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Kerbin Clone

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May 26th, 2016
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  1. //setting order of config to FINAL, to prevent mods conflicting
  2. @Kopernicus:FINAL
  3. {
  4. Body
  5. {
  6. name = Bin
  7. //name can be anything you want, but I use Bin for my mods.
  8. Template
  9. {
  10. name = Kerbin
  11. isHomeWorld = False
  12. RemovePQSMods = PQSCity
  13. }
  14. Properties
  15. {
  16. isHomeWorld = False
  17. //Very important, otherwise the game breaks because it thinks there's two operational KSCs.
  18. description = A planet with blue oceans and land and blah blah blah
  19. //description can be anything you want.
  20. }
  21. }
  22. }
  23. //below this point we have almost everything from GregRoxMun. Thanks, dude!
  24. @Kopernicus:FINAL
  25. {
  26. // We want to make Kerbin occupy the point in space that Tylo usually occupies.
  27. @Body[Bin]
  28. {
  29. //Kerbin should be tidally locked such that Jool is always visible west of KSC.
  30. @Properties
  31. {
  32. rotationPeriod = 211926
  33. initialRotation = 334
  34. tidallyLocked = true
  35. }
  36. @Orbit
  37. {
  38. // Moves Kerbin to Tylo's position in space.
  39. // -- Note the "@" on the front of referenceBody. This means edit an existing attribute
  40. @referenceBody = Jool
  41.  
  42. // Other orbit stuff
  43. inclination = 0.025
  44. eccentricity = 0.0121
  45. semiMajorAxis = 68500000
  46. longitudeOfAscendingNode = 0
  47. argumentOfPeriapsis = 0
  48. meanAnomalyAtEpoch = 0
  49. epoch = 0
  50. }
  51. @Atmosphere
  52. {
  53. // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint)
  54. ambientColor = 0.175,0.18,0.195,1
  55.  
  56. // sets the waveLength property in the AtmosphereFromGround component of the scaled version
  57. // From my picking around in the KSP assemblies, it seems this is fed to the shader in this way:
  58. //
  59. // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5);
  60. //
  61. // Obviously the code for the shader is not available, and I don't feel like picking through ARB shader IL so we'll need
  62. // to figure this out experiementally.
  63. //lightColor = 0.750, 0.670, 0.575, 0.5
  64.  
  65. AtmosphereFromGround
  66. {
  67. outerRadiusMult = 1.032
  68. innerRadiusMult = 0.958
  69. waveLength = 0.5534, 0.4902, 0.457, 1
  70. }
  71. }
  72.  
  73. }
  74.  
  75. }
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