Thanks to you I made a red giant star 102x Kerbol’s size and eight times the mass and moved it to very far away and it still caused every planet to be razed by hellfire.
You have to mak a custom keys set for kerbol's light mods like low light levels red do this I recommend using on of these keys eet for kerbol for your star system
Oh yeah that reminds me, i wanted fo make a planet pack that adds in the analogue to the hypothetical planet vulcan, should probably get back on making that
okay but what about, a planet called "execution sphere" that is 1km in size and has 30x the mass of kerbol, meaning if you enter its sphere of influence, you just die, oh and also it has the sphere of influence the size of jool
How to make a realistic star system (not ours) in a few easy steps: 1. Make a Black Hole "Star" which is all black and has Yellow "Rings". 2. Make Kerbol orbit this Black Hole. 3. Pick at least 1 of the below options, and peform as many times as required. 3a. Make a Custom Star System which also orbits the Black Hole. 3b. Make another mod's Star System orbit the Black Hole, and require this mod as a dependency on the mod page. 4. Debug. 5. Repeat steps 4 and 5 until the game loads and you are happy with the result. 6. (Optional) Add custom parts to allow travel to these star systems, or reccomend a mod which does the same. 7. Publish the mod.
great video! i discovered this after making LSR (which was my first mod, by the way). just something to add, a procedural noise map could be used and then stitched together to add some fine-grained noise without suffering polar distortion.
we have been blessed by the lord of ksp mods yet again! i would like to say, though: this tutorial is incredibly understandable, even if i still kinda suck at ksp planet modding, so very great job! also, the fact that it's up-to-date instead of being 5 years old, like many other tutorials, just means that it's more useful. those old tutorials are still fine, but this is really good! now do binary orbits, trinary orbits, quadruple orbits, black holes and everything very difficult to do (evil laughter) im kidding
@@_thresh_ Correct, it's not too difficult to do. Create a "Dummy planet" point mass with the same combined mass as the two bodies. Calculate the location of the barycenter between the two real planets with maths. Or just approximate it, if the two planets are about the same mass, just put it roughly equi-distant, if one mass is around double the other, put the barycentrer about 2/3's of the distance between them, closer to the largest mass, and so on. Ensure the two planets are tidally locked to the barycenter and have matching orbital periods. Give each of the planets the appropriate SOI so that when getting close enough to each individually they behave like normal, calculate the approximate hill sphere of each body with maths or just approximate. Ensure the two SOI's add up to the combined Semi-Major Axis to "overlap" the barycenter and avoid weird barycenter-blackhole f*ckery when transiting between planets. Feel free to add close moons to the planets or very distance moons that orbit the COM. Disable the Barycenter Orbital Icon. Enjoy. Edit: Keep in mind it's only an approximatiom for a binary system with KSP's Two-Body Gravity, if you want real binary behaviour, you'll need a mod like Principia.
@@_thresh_I have this mod which adds story and another star system (Kerbol System UNMODDIFIED) as well as some planets. It has a binary planet and this is exactly what they do, they make a planet called "x and y" and make the planets x and y orbit it, with the planet "x and y" invisible, with no radius so you can't crash into it. (The original has gravity so it has a SOI, but it isn't necessary) X and Y are just the names of the planets in a Binary Orbit.
I definitely would love to try this. But it seems rather complex. Loving your current mod so far. Volumetric clouds are there, i requested them before and glad they are in the mod now I have one issue, the game often crashes when entering the SOI of a star.
One of the required mods are KSP Community Fixes forum.kerbalspaceprogram.com/topic/204002-18-112-kspcommunityfixes-bugfixes-and-qol-tweaks/ What you have to do is scroll down in the settings (the kind in the space center view) and turn off the maneuver tool with it. (The maneuver tool causes a lot of lag with large systems (also, the maneuver tool is not the maneuver node feature, it's the little thing on the sidebar that makes maneuvers for you))
Great tutorial! The rings tutorial really helped me make my own rings for jool. You have explained in a simple way and I hope to create some better stuff in the future!
Better way to create star system: -Find a really high quality planet pack created by someone who actually knows what they're doing -Change their orbital parameters and place them in a location of your choice in your new system -Add Scatterer and Clouds -Rinse and repeat until you have a beautiful system of planets. -Profi-CRASH THE GAME FROM LACK OF MEMORY!
There's unfortunately no way to have the star be "on its own" because Kerbol is essentially the centre of the universe in KSP. What you can do is add a "Mode = OFF" value to your Orbit node to hide the orbit line, then set the period to a really high number (Period = 1000000000000000) This adds the illusion that the star is separate from the Kerbol system.
Can you not just like make a black hole "star" which kerbol and any new stars are made to orbit? Since this is exactly like stars in real life (except they pull on each other)
how do i edit Proksimus Kirbani to make it visible during it being far away? and edit other stars so they dont shine so brightly against other planets there not supposed to?
you can look on their wikis, they generally have info on how to use them: github.com/Gameslinx/Tessellation/wiki, github.com/LGhassen/EnvironmentalVisualEnhancements/wiki
I'm trying to change my gas giant's atmosphere color, but no matter what I put in the waveLength section, every time I reboot the game it becomes Jool-green again. I've added invWaveLength, checked through the Jool configs and can't seem to get it :/ (I want to make the atmosphere beige, like Jupiter if that helps)
Im having problems with my gas giant Tessler, the rings are a solid color and the orbit line is distorted and way out of the solar system but the planet is in the correct place
Hi. The tutorial works like a charm, but there is a slight problem. When I make my gas giant orbit my custom star, the gas giant appears red. I'm not sure what's causing this, but I think it may be the light intensity curve calculator that I am using which seems to have different values than yours? And this only happens when it's orbiting my custom star, when it was orbiting Kerbol it was completely fine. I'm honestly quite confused as to why this is happening, so it would be highly appreciated if you could at least help me with this.
I'm trying to make the atmosphere planet but whenever I add it to my mod the entire system does not appear and my ksp lot says "Object reference not set to an instance of an object", does anybody know what I did wrong?
Please tell me the fix, i don't have that application and i have no idea what is wrong, my gas giant doesn't show up and the game crashes when trying to focus on a star from another mod i didn't make!
ok... so im not trying to make my own, but, im trying to install a systme made by another person. anyway i try to start the game, it loads, but a error pops up saying: korpencus couldnt load star system, and loading save will prob cause corruption or annhilation. something like that. how to fix?
there isn't any real way to make stars exempt from another star's light, it probably makes sense to have them light each other up anyway (unless if it really looks unnatural, then maybe the light curves are a bit messed up?)
@@Sushut I don't think it looks too unnatural but having one side of a star be brighter than the other just looks wrong for some reason. I could send a screenshot of stuff so u can see what I mean if u want
Example Mod: spacedock.info/mod/3445/Example%20Star%20System Feel free to ask any questions! I'm willing to help out! Another edit: When making oceanic planets, I'd really recommend outlining the continents instead of hoping random tangram mixing will look good. (Remember that your goal is to make something better than what is in the tutorial!) Also sorry for the christopher nolan volume at the end i uhhh umm uhh scrweed it up
I know I probably sound like an idiot, but in VS Code, your code appears with cool colors and mine doesn't. Is there some sort of "configure settings in VS before doing literally anything" step that I missed?
im trying to make a gas giant but for some reason the planet is almost pure white, theres a few visible bands but its mainly just a pure white planet with a yellow atmosphere and idk why
could it be the Color parameter in the ScaledVersion node? the R G B values are meant to go from 0 to 1 so if you set it to smth like 255,255,255 it's gonna look like what you described
@@Sushut ive changed it now but its now a yellow planet with a few visible bands and a yellow atmosphere, does using a low quality texture and normal map do anything since thats the only thing i can think is causing it
kopernicus.github.io/wiki/content/Properties/Biome.html you can see it here, and you can also go to kittopiadumps for examples, AND you can also ask people in the kopernicus discord!
One more thing is that my planets "scaled mesh" (forgot what its called) Isnt aligned/anchored to the regular surface. Btw : didnt mean to delete my other comment lol.
you can just delete them and then make new ones just put @Kopernicus { !Body[Eve]{} } or something to delete Eve (replace Eve with whatever you want to delete) also note that replacing kerbin is much harder and more nuanced.
I'm having a great time making a custom system for myself with this tutorial! I'm having a bit of trouble with heightmaps though. No matter what I do or what settings I change, every planet uses the heightmap of the template planet instead of the heightmap I provide for it. Has anyone else had this issue, and does anyone have any advice for how to resolve this? Thank you!
To clarify, I have removeAllPQSMods set to True in the template section and I'm still getting the same result, even after removing and re-generating the cache file for the planet in question
@@VexWythe you're having issues with PQS or the scaled mesh? PQS being the planet from the ground and scaled being the planet from map view / very far away
@@Sushut I actually didn't realize those were different things! I thought I was having trouble with PQS, but I just figured out that I'd set up my normal maps wrong! Thanks so much, I'm all good now!
No. The tutorial makes a very hot planet orbiting Kerbol in a very large orbit. It has moons and some of those moons have moons. (Satalites are the official term, if you are orbiting the mün, you are kinda like those moons of moons of planets, except those have a SOI when you don't)
awesome video! however what if you want replace the sun itself with a bigger star and different display name, is that possible? i've tried making my own custom star but it won't load in, even after deleting the sun or even when i place it in orbit further away. am i doing something wrong?
@@randomperson-rn1gg you can also do @Body[Sun] but that works too (note that @Body:HAS[@Template:HAS[# name[Sun]]] will edit EVERY star in game, including ones added by mods)
@@Sushut I'm having problems with atmospheres, they are all stuck green, I have tried to change the wavelength, lightcolour and ambient. It changes in kittopia, but whe i copy in the values, it doesnt's change.
@@jeffhaspowerz6771 what specifically is stuck? like the sky effect or the rim around the scaled model? for the rim you have to edit the gradient inside scaledversion material
How to change Atmosphere nodes in star configs? my star's texture is gone. Star cfg @Kopernicus { Body { name=KAO1 cacheFile=KAO1System/Cache/KAO1.bin Template { name=Sun } Properties { displayName=KAO-1 description=A M type main sequence star. radius=26160000 // in meter mass=1.75654591319326E+27 rotates=True rotationPeriod=720000 tidallyLocked=False } Orbit { referenceBody=Sun Mode=OFF color=1,1,1,1 inclination=0 eccentricity=0.0005 semiMajorAxis=19800000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 }
im pretty sure it goes like: (put in a .cfg) @Kopernicus { !Body[Duna]{} } just replace "duna" with whatever planet you want gone (except kerbin, that's a bit more complicated)
Thanks to you I made a red giant star 102x Kerbol’s size and eight times the mass and moved it to very far away and it still caused every planet to be razed by hellfire.
move it even farther away
@@1000-THR I tried and even though it was no longer visible it was still too damn bright.
You have to mak a custom keys set for kerbol's light mods like low light levels red do this I recommend using on of these keys eet for kerbol for your star system
@@poatao-pe1ol I used the KSP starlight modeler thing for it.
why do those rings actually look cool
they do! creating even basic ring maps in GIMP can look very good in KSP.
Everyone Else: Earthlike
Me: Hellfire, A Planet So Close To Its Star, It’s Cracking And Melting
Oh yeah that reminds me, i wanted fo make a planet pack that adds in the analogue to the hypothetical planet vulcan, should probably get back on making that
okay but what about, a planet called "execution sphere" that is 1km in size and has 30x the mass of kerbol, meaning if you enter its sphere of influence, you just die, oh and also it has the sphere of influence the size of jool
@@1000-THR that just sounds like the perfect body to use for gravity assists
The SunFix Config will be pretty useful for the mod I'm making. I'll of course credit you for it because it's only fair to do so.
How to make a realistic star system (not ours) in a few easy steps:
1. Make a Black Hole "Star" which is all black and has Yellow "Rings".
2. Make Kerbol orbit this Black Hole.
3. Pick at least 1 of the below options, and peform as many times as required.
3a. Make a Custom Star System which also orbits the Black Hole.
3b. Make another mod's Star System orbit the Black Hole, and require this mod as a dependency on the mod page.
4. Debug.
5. Repeat steps 4 and 5 until the game loads and you are happy with the result.
6. (Optional) Add custom parts to allow travel to these star systems, or reccomend a mod which does the same.
7. Publish the mod.
this is kcalbeloh system without 3b
smh imagine publishing mods
Nice. As a planet modder myself I already know how do stuff but I think I might take inspiration from the techniques used here!
great video! i discovered this after making LSR (which was my first mod, by the way). just something to add, a procedural noise map could be used and then stitched together to add some fine-grained noise without suffering polar distortion.
we have been blessed by the lord of ksp mods yet again!
i would like to say, though: this tutorial is incredibly understandable, even if i still kinda suck at ksp planet modding, so very great job! also, the fact that it's up-to-date instead of being 5 years old, like many other tutorials, just means that it's more useful. those old tutorials are still fine, but this is really good!
now do binary orbits, trinary orbits, quadruple orbits, black holes and everything very difficult to do (evil laughter)
im kidding
you can probably make binary orbits by making two planets orbit around another invisible planet with the same semi major axis
@@_thresh_ Correct, it's not too difficult to do.
Create a "Dummy planet" point mass with the same combined mass as the two bodies.
Calculate the location of the barycenter between the two real planets with maths.
Or just approximate it, if the two planets are about the same mass, just put it roughly equi-distant, if one mass is around double the other, put the barycentrer about 2/3's of the distance between them, closer to the largest mass, and so on.
Ensure the two planets are tidally locked to the barycenter and have matching orbital periods.
Give each of the planets the appropriate SOI so that when getting close enough to each individually they behave like normal, calculate the approximate hill sphere of each body with maths or just approximate.
Ensure the two SOI's add up to the combined Semi-Major Axis to "overlap" the barycenter and avoid weird barycenter-blackhole f*ckery when transiting between planets.
Feel free to add close moons to the planets or very distance moons that orbit the COM.
Disable the Barycenter Orbital Icon.
Enjoy.
Edit: Keep in mind it's only an approximatiom for a binary system with KSP's Two-Body Gravity, if you want real binary behaviour, you'll need a mod like Principia.
@@MDE_never_dies most real reply i've ever seen
Thank you@@Sushut
@@_thresh_I have this mod which adds story and another star system (Kerbol System UNMODDIFIED) as well as some planets. It has a binary planet and this is exactly what they do, they make a planet called "x and y" and make the planets x and y orbit it, with the planet "x and y" invisible, with no radius so you can't crash into it. (The original has gravity so it has a SOI, but it isn't necessary) X and Y are just the names of the planets in a Binary Orbit.
I definitely would love to try this. But it seems rather complex.
Loving your current mod so far. Volumetric clouds are there, i requested them before and glad they are in the mod now
I have one issue, the game often crashes when entering the SOI of a star.
One of the required mods are KSP Community Fixes forum.kerbalspaceprogram.com/topic/204002-18-112-kspcommunityfixes-bugfixes-and-qol-tweaks/
What you have to do is scroll down in the settings (the kind in the space center view) and turn off the maneuver tool with it. (The maneuver tool causes a lot of lag with large systems (also, the maneuver tool is not the maneuver node feature, it's the little thing on the sidebar that makes maneuvers for you))
@Sushut wow sweet thanks mate 😅
Great tutorial! The rings tutorial really helped me make my own rings for jool. You have explained in a simple way and I hope to create some better stuff in the future!
Incredibly useful resource, used this to get started on my planet pack!
Aha! With this information I can create my masterpiece!
Better way to create star system:
-Find a really high quality planet pack created by someone who actually knows what they're doing
-Change their orbital parameters and place them in a location of your choice in your new system
-Add Scatterer and Clouds
-Rinse and repeat until you have a beautiful system of planets.
-Profi-CRASH THE GAME FROM LACK OF MEMORY!
NO
@@GodzillaJawz 😁
real
Cant Wait For Part 3!
people seem to really want part 3 more than i thought...
@@Sushut lol
@@Sushut How Most People Make Height Maps: Tangram Heightmapper, How I Make Heightmaps: th-cam.com/users/shortslVTC6fxjZg8
I might get a PC just to play this mod. Imagine if consoles supported modding
I noticed the star orbited the Kerbol system. Is there anyway to do distant stars unaffiliated with the stock system like in the mod Galaxies Unbound?
There's unfortunately no way to have the star be "on its own" because Kerbol is essentially the centre of the universe in KSP.
What you can do is add a "Mode = OFF" value to your Orbit node to hide the orbit line, then set the period to a really high number (Period = 1000000000000000)
This adds the illusion that the star is separate from the Kerbol system.
Can you not just like make a black hole "star" which kerbol and any new stars are made to orbit? Since this is exactly like stars in real life (except they pull on each other)
@@teamruddy611 look at kcalbeloh systems KerbolAroundKcalbeloh.cfg
@@teamruddy611 you can, check KerbolAroundKcalbeloh.cfg in KcalbelohSystem/OtherFeatures
how do i edit Proksimus Kirbani to make it visible during it being far away? and edit other stars so they dont shine so brightly against other planets there not supposed to?
btw 1:34 cache is mispelled but it'll work anyway
Waiting for the Kopernicus version for KSP2 so the OPM can be added to it.
OPM Is Ok, I Used To Use It. Might Give It Another Shot
After this i became a planet
yes
Sushut I have question, how to add parallax support and volumetric clouds?
you can look on their wikis, they generally have info on how to use them: github.com/Gameslinx/Tessellation/wiki, github.com/LGhassen/EnvironmentalVisualEnhancements/wiki
thx man!
I have a problem. My gas giant lighting as all messed up (i have a normal map and stuff)
I have contacted you in discord
ca you maybe go into more detail about what you do to the image
all the mapmaking is purely artistic and up to how you do it
@@Sushut yes but i don't understand the tools that you use like the eraser
I'm trying to change my gas giant's atmosphere color, but no matter what I put in the waveLength section, every time I reboot the game it becomes Jool-green again. I've added invWaveLength, checked through the Jool configs and can't seem to get it :/
(I want to make the atmosphere beige, like Jupiter if that helps)
I figured it out, I still had a Scatterer config folder installed in the GameData folder
glad to see you figured it out, if you need help feel free to dm me on discord
Im having problems with my gas giant Tessler, the rings are a solid color and the orbit line is distorted and way out of the solar system but the planet is in the correct place
do you have any way to send a screenshot of what you mean? it's kinda hard to troubleshoot with just words
@@Sushut do discord cdn links work? let me try it
@@jebediahmothman you could also just dm it to me lol (user is Sushut)
also sushut I had another doubt with how to do the texturing for the ocean planet, I’m really confused about it
I just can’t understand how to separate the land and water parts in the texture
@@aaravaj9026 could you send some pictures of what you currently have to me on discord? (user is just sushut)
@@Sushut i sent you everything
Hi. The tutorial works like a charm, but there is a slight problem.
When I make my gas giant orbit my custom star, the gas giant appears red. I'm not sure what's causing this, but I think it may be the light intensity curve calculator that I am using which seems to have different values than yours? And this only happens when it's orbiting my custom star, when it was orbiting Kerbol it was completely fine. I'm honestly quite confused as to why this is happening, so it would be highly appreciated if you could at least help me with this.
did you make the star's light red? remember that color values are from 0 to 1
Nvm I found the issue, It turns out I forgot to change some values to "1,1,1,1". Thanks for pointing me in the right direction!
I'm trying to make the atmosphere planet but whenever I add it to my mod the entire system does not appear and my ksp lot says
"Object reference not set to an instance of an object", does anybody know what I did wrong?
there's a ton of different reasons why, if you can, could you send me the kopernicus logs on discord (once it's back up, discord seems to be down atm)
Please tell me the fix, i don't have that application and i have no idea what is wrong, my gas giant doesn't show up and the game crashes when trying to focus on a star from another mod i didn't make!
The cache file i specified the path for wasn't there before but now it is there and i have no idea what it means.
@@teamruddy611 you need kopernicus
If I want to make eve tilted not the orbit what do I change in the orbit part
ksp doesn't have axial tilt
@@Sushut Aww shucks that annoying man it would be so cool
ok... so im not trying to make my own, but, im trying to install a systme made by another person. anyway i try to start the game, it loads, but a error pops up saying: korpencus couldnt load star system, and loading save will prob cause corruption or annhilation. something like that. how to fix?
try contacting the creator of the planet pack and see if they can help
@@Sushut im also trying to make my own system too, ill see if that works. also what picture editor do you use?
@@gebo_x GIMP but i heard krita is great too
YESSSS I LOVE YOU POGG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I made a binary system but why do the stars seem to light each other up?
there isn't any real way to make stars exempt from another star's light, it probably makes sense to have them light each other up anyway (unless if it really looks unnatural, then maybe the light curves are a bit messed up?)
@@Sushut I don't think it looks too unnatural but having one side of a star be brighter than the other just looks wrong for some reason. I could send a screenshot of stuff so u can see what I mean if u want
@@itz_n3uva sure
@@Sushut okay, do u have anywhere I can send you them at like discord or something?
@@itz_n3uva sushut on discord works fine
for some reason the surface of my planet fades out when zooming out and looks really weird, and the terrain is stepped and looks like stairs
looks like you got something wrong in the pqs part of the config, make sure to double check it or send it to me so i can look over it (if you can't)
@@Sushut PQS
{
fadeStart = 20000
fadeEnd = 30000
minLevel = 2
maxLevel = 9
materialType = AtmosphericTriplanarZoomRotation // Best one to use probably, don't change this.
Material // I uhh, uhh... I don't... Know?
{
factor = 8
factorBlendWidth = 0.05
factorRotation = 135
saturation = 1
contrast = 1
tintColor = 1,1,1,1
specularColor = 0.1,0.1,0.1,1
albedoBrightness = 1
steepPower = 2
steepTexStart = 10000
steepTexEnd = 200000
steepTex = BUILTIN/ikeSteep_diffuse
steepTexScale = 1,1
steepTexOffset = 0,0
steepBumpMap = BUILTIN/ikeSteep_nrm
steepBumpMapScale = 1,1
steepBumpMapOffset = 0,0
steepNearTiling = 50
steepTiling = 50
midTex = BUILTIN/EelooHighQuality-Mid_Diffuse
midTexScale = 1,1
midTexOffset = 0,0
midTiling = 150000
midBumpMap = BUILTIN/EelooHighQuality-Mid_Normal
midBumpMapScale = 1,1
midBumpMapOffset = 0,0
midBumpTiling = 150000
lowStart = -1
lowEnd = -1
highStart = 2
highEnd = 2
globalDensity = 1
planetOpacity = 1
oceanFogDistance = 1000
}
Mods
{
VertexHeightMap // Heightmap node.
{
map = KillihitPlanetPack/PluginData/bumperHgt.dds // Filepath to heightmap.
offset = -1000 // Offset of the terrain.
deformity = 6000 // Terrain deformity.
scaleDeformityByRadius = False
order = 100
}
VertexColorMap
{
map = KillihitPlanetPack/PluginData/bumperClr.dds
order = 20
enabled = True
}
VertexHeightNoiseVertHeightCurve2 // PQS noise, consult the wiki for this as it's too weird to explain.
{
deformity = 4000
ridgedAddFrequency = 32
ridgedAddLacunarity = 2
ridgedAddOctaves = 8
ridgedAddSeed = 456352342
ridgedMode = Low
ridgedSubFrequency = 32
ridgedSubLacunarity = 2
ridgedSubOctaves = 8
ridgedSubSeed = 234352
simplexFrequency = 24
simplexHeightEnd = 6000
simplexHeightStart = 0
simplexOctaves = 8
simplexPersistence = 0.5
simplexSeed = 345463425
order = 40
enabled = True
simplexCurve
{
key = 0 0 0 0
key = 0.6311918 0.4490898 1.432598 1.432598
key = 1 1 0 0
}
}
}
}
@@Sushut sent it, also any idea on how to make a non spherical object like gilly or asteroids from MPE or JMP
@@jebediahmothman a planet can have several heightmaps, what i recomment is making a lower-resolution "shape map" for the asteroid and adding it
@@Sushut how do you add the multiple heightmaps? do you just put two in on the PQS or?
Example Mod: spacedock.info/mod/3445/Example%20Star%20System
Feel free to ask any questions! I'm willing to help out!
Another edit: When making oceanic planets, I'd really recommend outlining the continents instead of hoping random tangram mixing will look good. (Remember that your goal is to make something better than what is in the tutorial!)
Also sorry for the christopher nolan volume at the end i uhhh umm uhh scrweed it up
@@SharkyKSP nuh uh
@@SharkyKSP move your oral cavity to be closed
I know I probably sound like an idiot, but in VS Code, your code appears with cool colors and mine doesn't. Is there some sort of "configure settings in VS before doing literally anything" step that I missed?
@@loveskngm31hstsdaily1I’m also a planet modder so I’ll answer this one - it’s an extension called KSP Config Support
@@wombyy precisely that
Love how the names are just backwards 😂
im trying to make a gas giant but for some reason the planet is almost pure white, theres a few visible bands but its mainly just a pure white planet with a yellow atmosphere and idk why
could it be the Color parameter in the ScaledVersion node? the R G B values are meant to go from 0 to 1 so if you set it to smth like 255,255,255 it's gonna look like what you described
@@Sushut ive changed it now but its now a yellow planet with a few visible bands and a yellow atmosphere, does using a low quality texture and normal map do anything since thats the only thing i can think is causing it
@@citernstuff8761 could you be able to send the config and textures so i can look over them?
oops sorry i completely forgot about this anyways sure
oh btw send where
I can't get a .bin file to appear do you have any ideas?
like the bin that kopernicus makes when your planet loads?
usually, that's because your planet didn't load or your cache path is wrong
WHERE YOU GONNA SHOW HOW TO DO THE BIOME MAPS?
kopernicus.github.io/wiki/content/Properties/Biome.html you can see it here, and you can also go to kittopiadumps for examples, AND you can also ask people in the kopernicus discord!
I have idea for a planet mod called "Sternenfront"
One more thing is that my planets "scaled mesh" (forgot what its called) Isnt aligned/anchored to the regular surface.
Btw : didnt mean to delete my other comment lol.
To sum it up : The lower res part when zooming out isnt level with actual ground.
delete the cache file that the planet generated, that stores the scaled mesh and should be remade if it's missing
@@Sushut okay i will do that
:O Wow, you just saved me days of trying to figure this out when it was just a config file all along. Thank you!
I wonder how to replace the stock planets with custom ones
you can just delete them and then make new ones
just put
@Kopernicus
{
!Body[Eve]{}
}
or something to delete Eve (replace Eve with whatever you want to delete)
also note that replacing kerbin is much harder and more nuanced.
If you want to replace Kerbin or Kerbol, you need to edit them directly.
how to make black hole in kksp?
using thr singularity mod
@@Sushut ok and how to make black hole configs?
@@Martinos_Official the mod has a wiki that can show you how to use it github.com/LGhassen/Singularity/wiki
@@Sushut Thanks!
What VS Code addon are you using to add syntax highlights to the config files?
i dont remember but it was smth like "ksp config highlighting" or similar
@@Sushut Installed the addon made by al2me6 and that seems to be the one! Thank you!
I did this and ksp won’t start how do I fix this
can you DM me on discord with some more info on the issue?
@@Sushut k
how to soft eraser
any search engine will help you more than i can in this topic, because I don't remember
What site are you using to get all of that code..
as in? im using vscode to write it, and a bunch of other sites i linked in the description to use as reference
at 2:23 @@Sushut I couldn't find the source for the code you copied and pasted in the description, am I missing something or am I dumb?
@@ronno7660 it's in the kopernicus wiki under the "orbit" section
@@Sushut Ah I am stupid, Thanks for the help!
Yo I hate to be a pest but, Any reason to why this isnt working?@@Sushut
@Culton
{
Body
{
name = Culton
cacheFile = ElpmaxeSystem/Cahce/Culton.bin
Template
{
name = Jool
}
Properties
{
displayName = Culton^N
description = A smaller gas giant that use to be a rogue planet, but entered the Kerbol System not to long ago.. This isnt bad, right?
radius = 2250000
geeASL = 0.89
rotates = true
rotationPeriod = 5000
tidallyLocked = False
}
Orbit
{
referenceBody = Sun
color = 1,0.984,0,1
inclination = 49.5
eccentricity = 0.25
semiMajorAxis = 620000000000
longitudeOfAscendingNode = 40
argumentOfPeriapsis = 10
meanAnomalyAtEpoch = 2.01
epoch = 0
}
ScaledVersion
{
type = Atmospheric
Material
{
//texture = False
//normals = False
color = 1,1,1,1
specColor = 0,0,0,0
shininess = 0.9
rimPower = 1
rimBlend = 1
Gradient
{
0.0 = 0.89, 0.4, 0, 1
0.5 = 0.89, 0.631, 0, 1
0.7 = 0, 0, 0, 0
}
}
Atmosphere
{
enabled = True
oxygen = True
ambientColor = 1, 0.902, 0, 1
AtmosphereFromGround
{
DEBUG_alwaysUpdateAll = False
doScale = False
waveLength = 0, 0.902, 1, 1
samples = 2
innerRadius = 595626.9
outerRadius = 635865.6
innerRadiusMult = 0.9563388
outerRadiusMult = 1.045001
transformScale = 1.095,1.095,1.095
}
}
}
}
}
I'm having a great time making a custom system for myself with this tutorial! I'm having a bit of trouble with heightmaps though. No matter what I do or what settings I change, every planet uses the heightmap of the template planet instead of the heightmap I provide for it. Has anyone else had this issue, and does anyone have any advice for how to resolve this? Thank you!
To clarify, I have removeAllPQSMods set to True in the template section and I'm still getting the same result, even after removing and re-generating the cache file for the planet in question
@@VexWythe you're having issues with PQS or the scaled mesh? PQS being the planet from the ground and scaled being the planet from map view / very far away
@@Sushut I actually didn't realize those were different things! I thought I was having trouble with PQS, but I just figured out that I'd set up my normal maps wrong! Thanks so much, I'm all good now!
Is this custom star system?
I don't know.
No. The tutorial makes a very hot planet orbiting Kerbol in a very large orbit. It has moons and some of those moons have moons. (Satalites are the official term, if you are orbiting the mün, you are kinda like those moons of moons of planets, except those have a SOI when you don't)
how do i make a .bin file?
Kopernicus does it for you. All you need to do is specify the path to put it in
@@Sushut thank you! :)
@@Sushut One question, how do i fix my craft falling (slightly clipping) into the ground through the ground a little bit when i'm landed?
@@animationman9509 I haven't heard about that issue in a while, are you using the latest kopernicus version?
nice music, dont know what was in the video
can you help? i already did what you did in the video and checked for typos but my planet still won't load, if needed i can send you the config file
it's best if you can send the config to sushut on discord
Can someone please help me make this work this EVE and Scatterer?
check out the wikis for those mods, or check out other planet packs that do have configs for them
awesome video! however what if you want replace the sun itself with a bigger star and different display name, is that possible? i've tried making my own custom star but it won't load in, even after deleting the sun or even when i place it in orbit further away. am i doing something wrong?
I've done it a few times, but it's hard to explain, basically you have to edit the sun, not delete it
@@Sushut i'm willing to try if you still remember how you did it
@@randomperson-rn1gg it would be much easier for me to talk about this on discord
@@Sushut nevermind i figured it out. i used @Body:HAS[@Template:HAS[#name[Sun]]] to change some properties!!
@@randomperson-rn1gg you can also do @Body[Sun] but that works too (note that @Body:HAS[@Template:HAS[# name[Sun]]] will edit EVERY star in game, including ones added by mods)
how did you get such a high-quality jupiter texture? mine are all blurry
Also, how do i create good names for planets?
i found the jupiter image from nasa, just searched up high res jupiter
and for names, just be creative i guess
@@Sushut Thanks :D
@@Sushut I'm having problems with atmospheres, they are all stuck green, I have tried to change the wavelength, lightcolour and ambient. It changes in kittopia, but whe i copy in the values, it doesnt's change.
@@jeffhaspowerz6771 what specifically is stuck? like the sky effect or the rim around the scaled model?
for the rim you have to edit the gradient inside scaledversion material
@@Sushut Oh also the rim looks off.
I will proide screenshots of the things
This is definitely more complicated than New Horizons for Outer Wilds 😭
wait tell the skin walkers or alternets come
How to change Atmosphere nodes in star configs? my star's texture is gone.
Star cfg
@Kopernicus
{
Body
{
name=KAO1
cacheFile=KAO1System/Cache/KAO1.bin
Template
{
name=Sun
}
Properties
{
displayName=KAO-1
description=A M type main sequence star.
radius=26160000 // in meter
mass=1.75654591319326E+27
rotates=True
rotationPeriod=720000
tidallyLocked=False
}
Orbit
{
referenceBody=Sun
Mode=OFF
color=1,1,1,1
inclination=0
eccentricity=0.0005
semiMajorAxis=19800000000000
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
}
ScaledVersion
{
type=Star
Material
{
noiseMap = BUILTIN/sunnoisenew
emitColor0 = 1.0,0.17,1
emitColor1 = 1.0,0.17,1
sunspotTex = BUILTIN/sunsurfacenew
sunspotPower = 0.75
sunspotColor = 0.28,0.12,0.02,1
rimColor = 1.0,0.17,1
rimPower = 0.79
rimBlend = 2.25
}
Light
{
sunlightColor = 1.0,0.17,1
sunlightShadowStrength = 1
scaledSunlightColor = 1.0,0.17,1
IVASunColor = 1.0,0.17,1
ambientLightColor = 0,0,0,0
sunLensFlareColor = 1.0,0.17,1
givesOffLight = True
sunAU = 13599840
luminosity = 136
insolation=0.15
brightnessCurve
{
//empty
}
IntensityCurve
{
key = 1000000000 0.116618353 -5.83092E-11 -5.83092E-11
key = 2000000000 0.082461628 -2.06154E-11 -7.28865E-12
key = 4000000000 0.058309176 -7.28865E-12 -7.28865E-12
key = 5263138304 0.050832856 -4.82914E-12 -4.82914E-12
key = 9832684544 0.0371904 -1.89116E-12 -1.89116E-12
key = 13599840256 0.031622777 -1.16262E-12 -1.16262E-12
key = 20726155264 0.025615777 -6.17958E-13 -6.17958E-13
key = 40839348203 0.018248514 -2.23418E-13 -2.23418E-13
key = 68773560320 0.014062293 -1.02236E-13 -1.02236E-13
key = 90118820000 0.012284547 -6.81575E-14 -6.81575E-14
key = 1.00119E+11 0.011654913 -5.82054E-14 -5.82054E-14
key = 2E+11 0.008246163 -2.06154E-14 -2.06154E-14
key = 3E+11 0.006732964 -1.12216E-14 -1.12216E-14
key = 6E+11 0.004760924 -3.96744E-15 -3.96744E-15
key = 1.2E+12 0.003366482 -1.4027E-15 -1.4027E-15
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+14 0.000336648 -1.4027E-18 -1.4027E-18
key = 4.26073E+15 5.64969E-05 -6.62996E-21 -6.62996E-21
key = 9.46073E+15 3.79144E-05 -2.00378E-21 -2.00378E-21
}
ScaledIntensityCurve
{
key = 166666.6667 0.116618353 -3.49855E-07 -3.49855E-07
key = 333333.3333 0.082461628 -1.23692E-07 -4.37319E-08
key = 666666.6667 0.058309176 -4.37319E-08 -4.37319E-08
key = 877189.7173 0.050832856 -2.89748E-08 -2.89748E-08
key = 1638780.757 0.0371904 -1.1347E-08 -1.1347E-08
key = 2266640.043 0.031622777 -6.97569E-09 -6.97569E-09
key = 3454359.211 0.025615777 -3.70775E-09 -3.70775E-09
key = 6806558.034 0.018248514 -1.34051E-09 -1.34051E-09
key = 11462260.05 0.014062293 -6.13417E-10 -6.13417E-10
key = 15019803.33 0.012284547 -4.08945E-10 -4.08945E-10
key = 16686470 0.011654913 -3.49232E-10 -3.49232E-10
key = 33333333.33 0.008246163 -1.23692E-10 -1.23692E-10
key = 50000000 0.006732964 -6.73296E-11 -6.73296E-11
key = 100000000 0.004760924 -2.38046E-11 -2.38046E-11
key = 200000000 0.003366482 -8.4162E-12 -8.4162E-12
key = 2000000000 0.001064575 -2.66144E-13 -2.66144E-13
key = 2000000000 0.001064575 -2.66144E-13 -2.66144E-13
key = 20000000000 0.000336648 -8.4162E-15 -8.4162E-15
key = 7.10122E+11 5.64969E-05 -3.97798E-17 -3.97798E-17
key = 1.57679E+12 3.79144E-05 -1.20227E-17 -1.20227E-17
}
IVAIntensityCurve
{
key = 1000000000 0.116618353 -5.83092E-11 -5.83092E-11
key = 2000000000 0.082461628 -2.06154E-11 -7.28865E-12
key = 4000000000 0.058309176 -7.28865E-12 -7.28865E-12
key = 5263138304 0.050832856 -4.82914E-12 -4.82914E-12
key = 9832684544 0.0371904 -1.89116E-12 -1.89116E-12
key = 13599840256 0.031622777 -1.16262E-12 -1.16262E-12
key = 20726155264 0.025615777 -6.17958E-13 -6.17958E-13
key = 40839348203 0.018248514 -2.23418E-13 -2.23418E-13
key = 68773560320 0.014062293 -1.02236E-13 -1.02236E-13
key = 90118820000 0.012284547 -6.81575E-14 -6.81575E-14
key = 1.00119E+11 0.011654913 -5.82054E-14 -5.82054E-14
key = 2E+11 0.008246163 -2.06154E-14 -2.06154E-14
key = 3E+11 0.006732964 -1.12216E-14 -1.12216E-14
key = 6E+11 0.004760924 -3.96744E-15 -3.96744E-15
key = 1.2E+12 0.003366482 -1.4027E-15 -1.4027E-15
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+14 0.000336648 -1.4027E-18 -1.4027E-18
key = 4.26073E+15 5.64969E-05 -6.62996E-21 -6.62996E-21
key = 9.46073E+15 3.79144E-05 -2.00378E-21 -2.00378E-21
}
}
}
Atmosphere //???
{
enabled=True
oxygen=False
ambientColor=1.0,0.17,1
}
}
}
Mess with the color values in the material node im guessing?
I salute you, fellow GIMP user
is there a way to remove the stock planets?
im pretty sure it goes like:
(put in a .cfg)
@Kopernicus
{
!Body[Duna]{}
}
just replace "duna" with whatever planet you want gone (except kerbin, that's a bit more complicated)
@@Sushut so for kerbin I could just modify it?
@@KingdomOfSaulo yes, you have to modify kerbin since the game absolutely requires that kerbin exists
@@Sushut alright, thanks man!
@@Sushut also do you have any tips on black holes? i may be taking this too far (this is my frst mod) but the star system is a binary so yeaj
this is a sigma
the madness consumes me
Day Jeb: make a jet base 👍👍👌👌🔥🔥 (add very much geeeeeeee)
a dannodraws viewer
@@jeffhaspowerz6771 yes #raiseriggy
OH MY MR.GOD OF KSP HEARTED IT HE IS GONNA MAKE IT JAAAAA
kraken needs a sacrifice now
When new video drops? 🥵
5
pls help mine make ksp shit itself pls help
i want a bit more info than that
@@Sushut yea it says kopernicus failed to load the custom planetrary system whatever that means '_' edit: i got it to load but not the texture