Page 59 of 66

Help with creating Mods and Addons

Posted: 24 Apr 2019 01:04
by senuaafo
Is there a way to change the colors of these mares so they more closely match the surrounding oceans?

Help with creating Mods and Addons

Posted: 24 Apr 2019 01:21
by JackDole
senuaafo wrote:
Source of the post Is there a way to change the colors of these mares so they more closely match the surrounding oceans?

I do not think so.
The only way I know to get rid of these mare-like places is to turn off the atmosphere. Then these places are not visible.

Help with creating Mods and Addons

Posted: 25 Apr 2019 10:53
by senuaafo
Can somebody please explain what does the OPACITY setting for the atmosphere do?

Also, is there a comprehensive list with explanations of the various settings you encounter in the planetary scripts,
 and the editing page?

Help with creating Mods and Addons

Posted: 25 Apr 2019 11:18
by JackDole
senuaafo wrote:
Source of the post Can somebody please explain what does the OPACITY setting for the atmosphere do?

Opacity is the transparency of the atmosphere. The lower the value the more transparent is the atmosphere.

senuaafo wrote:
Source of the post Also, is there a comprehensive list with explanations of the various settings you encounter in the planetary scripts,
 and the editing page?

Read the manual. Making addons.
For example CREATING A PLANET.

Help with creating Mods and Addons

Posted: 25 Apr 2019 15:08
by Arturo100
How do I post my large addon?

Help with creating Mods and Addons

Posted: 26 Apr 2019 00:39
by senuaafo
Can someone explain the colorSea, colorShelf and colorBeach parameters and what they effect? The manual doesn't explain.

Do colorShelf and colorBeach control sea water colors (like shallow Beach waters and shallow continental shelf waters) or do they control the landside look of these features? I have played with the settings and can't see any difference.

The mention of atmospheric opacity is very vague. When run up it makes the planet turn very slightly darker, when run down, it makes those blue holes disappear, but at the cost of turning the rest of the planet a bit whiter and hazier. The effect on the blue holes is dramatic compared to the rest of the planet. Why would atmospheric opacity effect blue hole water color, and what else am I breaking/sacrificing on the planet by using this method to eliminating those blue holes?

thx,

Help with creating Mods and Addons

Posted: 27 Apr 2019 12:11
by senuaafo
I have a planet with moons. The moons appear WAY too bright when viewed from a distance, they look like fireflys or flares buzzing around the planet. But, from closer up they look normal.


[img][img]https://live.staticflickr.com/65535/46799248685_165900d1b3_b.jpg[/img]Screenshot (138) by osukent302, on Flickr[/img]


https://flic.kr/p/2eiuob2


Image


[img]<a%20data-flickr-embed=[/img][img=968x576]https://live.staticflickr.com/65535/46799248685_165900d1b3_b.jpg[/img]" />



ImageScreenshot (138) by osukent302, on Flickr


I've played with settings that look like they might possibly effect this, but nothing helps. I don't know what those settings mean and they don't help. I couldn't find help in the manual. Search terms seem to land on irrelevant topics.

How do I make the moons appear like the small and dim specks that they should be from a distance?



thx,

Help with creating Mods and Addons

Posted: 27 Apr 2019 14:42
by Mosfet
AlbedoBond, AlbedoGeom and Brightness may affect the apparent magnitude of the moon.

Help with creating Mods and Addons

Posted: 28 Apr 2019 14:24
by Cantra
Can anyone help me with making a counter-Earth mod? And/or a small planet existing in the L4 or L5 Lagrangian points?

Help with creating Mods and Addons

Posted: 29 Apr 2019 00:36
by JackDole
Cantra wrote:
Source of the post Can anyone help me with making a counter-Earth mod? And/or a small planet existing in the L4 or L5 Lagrangian points?

For a counter-earth, or the L4 and L5 points you can take these orbital data. As you can see, they differ only in the 'MeanLongitude'.

Counter-Earth:
// Counter-Earth

    Orbit
    {
        Epoch           2451545
        Period          1.0
        SemiMajorAxis   1.0000010178
        Eccentricity    0.0167086342
        Inclination     0.0
        AscendingNode   348.739
        LongOfPericen   102.93734808
        MeanLongitude   280.46645683        // Earth-Moon + 180°
        RefPlane        "Ecliptic"
    }

Lagrange L4:
// L4 point

    Orbit
    {
        Epoch           2451545
        Period          1.0
        SemiMajorAxis   1.0000010178
        Eccentricity    0.0167086342
        Inclination     0.0
        AscendingNode   348.739
        LongOfPericen   102.93734808
        MeanLongitude   160.46645683        // Earth-Moon + 60°
        RefPlane        "Ecliptic"
    }

Lagrange L5:
// L5 point

    Orbit
    {
        Epoch           2451545
        Period          1.0
        SemiMajorAxis   1.0000010178
        Eccentricity    0.0167086342
        Inclination     0.0
        AscendingNode   348.739
        LongOfPericen   102.93734808
        MeanLongitude   40.46645683        // Earth-Moon - 60°
        RefPlane        "Ecliptic"
    }

Help with creating Mods and Addons

Posted: 30 Apr 2019 18:16
by Arturo100
How do you make .sss files, I am making some megastructures around a star.

Help with creating Mods and Addons

Posted: 30 Apr 2019 20:55
by senuaafo
Mosfet wrote:
AlbedoBond, AlbedoGeom and Brightness may affect the apparent magnitude of the moon.

AlbedoGeom seems to do the trick....but there is an abrupt transition once you get to a certain distance.

Help with creating Mods and Addons

Posted: 07 May 2019 03:06
by TheObserver
I'm trying to make a script in 9.8.0E, where the camera goes to Jupiter's moon, Europa.
But when I issue the 'goto Europa' or 'gotofast Europa' commands, the camera goes to the asteroid '52 Europa' instead.

Is there a way to specify the command like goto <parent><object> or are there some other possible workarounds?
(I would like to avoid touching the pak files and the making of a new mod to correct this, if possible.)

Thanks in advance!

Help with creating Mods and Addons

Posted: 07 May 2019 03:49
by JackDole
TheObserver wrote:
Source of the post But when I issue the 'goto Europa' or 'gotofast Europa' commands, the camera goes to the asteroid '52 Europa' instead.

The only method I can think of is:
Extract the file 'SolarSys.sc' from the .pak archive. (You can open it with any program that can open .zip files.)
Extract this file to 'data\catalogs\planets'. It will not work if you put the file in the 'addons\catalogs\planets' folder! (At least not with me.)
(You may need to create the 'planets' folder first.)
Then change the name of 'Europa' in the file to "Europa\Jupiter II".
Then you can use 'Goto Jupiter II' in your script.

Help with creating Mods and Addons

Posted: 07 May 2019 04:30
by TheObserver
Thank you, this seems to be working well.

But I assume, if anyone has a modded Solar System with this file at the same place, his/her setup will be overwritten.
I will write a notice about this in my Read Me.