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[Early development, 0.24] Kopernicus Planetary System Modifier


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Can't confirm this, Mun works just fine for me with just Kopernicus installed.

Hmm, odd. I tried removing OPM and left Kopernicus, and it's still a black Mun... I'll try kicking out some other mods and see if I can find the culprit.

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Okay first: OPM uses KopernicusTech (aka. Kopernicus + KitoopaTech) to work. In KopernicusTech, Kopernicus has been modified for better compatibility with Kittopa, so NEVER replace the KopernicusTech .dll with the pure Kopernicus.

Second: Sometimes, OpenGL can cause a bug on athmosphere-less planets, I think thats something with the graphics card. Could you make a seperate installation of KSP only with Kopernicus(unmodified Tech) and try to load? :)

OpenGL mode shouldn't be affecting anything in Kopernicus. I'm doing all my KSP dev on Linux 64 bit, so I only get OpenGL ;)

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Okay first: OPM uses KopernicusTech (aka. Kopernicus + KitoopaTech) to work. In KopernicusTech, Kopernicus has been modified for better compatibility with Kittopa, so NEVER replace the KopernicusTech .dll with the pure Kopernicus.

Ahh... ok, well, then there's not a lot of point in me chasing this then. Just have to wait for KopernicusTech to re-package using the newest Kopernicus I guess :) Apologies for the mis-report. At least that recovery range bug I posted a few days back was real ^^;

To date I've had no weirdness with OpenGL mode; I'm inclined to blame it on unwittingly replacing a modified kopernicus.dll with a pure one.

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Ahh... ok, well, then there's not a lot of point in me chasing this then. Just have to wait for KopernicusTech to re-package using the newest Kopernicus I guess :) Apologies for the mis-report. At least that recovery range bug I posted a few days back was real ^^;

To date I've had no weirdness with OpenGL mode; I'm inclined to blame it on unwittingly replacing a modified kopernicus.dll with a pure one.

I'm still curious - you mind setting up a vanilla KSP install with just kopernicus installed and see what happens?

Also, I managed to find the solution to the darn bug plaguing a StarSystems like setup. Its now in the developement/ branch. Will make the next release as soon as we fix some other things (like being able to set the sphere Of Influence).

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I'm still curious - you mind setting up a vanilla KSP install with just kopernicus installed and see what happens?

Happily I have an almost-stock install sitting around for the odd spot of welding so I can hijack that :)

...that was interesting. Ok, so running without OpenGL and a couple of parts mods; KWRocketry, SXT, and Kerbal Engineer. Also FAR. Latest Kopernicus release.

Above 100km, Mun looks normal. From 100 down to 60km, it rapidly darkens until it is completely black at all altitudes below, until you're in range of ground scatter. It also scorches my GPU during the transitional barrier O_o

For the record, nVidia 760... not a particularly unusual graphics card ^^;

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OpenGL mode shouldn't be affecting anything in Kopernicus. I'm doing all my KSP dev on Linux 64 bit, so I only get OpenGL ;)
I've been running OpenGL since I got it working in my install. I use it on all of my copies of KSP.
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Me to, I'm developing my planet mods on 32bit Windows with OpenGL and I never got any bugs except the one where the planet turns red if you load configs using Kittopia to much...

Also, how's it goin' with kopernicus? Will we have particles and in-game UI or at least an export scaled space button or reload configs?

- - - Updated - - -

Woot (to both posts). It will be nice to be able to port Alternis to Kopernicus, and I have a few ideas for "galaxy" generation (assuming double precision doesn't get in the way) (similar to another person, actually. might have to team up).

I will port AlternisKerbol TO Kopernicus after it's updated and I figure out all the new things...

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At the moment Kopernicus automatically generates scaled space meshes from the PQS tree or loads it from cache if it was previously generated. I'm planning to have it autodetect changes to the configuration so regeneration is automatic. Eventually there will be a GUI for Kopernicus, but it is not currently the objective. The first goal is to get everything 100% working and then build from there.

There are a couple of issues with something like Alternis. At the moment, and I don't know why, the skybox & atmosphere don't update correctly when Kerbin orbits another body besides the sun.

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The Kopernicus planet is back as an example called "FullCustomPlanet." 4 PQSMod loaders left before the entire original config can be represented in pure Kopernicus.

http://imgur.com/q6dnVoql.png

View our progress on PQSMod loaders here:

https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoader

I see that custom height and color maps are possible. Does this mean that custom template-less planets are possible?

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Awesome work! Great job on the progress. I can't believe how quickly you are working! Question will this mod be able to fulfill the role RSS plays in resizing the stock system? I believe it is currently easier to enlarge kerbin using RSS than KT, so i hope pure kopernicus will be even better than those.

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The Kopernicus planet is back as an example called "FullCustomPlanet." 4 PQSMod loaders left before the entire original config can be represented in pure Kopernicus.

http://imgur.com/q6dnVoql.png

View our progress on PQSMod loaders here:

https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoader

Oh, nice! I love how insanely fast progress is being made. Keep up the amazing work!

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The Kopernicus planet is back as an example called "FullCustomPlanet." 4 PQSMod loaders left before the entire original config can be represented in pure Kopernicus.

http://imgur.com/q6dnVoql.png

View our progress on PQSMod loaders here:

https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoader

Tek, you are amazing man. Can't wait to try it out once u get em in and published! :D

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Added an example for creating 100% custom gas planets with Kopernicus

mSylIbxl.png

nbLhvlll.png

https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/GasPlanet

You have to grab the development version to use this at the moment.

https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution

- - - Updated - - -

Axial tilt is still out of grasp without Squad. Basically, we'd only have to modify OrbitDriver, but since that's a built in construct of KSP, we're still hosed.

Edit - actually, it *might* be possible by modifying the layout of the localspace transforms after game load. But it would be very hacky .. and not something I'm too particularly focused on ATM. I also have no idea if this would break any of the other math KSP uses.

Edited by Teknoman117
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Added an example for creating 100% custom gas planets with Kopernicus

http://imgur.com/mSylIbxl.png

http://imgur.com/nbLhvlll.png

https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/GasPlanet

You have to grab the development version to use this at the moment.

https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution

- - - Updated - - -

Axial tilt is still out of grasp without Squad. Basically, we'd only have to modify OrbitDriver, but since that's a built in construct of KSP, we're still hosed.

Edit - actually, it *might* be possible by modifying the layout of the localspace transforms after game load. But it would be very hacky .. and not something I'm too particularly focused on ATM. I also have no idea if this would break any of the other math KSP uses.

Dude, you're on a roll! That't too bad about tilt, but not unexpected. Do you know if reverse rotation is glitchy or not? I know Outer Planets using KopernicusTech said they were having some issues with it not acting quite right and reverted one of their gas giants to rotating normally because of it. (I've actually messed with a reverse rotating planet also, so I'm not sure what issues it was they were having because I thought mine worked ok, but it was never even close to release state)

Oh, one more thing, any chance your scaled space generator won't do this? http://i.imgur.com/Jf3xk5j.png (looking at hot the left half-ish of the planet's scaled space is all blah and flat) The KopernicusTech scaled space exporter always does this, and I don't know how to fix it. (Height/Normal/Texture maps fed into it are fine) That's the one thing I haven't been able to figure out how to work around, as I've got no idea how else I'd generate a scaled space mesh for it to use.

Edited by Yargnit
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Oh, one more thing, any chance your scaled space generator won't do this? http://i.imgur.com/Jf3xk5j.png (looking at hot the left half-ish of the planet's scaled space is all blah and flat) The KopernicusTech scaled space exporter always does this, and I don't know how to fix it. (Height/Normal/Texture maps fed into it are fine) That's the one thing I haven't been able to figure out how to work around, as I've got no idea how else I'd generate a scaled space mesh for it to use.

I don't think ours is doing that ... basically all I do is turn on the height generating portions of the PQS and sample it at a low frequency to generate the scaled space mesh.

Also, Thomas managed to finish enough PQS mods to cover the kopernicus planet. So now it's 95% defined in the config files, only need to write some wrappers around the pqs altitude fade parameters and we'll be 100% configurable.

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I don't think ours is doing that ... basically all I do is turn on the height generating portions of the PQS and sample it at a low frequency to generate the scaled space mesh.

Also, Thomas managed to finish enough PQS mods to cover the kopernicus planet. So now it's 95% defined in the config files, only need to write some wrappers around the pqs altitude fade parameters and we'll be 100% configurable.

Yaaaaaaay! This is going to be the greatest mod ever! :D

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Axial tilt is still out of grasp without Squad. Basically, we'd only have to modify OrbitDriver, but since that's a built in construct of KSP, we're still hosed.

Edit - actually, it *might* be possible by modifying the layout of the localspace transforms after game load. But it would be very hacky .. and not something I'm too particularly focused on ATM. I also have no idea if this would break any of the other math KSP uses.

the New Horizons mod had a simple solution. they tilted the elliptic of the solar system about fourteen degrees, making all the planets appear to have an axial tilt.

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