timandy1 Posted April 24, 2015 Share Posted April 24, 2015 (edited) Is the ocean showing up when the terrain loads? The only time oceans have showed up in my scaled space exports is when there are oceans visible. If you want to raise or lower the terrain, I suggest using the offset variable.Yes, I can see the ocean when the terrain loads. Thou I have not landed near the ocean yet so I'm not fully sure. Also, I want the ground to look like that of the Mun, but right now the ground is the sand dunes of Laythe Edited April 24, 2015 by timandy1 Link to comment Share on other sites More sharing options...
Thomas988 Posted April 24, 2015 Share Posted April 24, 2015 Yes, I can see the ocean when the terrain loads.Is the ocean intensional? Link to comment Share on other sites More sharing options...
timandy1 Posted April 24, 2015 Share Posted April 24, 2015 Is the ocean intensional?No, the ocean is not on purpose. Link to comment Share on other sites More sharing options...
KillAshley Posted April 24, 2015 Share Posted April 24, 2015 Did you actually want an ocean in the planet? If not change the template to duna, if you did, adjust the heightmap offset to raise/lower the terrain to suit Link to comment Share on other sites More sharing options...
Thomas988 Posted April 24, 2015 Share Posted April 24, 2015 Did you actually want an ocean in the planet? If not change the template to duna, if you did, adjust the heightmap offset to raise/lower the terrain to suitBut isn't Duna hardcoded with its atmosphere? Aeolus in my Odysseus planet pack has a template of Duna, and when ever terrain loads the entire moon goes red. But that was in the old Kopericus, and maybe that's changed in this version. Link to comment Share on other sites More sharing options...
KillAshley Posted April 24, 2015 Share Posted April 24, 2015 No it's not hardcoded as long as your config s are done properly, my new horizons pack used Duna as a template for 2 planets with no issues (back before I switched to stand alone kopernicus) Link to comment Share on other sites More sharing options...
Thomas988 Posted April 24, 2015 Share Posted April 24, 2015 No it's not hardcoded as long as your config s are done properly, my new horizons pack used Duna as a template for 2 planets with no issues (back before I switched to stand alone kopernicus)Oh, nice! Thanks for the info! Link to comment Share on other sites More sharing options...
timandy1 Posted April 24, 2015 Share Posted April 24, 2015 (edited) I tried using duna as a template, but when i updated the scaledspace the planet looked exactly like Duna! Also, my kerbals can walk right thru the ocean as if it wasent thereHere are my kittopia and kopernicus configs for bruno: (note my config is based on a tutorial config)PlanetBruno{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False //self explanatory, allows jet engines to work pressureMultiplier = 1 //how thick the atmosphere is at sea level altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker) atmoshpereTemperatureMultiplier = 1 //does nothing, I think atmosphereMultiplier = 1 //set this the same as pressureMultiplier maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters) atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game) ocean = False //self explanatory } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/PlanetPack/Textures/Bruno_height.png //Replace this with your file path heightMapDeformity = 4000 //how tall should the highest mountains be? heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/PlanetPack/Textures/Bruno_map.png //Replace this with your file path } PQSMod_VertexSimplexHeight { seed = 101274 //change this to any random number deformity = 300 //how bumpy do you want the ground to be octaves = 8 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 637926 //change this to any random number deformity = 100 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness } PQSMod_AltitudeAlpha { atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface modEnabled = True } }}My kopernicus Config for the entire planet pack:@Kopernicus{ Body { name = Azuli //change to the name of your planet flightGlobalsIndex = 1233 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Jool //all gas giants use Jool as template } Properties { description = This planet has swirly clouds and rings. Nice to look at but explosive to try to land on! Change this text to whatever you want. radius = 6000000 //Jool has radius 6000000 geeASL = 0.8 //surface gravity, Jool has 0.8. Keep in mind that since the planet is bigger, orbital velocity will be too. ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach. { flyingLowDataValue = 25 //big reward for flying low at a gas giant. Just a suggestion flyingHighDataValue = 14 inSpaceLowDataValue = 12 inSpaceHighDataValue = 11 recoveryValue = 11 flyingAltitudeThreshold = 100000 //limit between "flying at TutGasGiant" and "TutGasGiant's upper atmosphere" spaceAltitudeThreshold = 3500000 //limit between "space near TutGasGiant" and "space high above TutGasGiant" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. inclination = 3.5 //inclination in degrees eccentricity = 0.01 //set this very close to zero for gas giants. semiMajorAxis = 68773560320 //how far the planet is from the sun. This number is Jool's longitudeOfAscendingNode = 0 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change color = 0.35,0.325,0.3,1.0 //RGB color of the orbit line } Atmosphere { ScaleHeight = 10 //same as Kittopia for all of these ContainsOxygen = False maxAltitude = 150000 Multiplier = 22 TemperatureMultiplier = 22 lightColor = 0.70, 0.675, 0.65, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.45, 0.525, 0.30, 1.00 //RGB of color the atmosphere shines on flying spaceships. } ScaledVersion { Material { texture = PlanetPack/Textures/Azuli_map //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.35,0.325,0.30,1 0.6 = 0.09,0.08,0.07,1 1.0 = 0.02,0.015,0.01,1 } rimPower = 3 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } } Body { name = Bruno //change to the name of your planet flightGlobalsIndex = 1234 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Laythe //Don't change this! Duna and Eve have hard coded colors, so they make bad templates. Use Laythe even if your planet doesn't have oceans. } Properties { description = The description is what shows up in the information box in map view. Change this text to whatever you want. radius = 500000 //How big is the planet? Laythe is 500000, keeping this number makes clouds easier to use geeASL = 0.8 //Gravity at sea level. Kerbin is 1, of course timewarpAltitudeLimits = 0 60000 60000 60000 100000 200000 400000 800000 //altitudes that time warp can be used at, in meters. Time warps are x1, x5, x10, x50, x100, x1000, x10000, and x100000 ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach or to land on, return from. { landedDataValue = 10 //Duna = 8, Laythe = 14 flyingLowDataValue = 9 //Duna = 5, Laythe = 11 flyingHighDataValue = 8.5 //Duna = 5, Laythe = 10 inSpaceLowDataValue = 8 //Duna = 7, Laythe = 9 inSpaceHighDataValue = 7.5 //Duna = 5, Laythe = 8 recoveryValue = 8 flyingAltitudeThreshold = 20000 //limit between "flying at TutPlanetAtmosphere" and "TutPlanetAtmosphere's upper atmosphere" spaceAltitudeThreshold = 200000 //limit between "space near TutPlanetAtmosphere" and "space high above TutPlanetAtmosphere" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. color = 0.5,0.5,0.5,1 //RGB color of the orbit line inclination = 0.5 //inclination in degrees eccentricity = 0.03 //eccentricity of orbit, don't set this higher than 0.1 especially for large planets semiMajorAxis = 26599840256 //how far the planet is from the sun. This number is Kerbin's longitudeOfAscendingNode = 60 //change to whatever you want argumentOfPeriapsis = 25 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change } ScaledVersion { Material { texture = PlanetPack/Textures/Bruno_map //change to your file path. Don't include "GameData/" or ".png" normals = PlanetPack/Textures/Bruno_normal //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.80,0.70,0.65,1 0.6 = 0.10,0.08,0.08,1 1.0 = 0.02,0.02,0.01,1 } rimPower = 1 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } Atmosphere { ScaleHeight = 5 //same as in Kittopia ContainsOxygen = False //same as in Kittopia maxAltitude = 60000 //same as in Kittopia Multiplier = 1 //same as in Kittopia lightColor = 0.68, 0.70, 0.75, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.35, 0.325, 0.30, 1.00 //RGB of color the atmosphere shines on landed/flying spaceships. } } Body { name = Aster flightGlobalsIndex = 1235 //Don't forget to make this number different from your other planets! Template { name = Tylo //keep this for any moon or planet with a heightmap and no atmosphere } Properties { description = TutLargeMoon could be a planet, too, if that planet didn't have an atmosphere. Change this text to whatever you want. radius = 300000 geeASL = 0.5 ScienceValues { landedDataValue = 10 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 spaceAltitudeThreshold = 80000 } } Orbit { referenceBody = Azuli //you can have your moons orbiting your planets color = 1,1,1,1 inclination = 0.3 eccentricity = 0.05 semiMajorAxis = 12000000 //this is the Mun's SMA longitudeOfAscendingNode = 60 argumentOfPeriapsis = 25 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Aster_map normals = PlanetPack/Textures/Aster_normal } } } Body { name = Bean flightGlobalsIndex = 1236 Template { name = Gilly //keep this as is, other small moons (Minmus, Dres, Bop, Pol) use different height characteristics } Properties { description = If you squint really really hard in your telescope, you can see it. Change this text to whatever you want. radius = 20000 //You can have a really tiny asteroid if you want. Kopernicus will still work if this number is as low as 100 meters geeASL = 0.04 //don't set this too low, or the body will have an SOI that's too small. Gilly = 0.03 tidallyLocked = True //If the same side of the moon always faces the body it's orbiting, it's tidally locked. Examples include the Moon in real life, and the Mun in KSP. ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 15000 } } Orbit { referenceBody = Azuli //You can also add moons to the stock planets, for example, Jool. color = 0.9,0.8,0.7,1 inclination = 20 //Don't be afraid to set high inclinations or eccentricities for asteroids, this makes them more of a challenge to get to! eccentricity = 0.1 semiMajorAxis = 150000000 //this is about twice Bop's SMA. longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Bean_map normals = PlanetPack/Textures/Bean_normal } } } } Edited April 24, 2015 by timandy1 Link to comment Share on other sites More sharing options...
KillAshley Posted April 24, 2015 Share Posted April 24, 2015 I can probably have a look at your config when I get home from work, see what the issue is. But next time please use a code or spoiler on the configs, as they take up a lot of space. Link to comment Share on other sites More sharing options...
Candlelight Posted April 26, 2015 Share Posted April 26, 2015 Can I use the star fix to edit the color of kerbol?Of course! That's what it's meant for. Link to comment Share on other sites More sharing options...
yithpistol Posted May 2, 2015 Share Posted May 2, 2015 I can probably have a look at your config when I get home from work, see what the issue is. But next time please use a code or spoiler on the configs, as they take up a lot of space.Looks like the person tried. There's a bracketed \spoiler and spoiler at the beginning and end of the log. To be fair. - - - Updated - - -Also how compatible is this currently with 1.0.2? Link to comment Share on other sites More sharing options...
fast_de_la_speed Posted May 4, 2015 Share Posted May 4, 2015 Looks like the person tried. There's a bracketed \spoiler and spoiler at the beginning and end of the log. To be fair. - - - Updated - - -Also how compatible is this currently with 1.0.2?It works, however when playing career mode, I noticed that whenever I recovered a vessel it was always 957km away form KSC, effectively leaving it at only 54% value. Link to comment Share on other sites More sharing options...
Shalashalska Posted May 15, 2015 Share Posted May 15, 2015 (edited) It works, however when playing career mode, I noticed that whenever I recovered a vessel it was always 957km away form KSC, effectively leaving it at only 54% value.Mine are always 946.5 km away. Even with StageRecovery and/or other bases from KerbinSide, it's still the same spot.Unfortunately, I can't seem to uninstall it, because my space station and all my commsats get deleted. Edited May 15, 2015 by Shalashalska Link to comment Share on other sites More sharing options...
tkw Posted May 20, 2015 Share Posted May 20, 2015 Until Kopernicus adds an ingame UI for editing PQS components, this mod remains relevant. And the particle system thingy in KittopiaTech has yet to be integrated into Kopernicus, so that's one more reason this mod is still relevant.Don't demoralise Gravitasi with sayings like that, as he is the only person to ever show an interest, and skill, in continuing my plugin.i remember [h=2]KittopiaTech[/h] i have rings jool and particles on the sun i really like it so much i have it back 0.90 Link to comment Share on other sites More sharing options...
Hay Posted May 22, 2015 Share Posted May 22, 2015 So I can use this with KSP 1.0? Link to comment Share on other sites More sharing options...
elemremy Posted May 28, 2015 Share Posted May 28, 2015 hi !! I followed the instructions and nothing works, the game just does not load my planet and I not in space .... what to do? please !!! Link to comment Share on other sites More sharing options...
Guest Posted June 26, 2015 Share Posted June 26, 2015 The holy grail of modding...it's here. Finally, I've found it! Link to comment Share on other sites More sharing options...
Guest Posted June 26, 2015 Share Posted June 26, 2015 Should I use this or just Kopernicus? Link to comment Share on other sites More sharing options...
KillAshley Posted June 26, 2015 Share Posted June 26, 2015 KopernicusTech isn't made for 1.0 and as such can be buggy sometimes. Kopernicus is a huge improvement, I recommend using it Link to comment Share on other sites More sharing options...
Marten2Productions Posted July 24, 2015 Share Posted July 24, 2015 Alright, I'm making a small fanmade moonpack for CaptRobau's Outer Planets Mod, and everything seems to work, except for one thing:When I get close enough to my moons for scaledspace to disappear, the moon disappears completely. Even stranger, the surface is still there, just completely transparent.Other than that, everything works fine. Does anyone know what's causing the surface to go invisible?- - - Updated - - -I tried using duna as a template, but when i updated the scaledspace the planet looked exactly like Duna! Also, my kerbals can walk right thru the ocean as if it wasent thereHere are my kittopia and kopernicus configs for bruno: (note my config is based on a tutorial config)PlanetBruno{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False //self explanatory, allows jet engines to work pressureMultiplier = 1 //how thick the atmosphere is at sea level altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker) atmoshpereTemperatureMultiplier = 1 //does nothing, I think atmosphereMultiplier = 1 //set this the same as pressureMultiplier maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters) atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game) ocean = False //self explanatory } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/PlanetPack/Textures/Bruno_height.png //Replace this with your file path heightMapDeformity = 4000 //how tall should the highest mountains be? heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/PlanetPack/Textures/Bruno_map.png //Replace this with your file path } PQSMod_VertexSimplexHeight { seed = 101274 //change this to any random number deformity = 300 //how bumpy do you want the ground to be octaves = 8 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 637926 //change this to any random number deformity = 100 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness } PQSMod_AltitudeAlpha { atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface modEnabled = True } }}My kopernicus Config for the entire planet pack:@Kopernicus{ Body { name = Azuli //change to the name of your planet flightGlobalsIndex = 1233 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Jool //all gas giants use Jool as template } Properties { description = This planet has swirly clouds and rings. Nice to look at but explosive to try to land on! Change this text to whatever you want. radius = 6000000 //Jool has radius 6000000 geeASL = 0.8 //surface gravity, Jool has 0.8. Keep in mind that since the planet is bigger, orbital velocity will be too. ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach. { flyingLowDataValue = 25 //big reward for flying low at a gas giant. Just a suggestion flyingHighDataValue = 14 inSpaceLowDataValue = 12 inSpaceHighDataValue = 11 recoveryValue = 11 flyingAltitudeThreshold = 100000 //limit between "flying at TutGasGiant" and "TutGasGiant's upper atmosphere" spaceAltitudeThreshold = 3500000 //limit between "space near TutGasGiant" and "space high above TutGasGiant" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. inclination = 3.5 //inclination in degrees eccentricity = 0.01 //set this very close to zero for gas giants. semiMajorAxis = 68773560320 //how far the planet is from the sun. This number is Jool's longitudeOfAscendingNode = 0 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change color = 0.35,0.325,0.3,1.0 //RGB color of the orbit line } Atmosphere { ScaleHeight = 10 //same as Kittopia for all of these ContainsOxygen = False maxAltitude = 150000 Multiplier = 22 TemperatureMultiplier = 22 lightColor = 0.70, 0.675, 0.65, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.45, 0.525, 0.30, 1.00 //RGB of color the atmosphere shines on flying spaceships. } ScaledVersion { Material { texture = PlanetPack/Textures/Azuli_map //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.35,0.325,0.30,1 0.6 = 0.09,0.08,0.07,1 1.0 = 0.02,0.015,0.01,1 } rimPower = 3 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } } Body { name = Bruno //change to the name of your planet flightGlobalsIndex = 1234 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Laythe //Don't change this! Duna and Eve have hard coded colors, so they make bad templates. Use Laythe even if your planet doesn't have oceans. } Properties { description = The description is what shows up in the information box in map view. Change this text to whatever you want. radius = 500000 //How big is the planet? Laythe is 500000, keeping this number makes clouds easier to use geeASL = 0.8 //Gravity at sea level. Kerbin is 1, of course timewarpAltitudeLimits = 0 60000 60000 60000 100000 200000 400000 800000 //altitudes that time warp can be used at, in meters. Time warps are x1, x5, x10, x50, x100, x1000, x10000, and x100000 ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach or to land on, return from. { landedDataValue = 10 //Duna = 8, Laythe = 14 flyingLowDataValue = 9 //Duna = 5, Laythe = 11 flyingHighDataValue = 8.5 //Duna = 5, Laythe = 10 inSpaceLowDataValue = 8 //Duna = 7, Laythe = 9 inSpaceHighDataValue = 7.5 //Duna = 5, Laythe = 8 recoveryValue = 8 flyingAltitudeThreshold = 20000 //limit between "flying at TutPlanetAtmosphere" and "TutPlanetAtmosphere's upper atmosphere" spaceAltitudeThreshold = 200000 //limit between "space near TutPlanetAtmosphere" and "space high above TutPlanetAtmosphere" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. color = 0.5,0.5,0.5,1 //RGB color of the orbit line inclination = 0.5 //inclination in degrees eccentricity = 0.03 //eccentricity of orbit, don't set this higher than 0.1 especially for large planets semiMajorAxis = 26599840256 //how far the planet is from the sun. This number is Kerbin's longitudeOfAscendingNode = 60 //change to whatever you want argumentOfPeriapsis = 25 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change } ScaledVersion { Material { texture = PlanetPack/Textures/Bruno_map //change to your file path. Don't include "GameData/" or ".png" normals = PlanetPack/Textures/Bruno_normal //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.80,0.70,0.65,1 0.6 = 0.10,0.08,0.08,1 1.0 = 0.02,0.02,0.01,1 } rimPower = 1 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } Atmosphere { ScaleHeight = 5 //same as in Kittopia ContainsOxygen = False //same as in Kittopia maxAltitude = 60000 //same as in Kittopia Multiplier = 1 //same as in Kittopia lightColor = 0.68, 0.70, 0.75, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.35, 0.325, 0.30, 1.00 //RGB of color the atmosphere shines on landed/flying spaceships. } } Body { name = Aster flightGlobalsIndex = 1235 //Don't forget to make this number different from your other planets! Template { name = Tylo //keep this for any moon or planet with a heightmap and no atmosphere } Properties { description = TutLargeMoon could be a planet, too, if that planet didn't have an atmosphere. Change this text to whatever you want. radius = 300000 geeASL = 0.5 ScienceValues { landedDataValue = 10 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 spaceAltitudeThreshold = 80000 } } Orbit { referenceBody = Azuli //you can have your moons orbiting your planets color = 1,1,1,1 inclination = 0.3 eccentricity = 0.05 semiMajorAxis = 12000000 //this is the Mun's SMA longitudeOfAscendingNode = 60 argumentOfPeriapsis = 25 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Aster_map normals = PlanetPack/Textures/Aster_normal } } } Body { name = Bean flightGlobalsIndex = 1236 Template { name = Gilly //keep this as is, other small moons (Minmus, Dres, Bop, Pol) use different height characteristics } Properties { description = If you squint really really hard in your telescope, you can see it. Change this text to whatever you want. radius = 20000 //You can have a really tiny asteroid if you want. Kopernicus will still work if this number is as low as 100 meters geeASL = 0.04 //don't set this too low, or the body will have an SOI that's too small. Gilly = 0.03 tidallyLocked = True //If the same side of the moon always faces the body it's orbiting, it's tidally locked. Examples include the Moon in real life, and the Mun in KSP. ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 15000 } } Orbit { referenceBody = Azuli //You can also add moons to the stock planets, for example, Jool. color = 0.9,0.8,0.7,1 inclination = 20 //Don't be afraid to set high inclinations or eccentricities for asteroids, this makes them more of a challenge to get to! eccentricity = 0.1 semiMajorAxis = 150000000 //this is about twice Bop's SMA. longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = PlanetPack/Textures/Bean_map normals = PlanetPack/Textures/Bean_normal } } } }I'm not sure if your question has been answered already, but if not, here is the answer:I've tried making a desert planet too, and logically used Duna as a template, which resulted in the same problem you're having with your planet.Solution: Duna is a bad template. Use Tylo instead. 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Borisbee Posted July 25, 2015 Share Posted July 25, 2015 Everyone should be using this version of Kittopia if you are running the latest Kopernicus. It doesn't have full config saving yet, but has other features that the version in this thread does not, such as realtime Material editing, and file browser for adding textures to PQS mods.http://forum.kerbalspaceprogram.com/threads/129186-WIP-KittopiaTech-a-Kopernicus-Visual-Editor Link to comment Share on other sites More sharing options...
Astrofox Posted July 25, 2015 Share Posted July 25, 2015 @timandy1Could I just mention that you shouldn't use Kittopia - EVER.I learned that when I started my planet pack, since stuff didn't appear correctly.Also, use the recent Kopernicus Update, and here's a better config structure, which doesn't require Kittopia and is somewhat more organized:@Kopernicus:AFTER[Kopernicus]{ Body { name = Oceania flightGlobalsIndex = 888 Template { name = Laythe removeOcean = true removeAllPQSMods = true } Orbit { referenceBody = Sawob semiMajorAxis = 56000000 inclination = 0 eccentricity = 0.05 longitudeOfAscendingNode = 89 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.75,0.4,0.5,1 } Properties { description = Insert description. radius = 250000 geeASL = 0.45 rotationPeriod = 20000 rotates = true tidallyLocked = false initialRotation = 0 timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 18 flyingLowDataValue = 17 flyingHighDataValue = 17 splashedDataValue = 19 inSpaceLowDataValue = 15.3 inSpaceHighDataValue = 14.6 recoveryValue = 18.2 flyingAltitudeThreshold = 80000 spaceAltitudeThreshold = 1000000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = Astro'sPlanets/Yof-SawobSystem/Sawob/SawobMuns/Oceania/Textures/Oceania_color normals = Astro'sPlanets/Yof-SawobSystem/Sawob/SawobMuns/Oceania/Textures/Oceania_normal shininess = 0 specular = 0.0,0.0,0.0,0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = 0.80,0.20,0.0,2 0.6 = 0.70,0.10,0.0,1.5 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)) pressureCurve { key = 0 1.31086407 0 -0.000108275 key = 2000 1.094314833 -0.000108275 -9.04189E-05 key = 4000 0.913477137 -9.04189E-05 -7.5503E-05 key = 6000 0.762471051 -7.5503E-05 -6.30438E-05 key = 8000 0.636383366 -6.30438E-05 -5.32594E-05 key = 10000 0.529864639 -5.32594E-05 -4.43606E-05 key = 12000 0.441143425 -4.43606E-05 -3.69463E-05 key = 14000 0.367250922 -3.69463E-05 -3.07691E-05 key = 16000 0.305712815 -3.07691E-05 -2.56229E-05 key = 18000 0.254467007 -2.56229E-05 -2.26947E-05 key = 20000 0.209077683 -2.26947E-05 -1.86702E-05 key = 22000 0.171737343 -1.86702E-05 -1.53558E-05 key = 24000 0.141025797 -1.53558E-05 -1.26267E-05 key = 26000 0.115772385 -1.26267E-05 -1.03801E-05 key = 28000 0.095012209 -1.03801E-05 -9.06244E-06 key = 30000 0.076887315 -9.06244E-06 -7.34005E-06 key = 32000 0.062207227 -7.34005E-06 -5.94393E-06 key = 34000 0.050319373 -5.94393E-06 -4.81247E-06 key = 36000 0.04069443 -4.81247E-06 -3.89564E-06 key = 38000 0.032903146 -3.89564E-06 -3.33082E-06 key = 40000 0.026241503 -3.33082E-06 -2.65869E-06 key = 42000 0.020924119 -2.65869E-06 -2.12179E-06 key = 44000 0.016680547 -2.12179E-06 -1.69298E-06 key = 46000 0.01329459 -1.69298E-06 -1.35056E-06 key = 48000 0.010593468 -1.35056E-06 -1.13852E-06 key = 50000 0.008316437 -1.13852E-06 -8.94325E-07 key = 52000 0.006527787 -8.94325E-07 -7.02404E-07 key = 54000 0.005122979 -7.02404E-07 -5.51586E-07 key = 55000 0 0 0 } temperatureCurve { key = 0 221.2 0 -0.0009 key = 2000 219.4 -0.0009 -0.0009 key = 4000 217.6 -0.0009 -0.0009 key = 6000 215.8 -0.0009 -0.0009 key = 8000 214 -0.0009 -0.0009 key = 10000 212.2 -0.0009 -0.0009 key = 12000 210.4 -0.0009 -0.0009 key = 14000 208.6 -0.0009 -0.0009 key = 16000 206.8 -0.0009 -0.0009 key = 18000 205 -0.0009 -0.00167 key = 20000 201.66 -0.00167 -0.00167 key = 22000 198.32 -0.00167 -0.00167 key = 24000 194.98 -0.00167 -0.00167 key = 26000 191.64 -0.00167 -0.00167 key = 28000 188.3 -0.00167 -0.00133 key = 30000 185.64 -0.00133 -0.00133 key = 32000 182.98 -0.00133 -0.00133 key = 34000 180.32 -0.00133 -0.00133 key = 36000 177.66 -0.00133 -0.00133 key = 38000 175 -0.00133 -0.00126 key = 40000 172.48 -0.00126 -0.00126 key = 42000 169.96 -0.00126 -0.00126 key = 44000 167.44 -0.00126 -0.00126 key = 46000 164.92 -0.00126 -0.00126 key = 48000 162.4 -0.00126 -0.00102 key = 50000 160.36 -0.00102 -0.00102 key = 52000 158.32 -0.00102 -0.00102 key = 54000 156.28 -0.00102 -0.00102 key = 55000 273.15 0.00103 0 } // Atmosphere Temperature temperatureMultiplier = 1.0 } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Material { saturation = 1 contrast = 1.8 tintColor = 0.000,0.000,0.000,0.000 powerNear = 0.6 powerFar = 0.5 groundTexStart = 0 groundTexEnd = 1000 steepPower = 1.25 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/terrain_rock00 steepBumpMap = BUILTIN/RockyGround2 steepNearTiling = 100 steepTiling = 60 lowTex = BUILTIN/RockyGround lowBumpMap = BUILTIN/quiet lowNearTiling = 2000 lowMultiFactor = 100 lowBumpNearTiling = 2000 lowBumpFarTiling = 4000 midTex = BUILTIN/RockyGround midBumpMap = BUILTIN/SandyGround midNearTiling = 4000 midMultiFactor = 100 midBumpNearTiling = 4000 midBumpFarTiling = 4000 highTex = BUILTIN/RockyGround highBumpMap = BUILTIN/quiet highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 8000 highBumpFarTiling = 4000 lowStart = 0 lowEnd = 0.3 highStart = 0.8 highEnd = 1 globalDensity = 0 fogColorRamp = BUILTIN/desert_atmogradient } Mods { VertexColorMap { map = Astro'sPlanets/Yof-SawobSystem/Sawob/SawobMuns/Oceania/Textures/Oceania_color.png blend = 1.0 order = 9999993 modEnabled = True } VertexHeightMap { map = Astro'sPlanets/Yof-SawobSystem/Sawob/SawobMuns/Oceania/PluginData/Oceania_height.png offset = 0 deformity = 400.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 98374 deformity = 400.0 octaves = 8.0 persistence = 0.5 frequency = 4.0 enabled = true order = 59 } VertexHeightOffset { offset = 0 modEnabled = true order = 100 } VertexSimplexHeightAbsolute { seed = 4447895 deformity = 500 octaves = 8 persistence = 0.5 frequency = 24 enabled = true order = 50 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 100 seed = 1238999936 frequency = 25 lacunarity = 1.5 persistance = 0.75 octaves = 10 mode = Low enabled = True order = 19 } VertexHeightNoiseVertHeightCurve2 { deformity = 500 ridgedAddSeed = 1530393216 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 1212096256 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 ridgedMode = Low simplexHeightStart = 0 simplexHeightEnd = 9000 simplexSeed = 1909396224 simplexOctaves = 6 simplexPersistence = 0.699999988079071 simplexFrequency = 4 enabled = true order = 100 } HeightColorMap { blend = 0.7 order = 201 enabled = true LandClasses { Class { name = AbyPl altitudeStart = 0.0 altitudeEnd = 0.5 color = 0.0,0.0,0.0,1.0 lerpToNext = true } Class { name = Beach altitudeStart = 0.5 altitudeEnd = 0.55 color = 0.164179087,0.164179087,0.164179087,1.0 lerpToNext = true } Class { name = Beach2 altitudeStart = 0.55 altitudeEnd = 1.0 color = 0.373134315,0.373134315,0.373134315,1.0 lerpToNext = false } } } } } Ocean { oceanColor = 1.0,0.4,0.0,1.0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 100 } OceanFX { enabled = true order = 100 } } } }}Also, always use a Laythe template for Ocean and *most* Atmospheric worlds. 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ProtoJeb21 Posted November 14, 2015 Share Posted November 14, 2015 I'm new to the forum, but not to Kerbal Space Program modding. After months of grueling coding, game crashes, mutant planets, and stranded kerbals, I have finally gotten the hang of Kopernicus Tech. I've made a planet pack via K-Tech called the Othrys Planet Pack. As of right now, there are 4 planets and 6 moons this mod adds, but in the future there will (probably) be around 2 dozen! Each planet is unique and created by a LOT of effort. I will post some development screenshots in a few days and eventually create a forum page just for the mod.BTW this mod is in KSP 0.90 because I got the game off of the official KSP website and I cannot figure out how to update it. So to anyone who wants to experience this mod but has a game version past 0.90 beta, sorry. Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted November 14, 2015 Share Posted November 14, 2015 Kopernicus Tech is highly outdated. You are advised to use Kopernicus, which has a stable 1.0.4 build.You can download a new copy of the game in the store, at the same place where you got 0.90. The KSP-Store Updater is a bit buggy, at the moment.I'm planning to get KSP via Steam soon, and I once tried to do regular Kopernicus (before I realized it was for 1.0:P), so I somewhat understand how to use it in later versions. In fact, the planets (part of the Kerbal Frontiers mod I used to make) actually loaded up in the tracking station, yet my ships randomly exploded when I launched them. Also, is there any way I can update my download of KSP via the KSP store, and is that new copy you mentioned free or not?Also, is there a Kittopia PQSMod that enhances a planet's texture when you get closer? My planet textures are somewhat blurry (especially the mountains) and very pyramid-like in some areas, so it is making my planets (such as Krios) unrealistic looking. I will post a screenshot in a bit with the pyramid mountains of my moon Krios. Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted November 14, 2015 Share Posted November 14, 2015 Kopernicus Tech is highly outdated. You are advised to use Kopernicus, which has a stable 1.0.4 build.You can download a new copy of the game in the store, at the same place where you got 0.90. The KSP-Store Updater is a bit buggy, at the moment.I'm planning to get KSP via Steam soon, and I once tried to do regular Kopernicus (before I realized it was for 1.0:P), so I somewhat understand how to use it in later versions. In fact, the planets (part of the Kerbal Frontiers mod I used to make) actually loaded up in the tracking station, yet my ships randomly exploded when I launched them. Also, is there any way I can update my download of KSP via the KSP store, and is that new copy you mentioned free or not?Also, is there a Kittopia PQSMod that enhances a planet's texture when you get closer? My planet textures are somewhat blurry (especially the mountains) and very pyramid-like in some areas, so it is making my planets (such as Krios) unrealistic looking. I will post a screenshot in a bit with the pyramid mountains of my moon Krios.- - - Updated - - -Kopernicus Tech is highly outdated. You are advised to use Kopernicus, which has a stable 1.0.4 build.You can download a new copy of the game in the store, at the same place where you got 0.90. The KSP-Store Updater is a bit buggy, at the moment.I'm planning to get KSP via Steam soon, and I once tried to do regular Kopernicus (before I realized it was for 1.0:P), so I somewhat understand how to use it in later versions. In fact, the planets (part of the Kerbal Frontiers mod I used to make) actually loaded up in the tracking station, yet my ships randomly exploded when I launched them. Also, is there any way I can update my download of KSP via the KSP store, and is that new copy you mentioned free or not?Also, is there a Kittopia PQSMod that enhances a planet's texture when you get closer? My planet textures are somewhat blurry (especially the mountains) and very pyramid-like in some areas, so it is making my planets (such as Krios) unrealistic looking. I will post a screenshot in a bit with the pyramid mountains of my moon Krios. Link to comment Share on other sites More sharing options...
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