KillAshley Posted March 31, 2015 Share Posted March 31, 2015 yeah makes it a difference to the atmosphere of the solar system. if you look at new horizons, i based the solar system around a 13 degree inclination, but kept the planet's system based around different inclinations depending on the planets. It keeps the effect, but can spin you out a little sometimes when you look at it.....- - - Updated - - -also, what ScaledVersion types are there besides atmospheric? Having a hard time putting in certain bodies, but slowly making the transition...... Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 @All, if you have problems, just post your config and I'll look over it. Doubt it's a cfg error since I changed nothing about my rings when I converted from template to custom planet.@Kopernicus:AFTER[Kopernicus]{ Body { name = Sarnus flightGlobalsIndex = 180 Properties { description = Early astronomers believed Sarnus was in fact multiple planets, closely orbiting together. When they cleaned their telescopes, they realized that those extra planets were in fact thin rings orbiting Sarnus. Regular cleaning of telescope lenses became mandatory after that. radius = 5300000 mass = 1.23e+24 geeASL = 0.298 rotates = true rotationPeriod = 37000 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 275000 spaceAltitudeThreshold = 3500000 } } Orbit { referenceBody = Sun color = 0.870588,0.721569,0.529412,1 inclination = 2.02 eccentricity = 0.0534 semiMajorAxis = 125798522368 longitudeOfAscendingNode = 184 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.88114666938782 epoch = 359.279999999964 } Rings { angle = 0 outerRadius = 2500 innerRadius = 1500 texture = OPM/KopernicusConfigs/OuterPlanets/Textures/Sarnus_ring color = 1,1,1,1 lockRotation = true unlit = true } Atmosphere { ambientColor = 0.725,0.826,0.904,1 lightColor = 0.725,0.826,0.904,1 enabled = true oxygen = false altitude = 303942 enableLegacyAtmosphere = true scaleHeight = 22 multiplier = 22 temperatureMultiplier = 1 } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = OPM/KopernicusConfigs/OuterPlanets/Textures/Sarnus_map shininess = 0 specular = 0.0,0.0,0.0,1.0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = 0.87843,0.52157,0.43922,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } } } }} Link to comment Share on other sites More sharing options...
KillAshley Posted March 31, 2015 Share Posted March 31, 2015 I just ported over Arin from my New Horizons mod, and the ring system worked fine for me, did you try setting the altitude higher? because from looking at it, mine are alot higher than yours and they work fine Rings { Ring { angle = 17 outerRadius = 32000 innerRadius = 29000 texture = New_Horizons/KopernicusFiles/Textures/NewHorizons/Rings/Arin_ring color = 0.700, 0.500, 0.300, 1.000 lockRotation = true unlit = true } Ring { angle = 17 outerRadius = 26000 innerRadius = 16000 texture = New_Horizons/KopernicusFiles/Textures/NewHorizons/Rings/Arin_ring color = 0.700, 0.500, 0.300, 1.000 lockRotation = true unlit = true } }however i do notice that rings wobble now at high time warp which is a little odd, but maybe its to do with having locked rotation, i dunno Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 Latest dev, so that's probably the fix. Link to comment Share on other sites More sharing options...
Yargnit Posted March 31, 2015 Share Posted March 31, 2015 Another thought. Until you are able to get a UI, a basic hotkey or something to reload planet from cfg should make it a lot easier to test changes w/o a restart. However you think it would be easiest to accomplish that. Link to comment Share on other sites More sharing options...
KillAshley Posted March 31, 2015 Share Posted March 31, 2015 (edited) ok so in kopernicusTech the .bin files made small bodies keep their shape in map view, however now they don't. is there a way to get the map view to mirror exactly what is on the planet?heres an exampleThe body with KopernicusTechheres on the body itself Edited March 31, 2015 by KillAshley Link to comment Share on other sites More sharing options...
KillAshley Posted March 31, 2015 Share Posted March 31, 2015 aaah didn't see them in there, cheers. i deleted the bin filee from the cache and let it generate a new one and it worked perfectlythe first time i loaded in this planet i was still using .dds files for the color and height maps, but they wont register with the mod now Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 Does it matter where the PluginData folder is located? I have a nice modular approach going on with moons and their textures for each gas giant of mine in a separate folder. So OPM>KopernicusConfigs>[Planet]Moons>Textures. Link to comment Share on other sites More sharing options...
KillAshley Posted March 31, 2015 Share Posted March 31, 2015 i was using ddsloader and it wasnt registering the .dds files at all, very strange Link to comment Share on other sites More sharing options...
CaptRobau Posted March 31, 2015 Share Posted March 31, 2015 No I mean for loading the PNGs. Or is PluginData not needed at all. Can I keep my current layout for a future mix of DDS and PNG textures? Link to comment Share on other sites More sharing options...
amarius1 Posted March 31, 2015 Share Posted March 31, 2015 Sooo if we want to make a rocky planet we will always nead to have the height map and biome maps in the PluginData folder inside where we make our moons?- - - Updated - - -No I mean for loading the PNGs. Or is PluginData not needed at all. Can I keep my current layout for a future mix of DDS and PNG textures?Well, for now I made some gas Giants with this, that had a pretty organised folder:InterstellarAdventure/MuArae/MuAraeD/Textures.I put my texture for the gas giant in there, and with some tweaks in the. Configurations, I can get it working! Now I'm having a hard time with rocky planets, since whatever I do, they don't appear. Anyone kind enough to share their rocky planet configs? Link to comment Share on other sites More sharing options...
amarius1 Posted March 31, 2015 Share Posted March 31, 2015 Thanks! I'm on my tablet right now and it's the middle of the night, so I can only give you the link to my WIP mod. http://forum.kerbalspaceprogram.com/threads/114374-0-90-heavy-WIP-Interstellar-Adventure-a-journey-to-distant-stars?p=1813219#post1813219 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.10 char Link to comment Share on other sites More sharing options...
Teknoman117 Posted March 31, 2015 Share Posted March 31, 2015 No I mean for loading the PNGs. Or is PluginData not needed at all. Can I keep my current layout for a future mix of DDS and PNG textures?You can, but I wouldn't recommend it as it drives up the memory consumption. Basically, everything that is unneeded on the GPU should go into PluginData/ to prevent KSP's loader from pulling it into the GameDatabase.I detailed everything in full here (see the edit at the bottom):http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-Modifier?p=1806612&viewfull=1#post1806612 Link to comment Share on other sites More sharing options...
NathanKell Posted April 1, 2015 Share Posted April 1, 2015 Svm420: Yes, it will replace the plugin part of RSS; RSS will become just a set of configs (or perhaps a few extra little plugin bits as needed). Link to comment Share on other sites More sharing options...
Borsek Posted April 1, 2015 Share Posted April 1, 2015 Hey, I wanted to modify the Mun to have an atmosphere for... reasons, and I wrote the following script:@Kopernicus:AFTER[KOPERNICUS] { @Body[Mun] { @Atmosphere { atmosphere = True maxAtmosphereAltitude = 50000 atmosphereScaleHeight = 5 altitudeMultiplier = 1.4285 atmoshpereTemperatureMultiplier = 1 useLegacyAtmosphere = True atmosphereMultiplier = 0.8}}}And it seems to be doing absolutely nothing - I took a look at the source files, and from what I could gather atmosphere is a separate class, ergp the code shouldn't reat @properties or whatever. I also modified only the values that differed from laythe, the rest I skipped. What the hell am I doing wrong? (Also a tutorial/example on this would be great, even if it's just modifying eve's atmosphere cutoff or whatever, since all other possible examples seem to be there.Is it skipping the whole 'atmosphere thing' since the mun has no preset atmosphere and this needs to be set elsewhere? Link to comment Share on other sites More sharing options...
Teknoman117 Posted April 1, 2015 Share Posted April 1, 2015 You also have to edit the ScaledVersion (with @ScaledVersion, because every body has a scaled version) and set the type as "Atmospheric" and define the material properties for the atmosphere.Snippet from the FullCustomPlanet example, edited slightly for modifying a stock body (i.e. dropping the scaled space texture modification) @ScaledVersion { type = Atmospheric Material { // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.643,0.220,0.094,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.306,0.187,0.235,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.509,0.588,0.643,0 // General atmosphere settings enabled = true oxygen = true altitude = 55000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) enableLegacyAtmosphere = true scaleHeight = 4.0 multiplier = 0.8 // Atmosphere Temperature temperatureMultiplier = 1.0 } Link to comment Share on other sites More sharing options...
KillAshley Posted April 1, 2015 Share Posted April 1, 2015 Fixed another bug, does anyone can see which one? is it that annoying transparent ring around atmospheric planets that cuts off ring textures??!? Link to comment Share on other sites More sharing options...
KillAshley Posted April 1, 2015 Share Posted April 1, 2015 AAWWWWWWWWWW YEAH! do i get a prize? actually not having that hideous ring around my worlds is prize enough! Link to comment Share on other sites More sharing options...
KillAshley Posted April 1, 2015 Share Posted April 1, 2015 ok so I've been porting over and im running into trouble adding oceans, how do you do it properly now? sry, guess im too used to kopernicustech Link to comment Share on other sites More sharing options...
CaptRobau Posted April 1, 2015 Share Posted April 1, 2015 You can, but I wouldn't recommend it as it drives up the memory consumption. Basically, everything that is unneeded on the GPU should go into PluginData/ to prevent KSP's loader from pulling it into the GameDatabase.I detailed everything in full here (see the edit at the bottom):http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-Modifier?p=1806612&viewfull=1#post1806612Can it be a subfolder of PluginData?- - - Updated - - -DING DING DING! 100 points Thank goodness that this is fixed. Really annoyed me everytime I looked at Sarnus, because it just ruins the stockalike feel that I wanted to get. Link to comment Share on other sites More sharing options...
Borsek Posted April 1, 2015 Share Posted April 1, 2015 useful infoThank you very much Link to comment Share on other sites More sharing options...
amarius1 Posted April 1, 2015 Share Posted April 1, 2015 Yay! I just succeeded to create my first working rocky Kopernicus planet! It's so owersome! Also, can anyone provide me some info regarding where and in what order to put the particle and ring modules in the planet configs? Has anyone succeeded to make a working ocean planet? Since the current planets can't use templates, that means that Laythe's oceans that made oceans possible are gone... Link to comment Share on other sites More sharing options...
KillAshley Posted April 1, 2015 Share Posted April 1, 2015 armaius, theres ring modules in the configs for the arin system i sent you, and particles just go in the body section wherever you want to put them. Link to comment Share on other sites More sharing options...
Borsek Posted April 1, 2015 Share Posted April 1, 2015 I have a slight problem now... if I use hyperedit to teleport to the planet's surface (mun) everything is fine, however, if I try to approach it from space, a.k.a with a spaceplane, the ground goes pitch black about at about 10km above the planet. The same thing happens when I lift off, if I land myself on the surface with hyperedit. Does this have something to do with the atmospheric settings - basically the atmosphere sucks all light out even on the sunny side, when passing some limit? Link to comment Share on other sites More sharing options...
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