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senuaafo
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Help with creating Mods and Addons

24 Apr 2019 01:04

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

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.
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senuaafo
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25 Apr 2019 10:53

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?
 
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JackDole
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25 Apr 2019 11:18

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.
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Arturo100
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Help with creating Mods and Addons

25 Apr 2019 15:08

How do I post my large addon?
 
senuaafo
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26 Apr 2019 00:39

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,
 
senuaafo
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27 Apr 2019 12:11

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,
 
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Mosfet
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27 Apr 2019 14:42

AlbedoBond, AlbedoGeom and Brightness may affect the apparent magnitude of the moon.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
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Cantra
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28 Apr 2019 14:24

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

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"
    }
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Arturo100
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Help with creating Mods and Addons

30 Apr 2019 18:16

How do you make .sss files, I am making some megastructures around a star.
Last edited by Arturo100 on 04 May 2019 17:11, edited 1 time in total.
 
senuaafo
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Help with creating Mods and Addons

30 Apr 2019 20:55

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.
 
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TheObserver
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Help with creating Mods and Addons

07 May 2019 03:06

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!
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JackDole
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07 May 2019 03:49

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.
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TheObserver
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Help with creating Mods and Addons

07 May 2019 04:30

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.
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