Lillz Posted February 21, 2015 Share Posted February 21, 2015 Anyone know how to avoid the pyramid thing at the north pole of planet? Link to comment Share on other sites More sharing options...
Thomas988 Posted February 21, 2015 Share Posted February 21, 2015 Anyone know how to avoid the pyramid thing at the north pole of planet?I have no clue, I'm afraid. It's weird that it's happening to you, because I've never noticed that glitch on any of my planets before. Link to comment Share on other sites More sharing options...
Lillz Posted February 21, 2015 Share Posted February 21, 2015 I have no clue, I'm afraid. It's weird that it's happening to you, because I've never noticed that glitch on any of my planets before.It's not really a glitch, stock bodies even have it... I mostly notice it on asteroid bodies, but I also know certain pqs settings can have a positive effect on it, I'm just not sure which ones Link to comment Share on other sites More sharing options...
Thomas988 Posted February 21, 2015 Share Posted February 21, 2015 It's not really a glitch, stock bodies even have it... I mostly notice it on asteroid bodies, but I also know certain pqs settings can have a positive effect on it, I'm just not sure which ones Huh! Never knew that. Link to comment Share on other sites More sharing options...
Lillz Posted February 21, 2015 Share Posted February 21, 2015 Huh! Never knew that.Yah if you land at the exact north pole of the mun you can see a good example of it Depending on your settings your bodies might have a noticeable one too, if you land at their north poles Link to comment Share on other sites More sharing options...
Borisbee Posted February 21, 2015 Share Posted February 21, 2015 I have a huge problem here guys, and it's preventing me from getting my Odysseus pack ready for public download. You see, Penelope's ocean are not high enough, so naturally I either increase the PQS radius of the ocean or decrease the PQS radius of Penelope itself, either I have found to work. However, once I save my changes in KittopiaTech and upon restarting the game, Penelope all of a sudden will not load terrain, as if it is stuck in Scaled Space. When I try to land Penelope vanishes, like when you're trying to land on Jool and the gas giant's texture disappears as you get closer.Also, this isn't exclusive to changing the ocean or terrain, it involves any changes I make in Kittopia whatsoever. What am I doing wrong?http://imgur.com/a/B8wOBYou cannot change the radius of the ocean pqs to offset the height. The ocean pqs and the planet pqs need to be the same. If you want a deeper ocean you need to use a heightmap and play with the offset. Link to comment Share on other sites More sharing options...
Thomas988 Posted February 21, 2015 Share Posted February 21, 2015 (edited) You cannot change the radius of the ocean pqs to offset the height. The ocean pqs and the planet pqs need to be the same. If you want a deeper ocean you need to use a heightmap and play with the offset.Okay then, I'll try that. Thanks for the reply!EDIT: Wait, where can I find the offset option? I didn't realize I didn't know that until I posted.- - - Updated - - -Also, does anyone know how to oblate a planet in KT? Is that even possible? I could've sworn I once saw a post about that, but this thread has gotten so large I can't find it. Edited February 21, 2015 by Thomas988 Link to comment Share on other sites More sharing options...
sdj64 Posted February 22, 2015 Share Posted February 22, 2015 Okay then, I'll try that. Thanks for the reply!EDIT: Wait, where can I find the offset option? I didn't realize I didn't know that until I posted.- - - Updated - - -Also, does anyone know how to oblate a planet in KT? Is that even possible? I could've sworn I once saw a post about that, but this thread has gotten so large I can't find it.As far as I know there is no PQS oblate. You could maybe make an oblate effect by playing with the height map in an image editor. Add a semi-transparent layer with a gradient that is white in the middle and black at the top and bottom, then flatten the image down. (this is just hypothetical, I have no idea if it would work)You absolutely can't oblate an ocean planet or an atmospheric planet, since those are both spherical. And if your height map is mountainous, you might want to lower the contrast on it before adding the gradient layer, and increasing the HeightMapDeformity a lot to make up for it.Krag made a bit of code for PlanetFactory that would make planets oblate, but it isn't a PQS and it isn't in KopernicusTech.To offset a heightmap in Kittopia:PQSMod_VertexHeightMap { heightMap = GameData/TerrestrialPlanetPack/Textures/Cantor_height.png heightMapDeformity = 5000 heightMapOffset = 300 scaleDeformityByRadius = False } Link to comment Share on other sites More sharing options...
Thomas988 Posted February 22, 2015 Share Posted February 22, 2015 As far as I know there is no PQS oblate. You could maybe make an oblate effect by playing with the height map in an image editor. Add a semi-transparent layer with a gradient that is white in the middle and black at the top and bottom, then flatten the image down. (this is just hypothetical, I have no idea if it would work)You absolutely can't oblate an ocean planet or an atmospheric planet, since those are both spherical. And if your height map is mountainous, you might want to lower the contrast on it before adding the gradient layer, and increasing the HeightMapDeformity a lot to make up for it.Krag made a bit of code for PlanetFactory that would make planets oblate, but it isn't a PQS and it isn't in KopernicusTech.To offset a heightmap in Kittopia:PQSMod_VertexHeightMap { heightMap = GameData/TerrestrialPlanetPack/Textures/Cantor_height.png heightMapDeformity = 5000 heightMapOffset = 300 scaleDeformityByRadius = False }Thanks again for the reply! It's a little late for planet-making now, so hopefully I can give these things a go tomorrow. Link to comment Share on other sites More sharing options...
Sahadara Posted February 22, 2015 Share Posted February 22, 2015 Hi there!Okay, I just thought about something to explain the orbits of the stars that is WAY more plausible than companions or StarSystems:You see, up until the 1600s-ish, Copernicus' theory had a slight twist: The stars also orbited the Sun in far-away orbits.This was perfectly plausible at the time, considering that they knew more distant objects moved more slowly.Therefore, what if Kerbals never really understood that they orbit a galactic center? That would be a perfect explanation!I have a few question about your Stella expansion pack. Does Stella produce its own light? Can that light power solar panels. When around Stella, is Kerbol's light visible? Finally, how can I make Stella work with the newer KopernicusTech? I've tried it, but it seems that the plugin doesn't recognize the format used by Stella. When I try it, it doesn't show up and the other planets I've added in also cease to show up. Help is much appreciated. Thanks. Link to comment Share on other sites More sharing options...
Candlelight Posted February 22, 2015 Share Posted February 22, 2015 I have a few question about your Stella expansion pack. Does Stella produce its own light? Can that light power solar panels. When around Stella, is Kerbol's light visible? Finally, how can I make Stella work with the newer KopernicusTech? I've tried it, but it seems that the plugin doesn't recognize the format used by Stella. When I try it, it doesn't show up and the other planets I've added in also cease to show up. Help is much appreciated. Thanks.Yes, Stella produces it's own light.Yes, it powers solar panels.No, Kerbol light is not visible.The reason why Stella doesn't work and your other planets as well is because they requires Kopernicus Core, not KopernicusTech.Kopernicus Core has been defunct since KopernicusTech came in. Link to comment Share on other sites More sharing options...
Borisbee Posted February 22, 2015 Share Posted February 22, 2015 (edited) As far as I know there is no PQS oblate. You could maybe make an oblate effect by playing with the height map in an image editor. Add a semi-transparent layer with a gradient that is white in the middle and black at the top and bottom, then flatten the image down. (this is just hypothetical, I have no idea if it would work)You absolutely can't oblate an ocean planet or an atmospheric planet, since those are both spherical. And if your height map is mountainous, you might want to lower the contrast on it before adding the gradient layer, and increasing the HeightMapDeformity a lot to make up for it.Krag made a bit of code for PlanetFactory that would make planets oblate, but it isn't a PQS and it isn't in KopernicusTech.This isn't entirely accurate actually. There is a PQSMod_VertexHeightOblate and offset, however the changes will not take effect in scaledspace. So it's not really usable, but it does indeed exist and you can see the changes if you play around with it.Now with that out of the way, I want to give some teaser screenshots of something I'v been working on.If you can't tell by the screenshots, this is a planet using Vall as a template. I have changed the color through landclasses, and even more noteworthy you will notice the obvious craters. Yes that means I have PQSMod_VoronoiCraters working. Still have some work to do, but when I'm done I'll send a pull request to Gravitasi so he can incorporate my changes in the .dll for everyone to use. For those who don't know what landclasses are, Vall for example uses a HeightColorMap mod, which uses landclasses to supply color. You can specify a color and height range for each color, and then it colors the terrain accordingly. This means you only need a heightmap and not a full color texture. Edited February 22, 2015 by Borisbee Link to comment Share on other sites More sharing options...
Sahadara Posted February 22, 2015 Share Posted February 22, 2015 Yes, Stella produces it's own light.Yes, it powers solar panels.No, Kerbol light is not visible.The reason why Stella doesn't work and your other planets as well is because they requires Kopernicus Core, not KopernicusTech.Kopernicus Core has been defunct since KopernicusTech came in.Thank you. Is there some way to jury rig Stella to work with KopernicusTech? If not, is there another pack that provides the same functionality but with KopernicusTech? If not, is there a way I can create a new star that does all the things Stella did? Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 22, 2015 Share Posted February 22, 2015 (edited) Thank you. Is there some way to jury rig Stella to work with KopernicusTech? If not, is there another pack that provides the same functionality but with KopernicusTech? If not, is there a way I can create a new star that does all the things Stella did?I'm the developer of Stella, by the way. You can't really make stars with KopernicusTech right now for some reason, they cause Kopernicus to not load. And for the record, they don't power solar panels. I'll bring back Stella along with it's sister Lavinia when making actual stars is possible again.However, you can make a Jool-templated gas giant, resize it to star size, and give it BetterAtmospheres sun effects and starfix.You can download the Kirius pack if you want a new star (It does the idea specified above), I'm helping with it. Link is in the "My Mods" link in my sig. Edited February 22, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
Sahadara Posted February 22, 2015 Share Posted February 22, 2015 I'm the developer of Stella, by the way. You can't really make stars with KopernicusTech right now for some reason, they cause Kopernicus to not load. And for the record, they don't power solar panels. I'll bring back Stella along with it's sister Lavinia when making actual stars is possible again.However, you can make a Jool-templated gas giant, resize it to star size, and give it BetterAtmospheres sun effects and starfix.You can download the Kirius pack if you want a new star (It does the idea specified above), I'm helping with it. Link is in the "My Mods" link in my sig.Does it do the same things as Stella such as producing light that can power panels, and obscuring Kerbol's light when within its SOI? If so then that's perfect. Thanks much. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 22, 2015 Share Posted February 22, 2015 Does it do the same things as Stella such as producing light that can power panels, and obscuring Kerbol's light when within its SOI? If so then that's perfect. Thanks much.It obscure's Kerbol's light, though starfix does not yet work with solar panels. Use RTGS for power. Link to comment Share on other sites More sharing options...
Sahadara Posted February 22, 2015 Share Posted February 22, 2015 It obscure's Kerbol's light, though starfix does not yet work with solar panels. Use RTGS for power.What I'll do then is create a gas giant which produces light and say it's a failed star that got far enough to produce visible light, but not far enough to produce light capable of powering panels. Link to comment Share on other sites More sharing options...
Gravitasi Posted February 22, 2015 Author Share Posted February 22, 2015 Now with that out of the way, I want to give some teaser screenshots of something I'v been working on.http://i.imgur.com/1gKFHQ1.pnghttp://i.imgur.com/YjEwIU2.pngIf you can't tell by the screenshots, this is a planet using Vall as a template. I have changed the color through landclasses, and even more noteworthy you will notice the obvious craters. Yes that means I have PQSMod_VoronoiCraters working. Still have some work to do, but when I'm done I'll send a pull request to Gravitasi so he can incorporate my changes in the .dll for everyone to use. For those who don't know what landclasses are, Vall for example uses a HeightColorMap mod, which uses landclasses to supply color. You can specify a color and height range for each color, and then it colors the terrain accordingly. This means you only need a heightmap and not a full color texture.Nice! Thanks a lot for this... I'll wait for the pull request. By the way, sorry that you have to fix the VoronoiCraters bug yourself; I have some other important stuffs to do lately. Link to comment Share on other sites More sharing options...
Tellion Posted February 22, 2015 Share Posted February 22, 2015 Borisbee, any observations about RAM usage when using the voronoi craters pqsmod? I believe I once read somewhere RSS related that the two had a somewhat troublesome relationship, so I would be curious to know! And amazing work btw, glad to see so much done with Kopernicus! Link to comment Share on other sites More sharing options...
Candlelight Posted February 22, 2015 Share Posted February 22, 2015 Ok, i'm gonna leave planet making and all of that for a while until stars are fixed(hopefully in the next update).So until then, i'm not gonna be around.I mean, i will be on this forum but not on this thread or any other threads related to it... Link to comment Share on other sites More sharing options...
TaintedLion Posted February 22, 2015 Share Posted February 22, 2015 Whenever I use any planet expansion pack with KopernicusTech, all my active contracts disappear, and any contracts I accept later disappear as soon as I enter the VAB e.g. Outer Planets, I accepted one to Explore Tekto, enter VAB, all contracts gone. Link to comment Share on other sites More sharing options...
Borisbee Posted February 22, 2015 Share Posted February 22, 2015 Nice! Thanks a lot for this... I'll wait for the pull request. By the way, sorry that you have to fix the VoronoiCraters bug yourself; I have some other important stuffs to do lately.Np, been kind of fun. It might be a little while before I'm ready as things are going slow since I'm still learning how everything works and this is my first time writing ksp code, but progress is being made.- - - Updated - - -Borisbee, any observations about RAM usage when using the voronoi craters pqsmod? I believe I once read somewhere RSS related that the two had a somewhat troublesome relationship, so I would be curious to know! And amazing work btw, glad to see so much done with Kopernicus!I haven't really checked, but there shouldn't be any huge ram increases as long as you stay reasonable with them. I'll check into it. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 22, 2015 Share Posted February 22, 2015 Whenever I use any planet expansion pack with KopernicusTech, all my active contracts disappear, and any contracts I accept later disappear as soon as I enter the VAB e.g. Outer Planets, I accepted one to Explore Tekto, enter VAB, all contracts gone.I actually don't have that issue. Link to comment Share on other sites More sharing options...
Nicholander Posted February 23, 2015 Share Posted February 23, 2015 I'm trying to create a Ice Giant, Colas, and I have the size, texture and orbit down, I can't seem to be able to fix the atmosphere. Look here:As you can see there's that thick light green line (And little light blue line under it), which looks really ugly. I'm trying to make it light(ish) pink, like the rest of the planet. So what am I doing wrong?From a higher orbit, it looks like what is above.Oh, I also noticed that there doesn't seem to be that "Haze" along the circumference of the planet:There should be a pink "haze" along the circumference/perimeter, which there doesn't seem to be.Compare it to this:You can see the "haze", and you can also see that there isn't a "haze" on my Colas.Also, here's my KittopiaTech cfg:// CustomDataPlanetColas{ AdditionalData { Stock = False AddAtmoFx = False AtmoWaveColour = RGBA(1.000, 0.046, 0.649, 0.000) AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = True AddRings = False AddParticles = False DisableOrbitRenderer = False } Orbit { semiMajorAxis = 45100000000 eccentricity = 0.0534 inclination = 1 meanAnomalyAtEpoch = 0 epoch = 0 argumentOfPeriapsis = 0 LAN = 184 RefBody = Sun orbitColor = RGBA(0.990, 0.000, 0.396, 1.000) } CelestialBody { bodyName = Colas bodyDescription = The ice giant orbiting between Jool and Duna. GeeASL = 0.699999988079071 Radius = 5000000 Mass = 2.57229543117159E+24 gravParameter = 171674997076392 sphereOfInfluence = 1319589888 hillSphere = 2250237952 gMagnitudeAtCenter = 171674997076392 use_The_InName = False isHomeWorld = False ocean = False atmosphere = True staticPressureASL = 1 atmosphereScaleHeight = 10 atmosphereContainsOxygen = False maxAtmosphereAltitude = 200000 altitudeMultiplier = 1 altitudeOffset = 0 atmoshpereTemperatureMultiplier = 5 useLegacyAtmosphere = True atmosphereMultiplier = 15 pressureMultiplier = 0 rotates = True rotationPeriod = 36000 solarRotationPeriod = False initialRotation = 0 rotationAngle = 6.63399999999687 directRotAngle = -230.622591015626 tidallyLocked = False inverseRotation = False inverseRotThresholdAltitude = 1000000 angularV = 0.000174532925199433 atmosphericAmbientColor = RGBA(1.000, 0.483, 0.681, 1.000) } PQS { }}So, what's causing my problems?Thanks in advance for helping! Link to comment Share on other sites More sharing options...
Lillz Posted February 23, 2015 Share Posted February 23, 2015 (edited) I'm trying to create a Ice Giant, Colas, and I have the size, texture and orbit down, I can't seem to be able to fix the atmosphere. Look here:http://i.imgur.com/BbcxP9k.pngAs you can see there's that thick light green line (And little light blue line under it), which looks really ugly. I'm trying to make it light(ish) pink, like the rest of the planet. So what am I doing wrong?http://i.imgur.com/bqZkWUF.pngFrom a higher orbit, it looks like what is above.Oh, I also noticed that there doesn't seem to be that "Haze" along the circumference of the planet:http://i.imgur.com/UdvbxY8.pngThere should be a pink "haze" along the circumference/perimeter, which there doesn't seem to be.Compare it to this:http://wiki.kerbalspaceprogram.com/w/images/0/03/Jool.jpgYou can see the "haze", and you can also see that there isn't a "haze" on my Colas.Also, here's my KittopiaTech cfg:// CustomDataPlanetColas{ AdditionalData { Stock = False AddAtmoFx = False AtmoWaveColour = RGBA(1.000, 0.046, 0.649, 0.000) AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = True AddRings = False AddParticles = False DisableOrbitRenderer = False } Orbit { semiMajorAxis = 45100000000 eccentricity = 0.0534 inclination = 1 meanAnomalyAtEpoch = 0 epoch = 0 argumentOfPeriapsis = 0 LAN = 184 RefBody = Sun orbitColor = RGBA(0.990, 0.000, 0.396, 1.000) } CelestialBody { bodyName = Colas bodyDescription = The ice giant orbiting between Jool and Duna. GeeASL = 0.699999988079071 Radius = 5000000 Mass = 2.57229543117159E+24 gravParameter = 171674997076392 sphereOfInfluence = 1319589888 hillSphere = 2250237952 gMagnitudeAtCenter = 171674997076392 use_The_InName = False isHomeWorld = False ocean = False atmosphere = True staticPressureASL = 1 atmosphereScaleHeight = 10 atmosphereContainsOxygen = False maxAtmosphereAltitude = 200000 altitudeMultiplier = 1 altitudeOffset = 0 atmoshpereTemperatureMultiplier = 5 useLegacyAtmosphere = True atmosphereMultiplier = 15 pressureMultiplier = 0 rotates = True rotationPeriod = 36000 solarRotationPeriod = False initialRotation = 0 rotationAngle = 6.63399999999687 directRotAngle = -230.622591015626 tidallyLocked = False inverseRotation = False inverseRotThresholdAltitude = 1000000 angularV = 0.000174532925199433 atmosphericAmbientColor = RGBA(1.000, 0.483, 0.681, 1.000) } PQS { }}So, what's causing my problems?Thanks in advance for helping!I had this same problem. Those rgb numbers for atmosphere color aren't a straigh 0 to 1 255 value.... It's like 1/color^4 or something. Best way to get the right numbers is to load the game and go to low orbit/land on the body and open the atmosphere settings editor in Kittopia and play with the sliders till you have what you want. After that, copy the numbers and put them in your config. Edited February 23, 2015 by Lillz Link to comment Share on other sites More sharing options...
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