Teknoman117 Posted March 30, 2015 Share Posted March 30, 2015 Got Sarnus running in 0.0.5. Was easy due to the included examples for adding rings.http://i.imgur.com/irjcCiK.pngSweet! I'll get around to posting some examples of custom atmospheres for 0.0.5 so you no longer have to do a template clone of Jool (and any of the problems that may bring). Link to comment Share on other sites More sharing options...
eddiew Posted March 30, 2015 Share Posted March 30, 2015 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 30, 2015 Share Posted March 30, 2015 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 Link to comment Share on other sites More sharing options...
eddiew Posted March 30, 2015 Share Posted March 30, 2015 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 30, 2015 Share Posted March 30, 2015 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). Link to comment Share on other sites More sharing options...
eddiew Posted March 30, 2015 Share Posted March 30, 2015 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_oFor the record, nVidia 760... not a particularly unusual graphics card ^^; Link to comment Share on other sites More sharing options...
_Augustus_ Posted March 30, 2015 Share Posted March 30, 2015 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. Link to comment Share on other sites More sharing options...
amarius1 Posted March 30, 2015 Share Posted March 30, 2015 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... Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 30, 2015 Share Posted March 30, 2015 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 31, 2015 Share Posted March 31, 2015 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. View our progress on PQSMod loaders here:https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoader Link to comment Share on other sites More sharing options...
_Augustus_ Posted March 31, 2015 Share Posted March 31, 2015 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.pngView our progress on PQSMod loaders here:https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoaderI see that custom height and color maps are possible. Does this mean that custom template-less planets are possible? Link to comment Share on other sites More sharing options...
Svm420 Posted March 31, 2015 Share Posted March 31, 2015 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. Link to comment Share on other sites More sharing options...
Thomas988 Posted March 31, 2015 Share Posted March 31, 2015 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.pngView our progress on PQSMod loaders here:https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoaderOh, nice! I love how insanely fast progress is being made. Keep up the amazing work! Link to comment Share on other sites More sharing options...
Yargnit Posted March 31, 2015 Share Posted March 31, 2015 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.pngView our progress on PQSMod loaders here:https://github.com/BryceSchroeder/Kopernicus/tree/development/Kopernicus/Configuration/ModLoaderTek, you are amazing man. Can't wait to try it out once u get em in and published! Link to comment Share on other sites More sharing options...
amarius1 Posted March 31, 2015 Share Posted March 31, 2015 Oh, ok... Well, particles? Owersome! Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 31, 2015 Share Posted March 31, 2015 Thomas, would be nice if we could specify some affector for the particles. Such as the particle and ion trails of comets being oriented relative to it's velocity and the sun respectively. Link to comment Share on other sites More sharing options...
Yargnit Posted March 31, 2015 Share Posted March 31, 2015 Hey Tek, do you know if you'll be able to make axial tilt work with the way you are implementing planets, or is that still out of out grasp w/o Squads input? Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 31, 2015 Share Posted March 31, 2015 (edited) Added an example for creating 100% custom gas planets with Kopernicus https://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/GasPlanetYou 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 March 31, 2015 by Teknoman117 Link to comment Share on other sites More sharing options...
Yargnit Posted March 31, 2015 Share Posted March 31, 2015 (edited) Added an example for creating 100% custom gas planets with Kopernicus http://imgur.com/mSylIbxl.png http://imgur.com/nbLhvlll.pnghttps://github.com/BryceSchroeder/Kopernicus/tree/development/Distribution/GameData/KopernicusExamples/GasPlanetYou 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 March 31, 2015 by Yargnit Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 31, 2015 Share Posted March 31, 2015 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. Link to comment Share on other sites More sharing options...
Thomas988 Posted March 31, 2015 Share Posted March 31, 2015 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! Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 Got my gas giants working as custom planets per the example, although with the new ddl or because the gas giants were non-template planets the rings no longer worked. Link to comment Share on other sites More sharing options...
amarius1 Posted March 31, 2015 Share Posted March 31, 2015 Have you got any rocky planet working? I'm having a hard time doing that using Kopernicus as base template planet. Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 Haven't tried that yet. Link to comment Share on other sites More sharing options...
Dunrana Posted March 31, 2015 Share Posted March 31, 2015 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. Link to comment Share on other sites More sharing options...
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