Open StollD opened 9 years ago
Which light do you mean? Do you mean, that it's night, when first loading the SpaceCenter?
Btw: I'm going to add planetary particles, that could be useful for comets or so.
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 03:31 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
As far as the broken space center camera, I'm going to look through the alternis kerbol code to see if they had any secret sauce on getting the light to work with a reparented kerbin. — Reply to this email directly or view it on GitHub.
Check out Alternis Kerbol, they had comet tail rendering
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On Mar 28, 2015, at 6:35 PM, Dorian Stoll notifications@github.com wrote:
Which light do you mean? Do you mean, that it's night, when first loading the SpaceCenter?
Btw: I'm going to add planetary particles, that could be useful for comets or so.
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 03:31 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
As far as the broken space center camera, I'm going to look through the alternis kerbol code to see if they had any secret sauce on getting the light to work with a reparented kerbin. — Reply to this email directly or view it on GitHub. — Reply to this email directly or view it on GitHub.
I know, but I wan't to do this via a ParticleEmitter and "Particles", instead of using a texture.
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 04:29 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
Check out Alternis Kerbol, they had comet tail rendering
Sent from my iPhone
On Mar 28, 2015, at 6:35 PM, Dorian Stoll notifications@github.com wrote:
Which light do you mean? Do you mean, that it's night, when first loading the SpaceCenter?
Btw: I'm going to add planetary particles, that could be useful for comets or so.
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 03:31 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
As far as the broken space center camera, I'm going to look through the alternis kerbol code to see if they had any secret sauce on getting the light to work with a reparented kerbin. — Reply to this email directly or view it on GitHub. — Reply to this email directly or view it on GitHub.
— Reply to this email directly or view it on GitHub.
PlanetaryParticles are ready, and I put together sone really silly examples (official example will be better): http://i.imgur.com/SagCRb6.jpg http://i.imgur.com/rs9gSaK.jpg
And the last one: Disco-Minmus! :D http://i.imgur.com/ZgO2sIF.jpg (I couldn't resist)
So Mu (one of the ksp devs) got back to me about the star light controller. I'll try out his suggestion, and he also told me he found a bug in SunShaderController.
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On Mar 29, 2015, at 7:04 AM, Dorian Stoll notifications@github.com wrote:
PlanetaryParticles are ready, and I put together sone really silly examples (official example will be better): http://i.imgur.com/SagCRb6.jpg http://i.imgur.com/rs9gSaK.jpg
And the last one: Disco-Minmus! :D http://i.imgur.com/ZgO2sIF.jpg (I couldn't resist)
— Reply to this email directly or view it on GitHub.
Cool, I hope it works. :) P.S. Do you have an idea what I could do now for Kopernicus? :)
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 18:07 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
So Mu (one of the ksp devs) got back to me about the star light controller. I'll try out his suggestion, and he also told me he found a bug in SunShaderController.
Sent from my iPad
On Mar 29, 2015, at 7:04 AM, Dorian Stoll notifications@github.com wrote:
PlanetaryParticles are ready, and I put together sone really silly examples (official example will be better): http://i.imgur.com/SagCRb6.jpg http://i.imgur.com/rs9gSaK.jpg
And the last one: Disco-Minmus! :D http://i.imgur.com/ZgO2sIF.jpg (I couldn't resist)
— Reply to this email directly or view it on GitHub.
— Reply to this email directly or view it on GitHub.
Coronas are fixed. See https://github.com/BryceSchroeder/Kopernicus/commit/2e5984a29de1552e450a2008947b4e15f63ab8b2
Thats very cool!
So I've analyzed the whole space center issue more. Its not related to stars at all, I tried reparenting kerbin to a new body without star systems and everything broke in the same way. If Kerbin gets moved, for some reason, all hell breaks loose. I'm trying to figure out what pieces are missing...
In AK, Kerbin isn't removed from the Sun, just added to Jool. Nova commented this with "screws up everything", but I'm sure, you know that already. Maybe that's the solution, simply add Kerbin to the root AND it's new parent... I'll try that. (It's a stupid idea, I know)
Hmm, before I will check this: What is exactly broken? Honestly, I can't see issues.
R&D seems to be an issue with RDArchivesController.AddPlanetRecursivly(). I'll look into this function tomorrow.
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 29.03.2015 22:15 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
Timewarp from space center doesn't do anything to the sky If the parent object is visble in the sky, it flies of in a straight line in some direction. Try to put the sun on the horizon with the tracking station and come back to the space center In the star systems config, the star positions don't update in the tracking station (works fine in flight) unless they are the active star. However this doesn't actually break much because they move in flight mode. In the star systems config, the r&d center planet list is broken, although just reparenting kerbin to jool doesn't do this. Possibly there is some maximum supported nesting. Launching a vessel from the space center with a reparented kerbin causes it to select the sun as the main body resulting in the ship blowing apart. — Reply to this email directly or view it on GitHub.
-- These problems listed above don't exist unless Kerbin was moved --
the actual timewarp from SpaceCenter works regardless, but for me, the sky doesn't move in the star systems config during timewarp in the space center.
For me, it moves (day-night). And I've found sth. pretty useful: http://forum.kerbalspaceprogram.com/threads/114241 (I will debug the Archives with that for example)
Forget what I've said about day-night. Sky is frozen too for me.
Could you please, please update v0.0.5 with my fix for the roots SOI? StarSystems config isn't possible without that... https://github.com/ThomasKerman/Kopernicus/commit/1fa4f7e57ac7dd2cf987bfa2943a61107427fea7
Sorry for forgetting to say this.
The game automatically sets the SOI to infinity if a body doesn't orbit something unless some other bug arose
[LOG 15:00:15]: Injector.Awake(): Completed in: 2072.406 ms [LOG 15:00:18]: Found Body: Sun, SOI = 4500000000000 [LOG 15:00:18]: Found Body: Kerbin, SOI = 84159286.4796305 [LOG 15:00:18]: Found Body: Mun, SOI = 2429559.11656475 [LOG 15:00:18]: Found Body: Minmus, SOI = 2247428.3879023 [LOG 15:00:18]: Found Body: Moho, SOI = 9646663.0233281 [LOG 15:00:18]: Found Body: Eve, SOI = 85109364.7382441 [LOG 15:00:18]: Found Body: Duna, SOI = 47921949.369738 [LOG 15:00:18]: Found Body: Ike, SOI = 1049598.93931162 [LOG 15:00:18]: Found Body: Jool, SOI = 2455985185.42347 [LOG 15:00:18]: Found Body: Laythe, SOI = 3723645.81113302 [LOG 15:00:18]: Found Body: Vall, SOI = 2406401.44479404 [LOG 15:00:18]: Found Body: Bop, SOI = 1221060.86284253 [LOG 15:00:18]: Found Body: Tylo, SOI = 10856518.3683586 [LOG 15:00:18]: Found Body: Gilly, SOI = 126123.271704568 [LOG 15:00:18]: Found Body: Pol, SOI = 1042138.89230178 [LOG 15:00:18]: Found Body: Dres, SOI = 32832839.5767762 [LOG 15:00:18]: Found Body: Eeloo, SOI = 119082941.647812 [LOG 15:00:18]: Found Body: Kopernicus, SOI = 109827053.299926 [LOG 15:00:18]: Found Body: Blacky Karman, SOI = Infinity [LOG 15:00:18]: Found Body: Dolas, SOI = 3435811709164.14 [LOG 15:00:18]: Found Body: Corbo, SOI = 6826920037269.54 [LOG 15:00:18]: Injector.OnDestroy(): Complete
Huh, this didn't worked previously for me. Nevermind, thanks.
I almost want to port the gas planets from outer planets mod over to Kopernicus (rings and all) to demonstrate they can be entirely loaded with Kopernicus now.
That's a good idea, I want to do this with Sentar too. Please tell me, if you need help. :)
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 30.03.2015 10:11 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
I almost want to port the gas planets from outer planets mod over to Kopernicus (rings and all) to demonstrate they can be entirely loaded with Kopernicus now. — Reply to this email directly or view it on GitHub.
You should go ahead an do this - you made the ring loader after all. I can't seem to find how OPM configures rings, but I sent CaptRobau a PM, so hopefully he'll get back to me. I also need to push an example of a custom atmosphere first I guess. The whole idea is to not have to template clone Jool, but rather build it from scratch.
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On Mar 30, 2015, at 1:39 AM, Dorian Stoll notifications@github.com wrote:
That's a good idea, I want to do this with Sentar too. Please tell me, if you need help. :)
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 30.03.2015 10:11 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
I almost want to port the gas planets from outer planets mod over to Kopernicus (rings and all) to demonstrate they can be entirely loaded with Kopernicus now. — Reply to this email directly or view it on GitHub. — Reply to this email directly or view it on GitHub.
OK, Rings are under the Ring node in Kittopa. But I will do it after school. :-)
P.S. If you have time, could you please look into the ParticleLoader?
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 30.03.2015 10:47 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
You should go ahead an do this - you made the ring loader after all. I can't seem to find how OPM configures rings, but I sent CaptRobau a PM, so hopefully he'll get back to me. I also need to push an example of a custom atmosphere first I guess. The whole idea is to not have to template clone Jool, but rather build it from scratch.
Sent from my iPad
On Mar 30, 2015, at 1:39 AM, Dorian Stoll notifications@github.com wrote:
That's a good idea, I want to do this with Sentar too. Please tell me, if you need help. :)
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 30.03.2015 10:11 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
I almost want to port the gas planets from outer planets mod over to Kopernicus (rings and all) to demonstrate they can be entirely loaded with Kopernicus now. — Reply to this email directly or view it on GitHub. — Reply to this email directly or view it on GitHub.
— Reply to this email directly or view it on GitHub.
Added support for multiple rings: https://github.com/ThomasKerman/Kopernicus/commit/d64ec7a82a0f90d358f4626c350a46526e95b2d3 Bugfixes for ParticleLoader + Example: https://github.com/ThomasKerman/Kopernicus/commit/1e1d4322e4c163fef03164f42f1bf849fa92df4f Starting to write PQS-Loader classes...
Just follow the two that I had made. Note, do not move the PQS mods before the // --- Hacky hack test comment. Since every body requires those mods, they are just going to be baked into the PQSLoader class. I'm currently in the middle of writing the loader for PQSMod_HeightColorMap, so don't do that one. Also, look through the "BuiltinTypeParsers.cs" file. I have implementations for loaders of the built in types (colors, vectors, textures, numeric collections, etc.)
The mods I've currently done are VertexColorMapBlend and FlattenArea. ;)
----- Ursprüngliche Nachricht ----- Von: "Nathaniel R. Lewis" notifications@github.com Gesendet: 30.03.2015 20:08 An: "ThomasKerman/Kopernicus" Kopernicus@noreply.github.com Cc: "Dorian Stoll" dorianstoll@googlemail.com Betreff: Re: [Kopernicus] The discussion issue (#4)
Just follow the two that I had made. Note, do not move the PQS mods before the // --- Hacky hack test comment. Since every body requires those mods, they are just going to be baked into the PQSLoader class. I'm currently in the middle of writing the loader for PQSMod_HeightColorMap, so don't do that one. Also, look through the "BuiltinTypeParsers.cs" file. I have implementations for loaders of the built in types (colors, vectors, textures, numeric collections, etc.) — Reply to this email directly or view it on GitHub.
Cool, I would suggest pushing them as you complete them. also, yeah, Augustus is spamming me about the star systems config. Have you tried out the fixed coronas? I swear they're working for me.
I'll try immediately to help you and try it out.
Coronas working fine with Kopernicus 0.0.5. I guess he has the old and broken version installed.
I have confirmed the other bug which he mentioned to me. Setting the sphereOfInfluence doesn't actually cause it to change ... for some reason the game is overwriting it.
Oh god damn it. I have to do it as a post launch patch :(. Celestial Body always overwrites it
this.sphereOfInfluence = this.orbit.semiMajorAxis * Math.Pow (this.Mass / this.orbit.referenceBody.Mass, 0.4);
this.hillSphere = this.orbit.semiMajorAxis * (1 - this.orbit.eccentricity) * Math.Pow (this.Mass / this.orbit.referenceBody.Mass, 0.333333333333333);
Oh thanks! The only thing I got fixed was the SOI of the black hole....
Dude. I fixed the bugs with the star systems config. Everything seems to work now. Unfortunately, the sky is still broke if Kerbin is moved relative to the sun, which since that not the case in the star systems config, everything works there. I found the fix in StarSystems actually, since it wasn't commented or mentioned in commits, i didn't know it was a fix. Until I saw that the game actually set the option differently in the assembly browser while looking for the SOI, I had no idea. Either way, I copied it over, and now everything works (short of the SOI).
Huge thanks!
Added VertexSimplexHeight and Debug mode https://github.com/ThomasKerman/Kopernicus/commit/4942bed9a29ed37de127c06cccd1f8b6ea211ae2
Debug mode is activated if you put a file called "DEBUG" (no extension) into the cache folder. It stops Kopernicus from loading or saving a cached ScaledSpace mesh, so you can see new PQS in the Tracking Station.
Finished VertexColorMapBlend https://github.com/ThomasKerman/Kopernicus/commit/d8c746565aa5b044d3b1e6b8b7b7aa0b0c5770b7
Sweet. Could you post the newly update config for the Kopernicus planet? Also, I think I've wrapped my head around the source of why the star systems config wasn't working.
Turns out its in how the planets update their positions. The "fix" I was using actually can cause issues such as planets updating out of order, so I'm going to have to roll that back. The way the planets update is that the Planetarium class, during FixedUpdate, finds the root body (well, I think it just uses whatever Planetarium.fetch.Sun is currently set to). It then recursively updates the bodies from there, ensuring everything is updated in the correct order. However, I can't fix this myself. It's baked into the KSP code. I contacted Mu about it and I'll see what he says.
Yeah, holidays are great. I was just on spring break last week. But now back to finishing my Computer Science and Engineering degree. I only have another year left at this point.
Kopernicus config: https://github.com/ThomasKerman/Kopernicus/commit/c24b7b39680300da5bebcd393b07c764ca67f7c2
And thanks for all your hard work on this.
We're going to have to take a completely different approach to doing the star systems style configs. I talked with Mu and NathanKell and the StarSystems method of star fixing causes serious issues inside KSP. If Planetarium.sun and Sun.instance.sun don't represent the root body of the system, things go wrong. The whole orbitDriver.QueuedUpdate fix is bad. Essentially, we are going to have to directly take control of the lens flare and local space light sources. We'll also have to create a part mod for solar panels.
How can I help you with this? I really want to release my StarSystems config soon :)
Fixed a bug with the transparency of rings (thanks CaptRobau for report): https://github.com/ThomasKerman/Kopernicus/commit/dcf3e372d3414ca17a76ca9a84940a428d5ba9c3
Made the AnimationCurveParse usable (I tried to specify a temperature curve and Kopernicus faild with an exception). I also changed the config layout, becuase I don't understand the original one. :D https://github.com/ThomasKerman/Kopernicus/commit/8b39c28a2173ce14bc99f5a22ece84619670006d
Hey Tekno,
as you may have already seen, NathanKell and me were very actively working on Kopernicus the last weeks. If you have got time, we'd like to invite you into our Kopernicus-IRC channel, so that we can show you the changes, discuss them and prepare a new release for Kopernicus. (We changed A LOT :D)
Cheers!
P.S. I sent you a PM with the same content on the forums two days ago, so don't be confused. ^^ P.P.S Link to the channel: https://kiwiirc.com/client/irc.esper.net/?#Kopernicus
Created to move discussion out of the one commit, which is hard to find every time. ^^
As I said before: Today I will write the first PQS configuration loader and apply the loaded configuration to the example PQS I wrote. Then, I'm going to look into UnityGUI to program a ScaledSpace updater / exporter.