over a week after it was posted (I'm leaving town soon on vacation- no computer access) in this EXTREMELY busy thread.

Regards,

Northstar

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In the source code the CS file named PF about half way down he defines each of the new planets. Under Sentar he defines the orbit on hte new PF body Sentar to be:

new PFOrbit

{

inclination = 26.0f,

eccentricity = 0,

semiMajorAxis = 160000000000,

LAN = 0,

argumentOfPeriapsis = 0,

meanAnomalyAtEpoch = 0,

epoch = 0,

referenceBody = "Sun"

}

Now since this is actual code not a CFG file he had to have parenthesis around the String. I am not sure why he included the f in the inclination, but I know the inclination of Sentar is about 26 degrees.

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Two people within a few days that have had a bug never seen with PF before? hmm this is odd. Considering there has been no patch to either KSP or PF in well over two months its odd that a bug is now starting to crop up. Do you mind posting a log to see if anyone can get to the bottom of this new bug?

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Hello, I have a question regarding templates on custom planets. My planet has a radius of 1157811 meters, however there is no existing body with a similar radius. As such the planet appears smaller than it actually is. This leads to the problem of having a periapsis above the planet in map view while still being under the surface, and the actual surface fading in a few hundred meters away during descent. Not using a template leads to my planet not appearing. Is there anyway to fix the appearance or not use a template?

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Here you go:

PFBody
{
name=Scorch
templateName=Tylo
flightGlobalsIndex=1330
}
CelestialBody
{
bodyDescription=Scorch, a world of fire; constantly bombarded by ultraviolet radiation.
GeeASL=0.15754
rotationPeriod=14400
Radius=1157811
rotates=True
tidallyLocked=False
atmosphere=True
atmosphereContainsOxygen=False
atmosphereScaleHeight=1
maxAtmosphereAltitude=5000
}
PQS
{
radius=1157811
}
Orbit
{
inclination = 1.0
eccentricity = 0
semiMajorAxis = 7547911424
LAN = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
referenceBody = Sun
}
ScaledExport
{
templateName=Tylo
mapWidth=2048
maxHeight=20000
exportBin=False
removeAlpha=True
}
PQSMod_VertexHeightMap
{
modEnabled=True
heightMap=Scorch_height.png
heightMapDeformity=7000
scaleDeformityByRadius=True
}


PQSMod_VertexColorMap
{
modEnabled=True
//order=150
vertexColorMap=Scorch_color.png
}


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Alright, first off Tylo has no atmosphere, and PF cannot add an atmosphere to a derivative planet that's parent body had no atmosphere, so if you want an atmosphere you need to derive Duna or Kerbin. Though since that wasn't your problem listed I shall continue on.

About the change in Radius, I shall first need to explain something quickly. There are two ways a planet is seen. One is the PQS, which is what you crash into, and you also see it at low alititudes. The other is the scaled space, or how it is viewed from space. The PQS is automatically generated with no issues, however, you have to manually force the program into designing hte Scaled spacce ased of your PQS. To do this all you need to do is hit alt-9 go to your planet, hit create scaled space. This will take your computer 1->5 minutes depending on how complicated your planet is. once that is done you need to go to the file where your planet is defined at 3 more files should be there. One which is the exactly named your planet name and is a bin file. The other should be planetname_map and planetname_normal. All 3 files will have an extra _ at the end. you need to rename each file to remove that _ at the end. This is included so you can tweak the planet, make another scaled space, without deleting the previous file permanently unwittingly.

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Thanks, once I enabled exporting the .bin in the config my planet was the correct size. However terrain scatter produces trees and the ground is a meter or two beneath the ground texture. I've put what I beleive turns off scatter for a planet in the config and recreated the planet but nothing happened. I end up with:

QBWPe4ll.jpg


PQSMod_MapDecal{
modEnabled=True
removeScatter=True
}

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Ah I apologize, I had not noticed exbortBin = false as I had never seen that before... I forgot to check :) I have never seen the sinking into the ground bug with PF however, I have seen it in real solar system back when it first came out in October - I am not sure why this would be a problem. Also I am not sure what to do with ground scatter as I personally always have ground scatter turned off. I am really sorry that I cannot help :(

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Alright, first off Tylo has no atmosphere, and PF cannot add an atmosphere to a derivative planet that's parent body had no atmosphere, so if you want an atmosphere you need to derive Duna or Kerbin. Though since that wasn't your problem listed I shall continue on.

He could use KittopiaTech, which can add atmospheres to planets.

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Is it possible to add in a gas giant without using Jool as the "template" ?

basically, I want to have a gas giant that's blue, with a blue orbit, on the zoomed-out map (like sentar is in the base mod)

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well... the color a gas planet is is based on the planetname_map. That is how it appears, though it will have an ambient color surrounding it that if you use jool will be green. If you for some reason go deep into a gas giant it will appear green if you base it off jool, also there will be a green glow near the edges of a gas giant. Now a few days ago I read some source code somewhere(I believe PF) and I had a thought that I might be able to edit this color by adding to the CFG file I honestly just can't remember ATM. I have a day off tomorrow so I will keep you posted on how that experiment goes :)

Also yes, he can use Kittoptech, it is definitely useful, he was just asking about PF, which Kittoptech is not so I did not mention it.

Regarding a sample cfg of planets with atmospheres, you can look at a few planet packs for cfg ideas and examples. The first one I can think of is mine, obviously... since I made it :P if you are to look at mine The specific planet is Emralled in the celestial body section of the cfg file.

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Well, using KitopiaTech I was able to remove the ground scatter. However the bug with sinking into the ground still persists, I guess its just one of those things I'm going to have to put up with.

EDIT: Wait a minute! Kerbin, the template I used has an equatorial radius of 600 KM, my planet has one of ~1100 KM. You say the ground issue happens with RSS which makes planets bigger, perhaps the planet is simply too big for the template?

Edited by bloxgate
Sudden moment of clairty
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Is it possible to add in a gas giant without using Jool as the "template" ?

basically, I want to have a gas giant that's blue, with a blue orbit, on the zoomed-out map (like sentar is in the base mod)

Its possible, you will get very very unrealistic results, use a laythe or kerbin template, Basicly set the atmosphere and radius to a large number, also braininator I actually tried pasting the Sentar change atmos color from the source into the Cfg The planet did not load so you can not do that.

Edited by Dooz
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Dooz, do you mind showing me EXACTLY what you put in the CFG, because I have a hunch (based on my very limited one year course in programming) that if you just put in Color.blue in the CFG file it would not work. And if so, I would like to know what you put so I can work from there.

Bloxgate, that might be an accurate hypothesis, and my hypothesis (which I can't really test) is rounding error in either squad or Krag's code. Can you do a quick test for me? This is probably irrelevant but can you check how much RAM you are using, also are you using the 64bit hack? IIRC some old RSS bugs was to do to RAM.

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Braininator, I am using the 64bit hack. KSP appears to use around 2100 - 3500 mb of RAM depending on what I'm doing in game at the time. Also, I have tested the ground on a moon I added, except in this case the template was larger than my moon. It seems on that moon the ground and the actual collider are at the same level. Perhaps if you scale up it causes issues?

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I think I got it. It's a rounding error, according to my dad( A professional programmer...) 32 bit floats, the type used to measure radius, only gets about 6.5(it uses a different number base) significant figures. You are using 7. Thus the final number you are using will be rounded. Try making some of the final numbers 0 and report back please :)

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