LaydeeDem Posted December 17, 2014 Share Posted December 17, 2014 You guys do realize it's finals week right? Don't give up on the mod so quickly. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 17, 2014 Share Posted December 17, 2014 StarSystems works in 0.90 and has a lot of the features of PF. You can also remove the black hole and two other stars it comes with and it just works like normal KSP, just with the ability to change the planets.It can't add planets. Link to comment Share on other sites More sharing options...
CaptRobau Posted December 17, 2014 Share Posted December 17, 2014 True, I spoke too soon with regards to that. If the planets are already made (stock or PF) it can be used to change their stats. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 17, 2014 Share Posted December 17, 2014 (edited) Okay, I really hope these guys get back. NathanKell doesn't have the time to try to fix it, so if these guys don't return then Krag's gonna have to patch up his mod, which is really too buggy at this point to fix without re-writing everything. Edited December 17, 2014 by _Augustus_ Link to comment Share on other sites More sharing options...
NathanKell Posted December 17, 2014 Share Posted December 17, 2014 (edited) EDIT: no longer necessary. Edited December 17, 2014 by NathanKell Link to comment Share on other sites More sharing options...
ABZB Posted December 17, 2014 Share Posted December 17, 2014 I'm glad to know "sorry I don't have time, I agree it would be great" gets turned into "I don't want to fix it."I think there is some deep wisdom about the human condition you have there. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 17, 2014 Share Posted December 17, 2014 I'm glad to know "sorry I don't have time, I agree it would be great" gets turned into "I don't want to fix it."I'm sorry. I'm trying to be persuasive.That, and unless you know some, no one I know of on this forum but you, the Kopernicus devs, or Krag could fix this. Conveniently the last two have dissapeared.PFREV will die without Kopernicus being fixed.. Link to comment Share on other sites More sharing options...
InfinityArch Posted December 19, 2014 Share Posted December 19, 2014 I'm sorry. I'm trying to be persuasive.That, and unless you know some, no one I know of on this forum but you, the Kopernicus devs, or Krag could fix this. Conveniently the last two have dissapeared.PFREV will die without Kopernicus being fixed..Given that the code for Kopernicus is freely available, you could try to figure out the problem yourself you know. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 19, 2014 Share Posted December 19, 2014 Given that the code for Kopernicus is freely available, you could try to figure it out yourself..I can't code.The most I can do is edit cfgs.... Link to comment Share on other sites More sharing options...
BryceSchroeder Posted December 19, 2014 Author Share Posted December 19, 2014 By way of explanation, I started this project at a time when I was not busy at all. My initial work attracted a very talented developer, who did all the PQSmod stuff. I have no idea how it works, and as I'm pretty busy now again, I don't have the copious free time to figure it out.I started Kopernicus because I really wanted it to run a particular outer planets mission in RSS/RO. But now I don't really have time to play KSP much either, so I don't daily feel "I wish I could do that mission that I can't do because RSS doesn't have enough planets."To top it off, I've always felt some degree of mixed feelings writing code that improves a proprietary program for free in a programming language that, while ok, is certainly not my favorite, for a game engine that is really badly designed for this sort of game (Unity.) If KSP were open source, I'd probably have finished this off out of duty, but it isn't. I said I would watch for pull requests on the Kopernicus github, but no one seems to actually be making them. The only thing I've gotten on github are questions about how the PQSmods work, which I don't know the answers to.I am really sorry, but I just haven't been able to find the time to work on KSP stuff much lately. To reiterate my earlier statement, though, if you want to fix Kopernicus, fork it on github; I will be watching for pull requests. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 19, 2014 Share Posted December 19, 2014 By way of explanation, I started this project at a time when I was not busy at all. My initial work attracted a very talented developer, who did all the PQSmod stuff. I have no idea how it works, and as I'm pretty busy now again, I don't have the copious free time to figure it out.I started Kopernicus because I really wanted it to run a particular outer planets mission in RSS/RO. But now I don't really have time to play KSP much either, so I don't daily feel "I wish I could do that mission that I can't do because RSS doesn't have enough planets."To top it off, I've always felt some degree of mixed feelings writing code that improves a proprietary program for free in a programming language that, while ok, is certainly not my favorite, for a game engine that is really badly designed for this sort of game (Unity.) If KSP were open source, I'd probably have finished this off out of duty, but it isn't. I said I would watch for pull requests on the Kopernicus github, but no one seems to actually be making them. The only thing I've gotten on github are questions about how the PQSmods work, which I don't know the answers to.I am really sorry, but I just haven't been able to find the time to work on KSP stuff much lately. To reiterate my earlier statement, though, if you want to fix Kopernicus, fork it on github; I will be watching for pull requests.All I need is a planet duper with the ability to edit everything non-PQS. RSS can do the rest.I'm really sad that you just gave up on us. This mod was the future of planet creation... Link to comment Share on other sites More sharing options...
Padishar Posted December 19, 2014 Share Posted December 19, 2014 I am really sorry, but I just haven't been able to find the time to work on KSP stuff much lately. To reiterate my earlier statement, though, if you want to fix Kopernicus, fork it on github; I will be watching for pull requests.I'm really sad that you just gave up on us. This mod was the future of planet creation...Well, that's not exactly what he said so I've now forked it and will get it, at least, back to the state it was in in 0.25 and submit a pull request. Watch this space... Link to comment Share on other sites More sharing options...
CaptRobau Posted December 19, 2014 Share Posted December 19, 2014 Thanks Pashidar. Good luck to you Bryce, with your non-KSP stuff. Link to comment Share on other sites More sharing options...
Padishar Posted December 19, 2014 Share Posted December 19, 2014 Well, that's not exactly what he said so I've now forked it and will get it, at least, back to the state it was in in 0.25 and submit a pull request. Watch this space...Well, that wasn't very difficult. You can download a replacement Kopernicus.dll that "works" with KSP 0.90 from my dropbox.Install the pre-alpha3 version as previously described and replace the dll in the GameData/Kopernicus/Plugins folder with the one from my zip.License as original and source as pull request submitted to OPs github.Notes:There is currently a problem with the RedKerbin config (it gives an exception loading the Gradient node).I haven't tried the EelooBiomes config because it already has biomes in 0.90.Enjoy... Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Share Posted December 20, 2014 Could you perhaps fix the gradient stuff? I hate Sentar having a green atmo... Link to comment Share on other sites More sharing options...
LaydeeDem Posted December 20, 2014 Share Posted December 20, 2014 Could you perhaps fix the gradient stuff? I hate Sentar having a green atmo...That's your fault. You need to define the color ramp in the config. Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Share Posted December 20, 2014 That's your fault. You need to define the color ramp in the config.I'm talking to Pashidar... Link to comment Share on other sites More sharing options...
AndreyATGB Posted December 20, 2014 Share Posted December 20, 2014 I'm talking to Pashidar...Instead of being so rude, how about you respond to his suggestion? Did you do what he suggested? Link to comment Share on other sites More sharing options...
Padishar Posted December 20, 2014 Share Posted December 20, 2014 I'm talking to Pashidar...I currently know next to nothing about this mod, I just had a spare hour or two and thought I would help out by fixing the compilation problems. Other people in this thread have far more experience of the mod than I do so I would advise you to follow their advice and, at least, try defining a colour ramp if you haven't already. I believe the RedKerbin config did work at some point (I seem to remember a screenshot showing it) so I am a bit surprised that it doesn't now. I suspect something like the stock Kerbin definition's gradient is now conflicting with the new one in some way but without more time to investigate I can't be sure. There certainly doesn't look to be anything obviously wrong with the code that reads the gradient but I'll try to take a closer look when I have some more free time...P.S. Oh, and it would be nice if you spelled my name right... Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Share Posted December 20, 2014 I currently know next to nothing about this mod, I just had a spare hour or two and thought I would help out by fixing the compilation problems. Other people in this thread have far more experience of the mod than I do so I would advise you to follow their advice and, at least, try defining a colour ramp if you haven't already. I believe the RedKerbin config did work at some point (I seem to remember a screenshot showing it) so I am a bit surprised that it doesn't now. I suspect something like the stock Kerbin definition's gradient is now conflicting with the new one in some way but without more time to investigate I can't be sure. There certainly doesn't look to be anything obviously wrong with the code that reads the gradient but I'll try to take a closer look when I have some more free time...P.S. Oh, and it would be nice if you spelled my name right...Yeah... not a big deal. I can fix it with KittopiaTech and RSS when they're updated, which will also allow me to make terrestrial bodies. Link to comment Share on other sites More sharing options...
Random Tank Posted December 20, 2014 Share Posted December 20, 2014 Wait... So I got told you can't add custom terrain with Kopernicus, but there is the Planet Factory Revived Mod and that config for Enceladus that both do... So I'm guessing you can?Well, in that case, I refer back to my old question; What would I do to add the old planet Kopernicus back into the game exactly like it was? I understand how to make a Duna copy, then give it Laythe's Atmo, but what do I have to reference to give it Mars' Heightmap and terrain? Obviously you must be able to do it, but I'm just not sure exactly what you have to do... Link to comment Share on other sites More sharing options...
LaydeeDem Posted December 20, 2014 Share Posted December 20, 2014 (edited) Yeah... not a big deal. I can fix it with KittopiaTech and RSS when they're updated, which will also allow me to make terrestrial bodies.You don't need to do that. See my example Gas Planet:@Kopernicus { Body { name = Aha flightGlobalsIndex = 31 Template { name = Jool } Properties { description = What? radius = 5665800 mass = 4.73535382e+24 geeASL = 0.9 } Orbit { referenceBody = Sun color = 0,0,1,1 inclination = 2 eccentricity = 0.2 semiMajorAxis = 704000100092 longitudeOfAscendingNode = 0.6 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = KopernicusExamples/Aha/Aha_mainTex [B]rimColorRamp = KopernicusExamples/Aha/ramp_blue[/B] rimPower = 2.06 rimBlend = 0.3 } } Atmosphere { lightColor = 0.788, 0.782, 0.705, 1.00 ambientColor = 0.106, 0.187, 0.335, 1.00 } }}And the color ramp:And if you don't want a color ramp, you can use the config to define it. See the RedKerbin example. Edited December 20, 2014 by Nutt007 Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Share Posted December 20, 2014 (edited) Okay, no bugs with the color ramps so far. I figured out how to do it, nutt..I also have now made the Kaiser system, but with Fearless and Hodor also added as moons of Kaiser. Everything works great except the biomes... and the fact that CZF30 and Fearless appear to have no land masses at all when you're close to them...Remember to install the fixed version of Kopernicus for 0.90!Step 1: Create a basic cfg for your planet. Copy Aha, Hodor, or Enceladus if you need to. Edit the mass, radius, template, gradients, biomes, etc. Always use a new flightglobalsindex number for each planet!Step 2: Install RealSolarSystem. Delete the "Compatibility" folder. Open up the config, delete everything but the REALSOLARSYSTEM and two brackets, and type the following: SSBump = GameData/[Folder]/[Planet Name]_normal.png PQS { [Planet Name] { PQSMod_VertexHeightMap { heightMap = GameData/[Folder]/[Planet Name]_height.png } Add { PQSMod_VertexColorMapBlend { vertexColorMap = GameData/[Folder]/[Planet Name]_color.png blend = 1.0 order = 9999993 } } } } }[Planet Name]{ Do not add any of the normal or heightmap stuff for Gilly-based planets. Also, do not use RSS to add heightmaps, normal maps, or color maps to gas giants. Planets without heightmaps do not need PQSMod_VertexHeightMaps.Also, because this needs RSS you can also use RSS to edit atmo heights and stuff.Step 3: Launch KSP.Step 4: Enjoy! There may be some bugs. Edited December 20, 2014 by _Augustus_ Link to comment Share on other sites More sharing options...
_Augustus_ Posted December 20, 2014 Share Posted December 20, 2014 (edited) Here's some examples of what I made with just the Kaiser clouds for Visual Enhancements and the steps above:Javascript is disabled. View full album Edited December 20, 2014 by _Augustus_ Link to comment Share on other sites More sharing options...
LaydeeDem Posted December 20, 2014 Share Posted December 20, 2014 Anyways. I discovered the issue with .90. It seems to be an issue with biomes. Link to comment Share on other sites More sharing options...
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