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[WIP] KopernicusTech - An integration attempt between Kopernicus and KittopiaTech (v0.13 - 03/26/15)


Gravitasi

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Ok, here is the .cfg file:


@Kopernicus
{
Body
{
name = Ethan
flightGlobalsIndex = 18
Template
{
name = Tylo
}
Properties
{
radius = 550000
geeASL = 0.73
mass = 3.2606908e+22
description = A big rocky planet situated a bit farther than Eeloo.It has one large moon that is half of Ethan's size, Ron.
ScienceValues
{
landedDataValue = 85
splashedDataValue = 0
flyingLowDataValue = 0
flyingHighDataValue = 0
inSpaceLowDataValue = 35
inSpaceHighDataValue = 25
recoveryValue = 10
}
}
Orbit
{
referenceBody = Sun
color = 0.9,0.55,0,1
inclination = 3
eccentricity = 0.1
semiMajorAxis = 110984567100
longitudeOfAscendingNode = 90
argumentOfPeriapsis = 45
meanAnomalyAtEpoch = 3.14
epoch = 0
}
ScaledVersion
{
Material
{
texture = Kopernicus/Textures/Ethan_color
normals = Kopernicus/Textures/Ethan_normal
}
}
}
}

And here is the Kittopia config:


// CustomData


PlanetEthan
{
AdditionalData
{
Stock = False
AddAtmoFx = False
AddOceanFx = False
OceanLoadTextures = False
UnlitOcean = False
ModScaledAtmoShader = False
AddRings = False
AddParticles = False
DisableOrbitRenderer = False
}
Orbit
{
semiMajorAxis = 110984567100
eccentricity = 0.1
inclination = 3
meanAnomalyAtEpoch = 3.14
epoch = 0
argumentOfPeriapsis = 45
LAN = 90
RefBody = Sun
orbitColor = RGBA(0.900, 0.550, 0.000, 1.000)
}
CelestialBody
{
bodyName = Ethan
bodyDescription = A big rocky planet situated a bit farther than Eeloo.It has one large moon that is half of Ethan's size, Ron.
GeeASL = 0.73
Radius = 550000
Mass = 3.2458694186395E+22
gravParameter = 2166293250000
sphereOfInfluence = 564844787.493308
hillSphere = 1225727357.21178
gMagnitudeAtCenter = 2166293250000
use_The_InName = False
isHomeWorld = False
ocean = False
atmosphere = False
staticPressureASL = 1
atmosphereScaleHeight = 0
atmosphereContainsOxygen = False
maxAtmosphereAltitude = 0
altitudeMultiplier = 1.4285
altitudeOffset = 0
atmoshpereTemperatureMultiplier = 1
useLegacyAtmosphere = True
atmosphereMultiplier = 1
pressureMultiplier = 0
rotates = True
rotationPeriod = 214559772.439931
solarRotationPeriod = False
initialRotation = 0
rotationAngle = 0.0113880143440973
directRotAngle = -342.320760053958
tidallyLocked = True
inverseRotation = False
inverseRotThresholdAltitude = 100000
angularV = 2.92840797255422E-08
atmosphericAmbientColor = RGBA(0.000, 0.000, 0.000, 1.000)
}
PQS
{
PQSMod_CelestialBodyTransform
{
deactivateAltitude = 330000
forceRebuildOnTargetChange = False
forceActivate = False
overrideFade = False
sphere = Ethan (PQS)
modEnabled = True
order = 0
Parent = Ethan
}
PQSMod_VertexSimplexHeightAbsolute
{
seed = 4447895
deformity = 1000
octaves = 8
persistence = 0.5
frequency = 24
sphere = Ethan (PQS)
modEnabled = True
order = 50
Parent = Ethan
}
PQSMod_VertexSimplexHeight
{
seed = 98374
deformity = 2000
octaves = 8
persistence = 0.5
frequency = 4
sphere = Ethan (PQS)
modEnabled = True
order = 59
Parent = Ethan
}
PQSMod_VertexHeightMap
{
heightMap = rockymoon_height (MapSO)
heightMapDeformity = 6000
heightMapOffset = 0
scaleDeformityByRadius = False
sphere = Ethan (PQS)
modEnabled = True
order = 49
Parent = Ethan
}
PQSMod_FlattenOcean
{
oceanRadius = 1
sphere = Ethan (PQS)
modEnabled = True
order = 60
Parent = Ethan
}
PQSMod_VertexHeightNoiseVertHeightCurve2
{
deformity = 8000
ridgedAddSeed = 1530393239
ridgedAddFrequency = 12
ridgedAddLacunarity = 2
ridgedAddOctaves = 4
ridgedSubSeed = 1212096306
ridgedSubFrequency = 12
ridgedSubLacunarity = 2
ridgedSubOctaves = 4
simplexHeightStart = 0
simplexHeightEnd = 9000
simplexSeed = 1909396195
simplexOctaves = 6
simplexPersistence = 0.699999988079071
simplexFrequency = 4
sphere = Ethan (PQS)
modEnabled = True
order = 100
Parent = Ethan
}
PQSMod_AltitudeAlpha
{
atmosphereDepth = 8000
invert = False
sphere = Ethan (PQS)
modEnabled = False
order = 999999999
Parent = Ethan
}
PQSMod_UVPlanetRelativePosition
{
sphere = Ethan (PQS)
modEnabled = True
order = 999999
Parent = Ethan
}
PQSMod_HeightColorMap
{
blend = 0.4
lcCount = 3
sphere = Ethan (PQS)
modEnabled = True
order = 201
Parent = Ethan
}
PQSMod_VertexColorMap
{
vertexColorMap = rockymoon_color (MapSO)
sphere = Ethan (PQS)
modEnabled = True
order = 200
Parent = Ethan
}
PQSLandControl
{
useHeightMap = False
vHeightMax = 10000
createColors = False
createScatter = True
altitudeBlend = 0
altitudeSeed = 1
altitudeOctaves = 1
altitudePersistance = 1
altitudeFrequency = 1
latitudeBlend = 0
latitudeSeed = 1
latitudeOctaves = 1
latitudePersistance = 1
latitudeFrequency = 1
longitudeBlend = 0
longitudeSeed = 1
longitudeOctaves = 1
longitudePersistance = 1
longitudeFrequency = 1
sphere = Ethan (PQS)
modEnabled = True
order = 999999
Parent = Ethan
Landclass[]
{
Landclass
{
landClassName = Base
color = RGBA(0.000, 0.000, 0.000, 0.000)
noiseColor = RGBA(0.000, 0.000, 0.000, 0.000)
latitudeDouble = False
coverageBlend = 0
coverageSeed = 1
coverageOctaves = 1
coveragePersistance = 1
coverageFrequency = 1
noiseBlend = 0
noiseSeed = 1
noiseOctaves = 1
noisePersistance = 1
noiseFrequency = 1
minimumRealHeight = 0
alterRealHeight = 0
alterApparentHeight = 0
altDelta = 1
latDelta = 1
lonDelta = 1
delta = 1
}
}
}
PQSMod_QuadMeshColliders
{
maxLevelOffset = 0
sphere = Ethan (PQS)
modEnabled = True
order = 100
Parent = Ethan
}
PQSMod_MapDecal
{
radius = 6000
position = (569917.4, -94669.8, 181300.9)
angle = 70
heightMap = saganface (MapSO)
heightMapDeformity = 50
cullBlack = False
useAlphaHeightSmoothing = False
absolute = False
absoluteOffset = 0
smoothHeight = 0.125
smoothColor = 0
removeScatter = True
DEBUG_HighlightInclusion = False
sphere = Ethan (PQS)
modEnabled = True
order = 200
Parent = Ethan
}
PQSCity
{
debugOrientated = False
frameDelta = 1
repositionToSphere = True
repositionToSphereSurface = False
repositionToSphereSurfaceAddHeight = False
repositionRadial = (-457335.5, 388660.5, 48087.1)
repositionRadiusOffset = 2085
reorientToSphere = True
reorientInitialUp = (0.0, 1.0, 0.0)
reorientFinalAngle = 30
sphere = Ethan (PQS)
modEnabled = True
order = 100
Parent = Ethan
}
}
}

I *think* the problem may be the HeightColorMap overriding your vertexColorMap, try disabling that and see what happens. If that doesn't fix it then I don't know. Also make sure you put the paths to your image back instead of "vertexColorMap = rockymoon_color (MapSO)"

- - - Updated - - -

Hmm... I think the problem is not exactly that they are not applied to scaled space. But, more specifically, they make GetSurfaceHeight produce incorrect results (i.e. it give terrain height value as if those PQS mods were not there). I believe that they are some kind already-obsolete PQS mods because of this fact alone. And for the VertexHeightOblate, I couldn't get the terrain landable. Did you successfully make it landable?

Maybe this is why Krag made some custom PQS modifications, which are analogs of them, in the first place; because they never work correctly. Personally, I discourage their usage on planets, because of what they do to GetSurfaceHeight; it will disrupt all plugins that rely on GetSurfaceHeight function to get terrain height information.

But shockingly, contrary to my own recommendation, Pol does use VertexHeightOffset! I honestly don't understand why Squad added it to the moon. It makes some plugins that rely on terrain height information don't work properly. For example, try to use HyperEdit's "Ship Lander" on Pol, with low altitude as input. You will find yourself still very high above the ground!

Curiouser, and curiouser.

That's curious indeed. I had wondered why Krag made his custom mods. I wonder if the height information is correct on his planets that use that mod? Maybe I'll send a PM and see what he says.

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Always designate a mass. GeeASL however is the biggest culprit for small SOIs as far as I know, although it depends on the situation. My asteroid moons are close to a large gas giant. If they were farther from the planet, the same settings would produce a greater SOI. This is also why Eeloo has a larger SOI than let's say Kerbin, even though its smaller. The distance from the Sun makes those smaller settings result in a larger SOI.

Hmm interesting... yah I tried mass's close to yours on my asteroid moons but it didn't seem to help the SOI....

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Hmm interesting... yah I tried mass's close to yours on my asteroid moons but it didn't seem to help the SOI....

You can also specify sphereOfInfluence via Kittopia, I think it was in the Celestial Body section. In my opinion, the most elegant solution (you get non neutron star densities, yay), however this only gets applied when hitting "load data" through the Kittopia gui, which is sadly not elegant at all.

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You can also specify sphereOfInfluence via Kittopia, I think it was in the Celestial Body section. In my opinion, the most elegant solution (you get non neutron star densities, yay), however this only gets applied when hitting "load data" through the Kittopia gui, which is sadly not elegant at all.

It doesn't load it automatically on startup from the config? The load button literally reloads the planet from the config file, so I don't see why you can't have it take effect on startup.

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I am running though the many, many mods I have installed, looking for conflicts. So far, it seems BetterTimeWarp is sufficient (adding it to stock + KT breaks as I posted above), but it is not the only culprit.

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OPM (outer planets mod) for some reason overwrites the default KT system.cfg, with its planets added, rather than using a seperate MM file. When you update KT, the fresh default system.cfg overwrites the one that has OPM in it.

EDIT: I uploaded the Copy-&-Paste and quick edit I did to the OPM download for myself for that^ reason (1.5.2). (This was working until I tried to make Kerbin orbit Urlum, I think I did something else that screwed everything up, I am going piece by piece trying to figure out what this predates that, and should work.)

https://www.dropbox.com/s/lipk5ox8zwp4bh7/OPM.cfg?dl=0

Okay, so I used your config, I put it into the OPM folder, and directly into game data... still no OPM planets D: Should I try stuffing it into Kopernicus? I'm not sure, but I would really like to use OPM again... can you help? (as you seem to be able to get them to show up ;n; )

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It doesn't load it automatically on startup from the config? The load button literally reloads the planet from the config file, so I don't see why you can't have it take effect on startup.

Positive, unfortunately. At least I have never seen it working without manual loading for me, and I use it to modify Hale's SOI whenever I need to encounter it.

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I just spent the last few hours hacking away at the Kittopiatech source trying to get Ocean textures working as they should. It looks like because when you use Laythe for example as a template, the ocean PQS doesn't get renamed to match the new planet name and that's why kittopia is not working correctly. I made a few changes to the source and after recompiling I was able to get textures to show up, although I think something is still off because when using Lit textures the fade wasn't quite right. If I zoom out the ocean doesn't quite look like the texture, and still kind of looks like normal water. Setting the ocean to be unlit makes it appear right at any height, but it doesn't shine like an ocean should.

Anyway, just figured I'd play around with that some. Ideally I'd like to start putting the PQS into Kopernicus proper so we can stop hacking things together to get them to work. I haven't heard anything from Teknoman117 in a while so I don't know if he's still working on Kopernicus or not.

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Huh, can't find this planet. Sure you're running the latest version?

Yes. Are you?

Oh yeah, and thanks Gravitasi for such a wonderful mod. My Kerbol system currently is:

Sun

Ablate

Moho

Zem-Po

Ascension

Eve

Gilly

Kerbin

Mun

Minmus

Jastu

Duna

Ike

Phos

Rafera

Dres

Cantor

Blane

Jool

Laythe

Vall

Tylo

Bop

Pol

Ixium

Eeloo

Qbik

Berdim

Inaccessable

Sentar

Skelton

Erin

Pock

Ringle

Thud

Stenci

Kyto

Putto

Dhar

Rheis

Oorma

Phoe

Porp

Cyrus

Felix

Halved

Dent

Ice

Arane

Nuu

Flo

Es

Edited by _Augustus_
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Yes. Are you?

Oh yeah, and thanks Gravitasi for such a wonderful mod. My Kerbol system currently is:

Sun

Ablate

Moho

Zem-Po

Ascension

Eve

Gilly

Kerbin

Mun

Minmus

Jastu

Duna

Ike

Phos

Rafera

Dres

Cantor

Blane

Jool

Laythe

Vall

Tylo

Bop

Pol

Ixium

Eeloo

Qbik

Berdim

Inaccessable

Sentar

Skelton

Erin

Pock

Ringle

Thud

Stenci

Kyto

Putto

Dhar

Rheis

Oorma

Phoe

Porp

Cyrus

Felix

Halved

Dent

Ice

Arane

Nuu

Flo

Es

Yah I am... only HIP systems staring with 9 for me are 94075, 96895, and 96901... Quite the large system there :P are you running on a 64 bit build?? And yes, thanks Grav.

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Okay, so I used your config, I put it into the OPM folder, and directly into game data... still no OPM planets D: Should I try stuffing it into Kopernicus? I'm not sure, but I would really like to use OPM again... can you help? (as you seem to be able to get them to show up ;n; )

I would recommend doing the following (I had the same issue at first):

1) In the Kopernicus folder, delete the OPM folder, if there is any (they moved it in the most recent (1.5.2) release.

2) Download and install (and overwrite when asked) the OPM release (if it is a version later than 1.5.2, they are supposed to be good anyway, so stop here in that case).

3) Download and install (and overwrite when asked) the latest kopernicustech from here.

4) Place the config I posted anywhere you like in the Gamedata folder.

5) when OPM does get to the next release, they will be switching to their own MM file. Make sure you delete mine when they do that.

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Yah I am... only HIP systems staring with 9 for me are 94075, 96895, and 96901... Quite the large system there :P are you running on a 64 bit build?? And yes, thanks Grav.

Odd. Look for a warm/hot ice giant planet with a habitable moon with reddish terrain around one of those. The moon has an orbital period of 7 days.

Also I'm not using 64bit or OpenGL, just not running any other mods apart from BetterAtmospheres :P

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Ok the flicker thing stopped. weird.

So is the sun's brightness on a curve in ksp? Even when i Put Porp waaaayyyyy out there (the original altitude I calculated if Tyche existed in KSP) the planets were still very bright...

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Ok the flicker thing stopped. weird.

So is the sun's brightness on a curve in ksp? Even when i Put Porp waaaayyyyy out there (the original altitude I calculated if Tyche existed in KSP) the planets were still very bright...

No. It does not, sadly.

I wish someone could make a mod that fixes that.

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Many people get them from the absolutely fabulous space engine (check it out, nao!) but some also make their own from scratch.

Does space engine give heightmap files aswell? And do you download the textures ingame or in the files itself?

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Does space engine give heightmap files aswell? And do you download the textures ingame or in the files itself?

Yes it does. All you need to do is select a body, push esc, push edit and then export planet.

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I'v been pretty unhappy with most textures coming out of SpaceEngine to be honest. The surface maps seem to not vary a huge amount and tend to look pretty similar to each other, and they tend to plaster the landscape with tiny white circles which are supposed to be craters. This problem extends to the heightmaps aswell. They become absolutly littered with tiny little white circles that when imported into KSP tend to just make really ugly pointy landscapes. Asteroid textures on the other hand tend to be pretty good especially when viewed from map mode, except they also make ugly bands of blocky terrain when you get close. I think this is due to not enough vertices or something on the mesh to generate a smooth surface from the heightmap gradient but I'm only guessing.

The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.

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The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.

True. I would do the same, but I have no clue where to even begin with creating custom textures from scratch. You can always go back to the height maps to vary the terrain more by increasing contrast to the image. Plus, if you're lucky, Space Engine can produce some pretty nice results, given you find just that perfect planet. I've found that exporting in 4K or even 8K can pretty incredible in KSP.

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I'v been pretty unhappy with most textures coming out of SpaceEngine to be honest. The surface maps seem to not vary a huge amount and tend to look pretty similar to each other, and they tend to plaster the landscape with tiny white circles which are supposed to be craters. This problem extends to the heightmaps aswell. They become absolutly littered with tiny little white circles that when imported into KSP tend to just make really ugly pointy landscapes. Asteroid textures on the other hand tend to be pretty good especially when viewed from map mode, except they also make ugly bands of blocky terrain when you get close. I think this is due to not enough vertices or something on the mesh to generate a smooth surface from the heightmap gradient but I'm only guessing.

The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.

I thought OPM used Space Engine for textures as well?

edit: Oh wait I'm think of TK, I think Yah, asteroids from SE work great. I'd say about 1/4 of planets turn out pretty good in KSP. I'm thinking of ditching my Ice planet's export in favour of some other Ice/ocean planet because of how flat the height map is. Hard to deal with. Also, pixelation is very noticeable with an ocean from the heightmap, of course offset can take care of that.

Edited by Lillz
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