Jump to content

[Early development, 0.24] Kopernicus Planetary System Modifier


Recommended Posts

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

@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

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

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

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 perfectly

the 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

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

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

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

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

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

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

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

Can 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

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

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...