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Defining Distributions
Chris Adderley edited this page Oct 28, 2020
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4 revisions
How to define distributions.
SPACEDUST_RESOURCE
{
// Name of the resource to use
resourceName = XenonGas
// Body to work on
body = Kerbin
// Set of resource bands
...
}
Resources are defined as Bands within a resource Distribution. Any number of bands can be defined, but they should have unique name
fields.
Breakdown of the key fields.
RESOURCEBAND
{
// Should be unique
name = kerbinAtmo
// Localized UI name.
title = #LOC_SpaceDust_Band_Atmosphere
// Maximum and minimum abundances (variation is by game seed)
// In t/m^3
minAbundance = 0.00000000120
maxAbundance = 0.00000000380
// Scale abundances by air density
useAirDensity = False
// Scales abundance to pressure (in atm)
densityCurve
{
key = 0 0
key = 1 1
key = 12 12
}
// Discoverability Data
// --------------
// Is this discovered at game start?
alwaysDiscovered = true
// Is this identified at game start?
alwaysIdentified = true
// Are we allowed to discover this band remotely
allowRemoteDiscovery = true
// Are we allowed to discover this band remotely
allowRemoteIdentification = true
// Rate at which we discover remotely (1.0 = full speed)
remoteDiscoveryScale = 0.75
// Rate at which we identify remotely (1.0 = full speed)
remoteIdentifyScale = 0.75
// The amount of science given from discovery. Overrides the value in SpaceDustSettings.cfg
discoveryScienceReward = 5
// The amount of science given from identification. Overrides the value in SpaceDustSettings.cfg
identifyScienceReward = 10
}
This piece specifies how the band is distributed. Currently only two types are supported: Uniform and Spherical.
Resources that are distributed uniformly throughout the SOI. No parameters
// Distribution model to use, can be Uniform or Spherical
distributionType = Uniform
Resources are defined in a sphere constrained by latitude. Parameters defined below.
// Distribution model to use, can be Uniform or Spherical
distributionType = Spherical
// Altitudes are in km from sea level
// Maximum altitude for a distribution
altUpperBound = 70000
// minimum altitude for a distribution
altLowerBound = 0
// altitude peak of a distribution
altPeak = 0
// maximum variation of these altitudes (variation is by game seed)
altVariability = 0
// Falloff for altitude, can be Linear or None
altFalloffType = Linear
// lats in degrees
// Maximum latitude for a distribution
latUpperBound = 90
// Minimum latitude for a distribution
latLowerBound = -90
// latitude peak of a distribution
latPeak = 0
// maximum variation of these latitudes (variation is by game seed)
latVariability = 0
// Falloff for latitude, can be Linear or None
latFalloffType = None
Example distribution defining one ResourceBand of XenonGas around Kerbin
SPACEDUST_RESOURCE
{
resourceName = XenonGas
body = Kerbin
RESOURCEBAND
{
name = kerbinAtmo
title = #LOC_SpaceDust_Band_Atmosphere
// Maximum and minimum abundances (variation is by game seed)
// In t/m^3
minAbundance = 0.00000000120
maxAbundance = 0.00000000380
// Discoverability Data
// --------------
alwaysDiscovered = true
alwaysIdentified = true
// Scale abundances by air density
useAirDensity = False
// Distribution model to use, can be Uniform or Spherical
distributionType = Spherical
// These parameters are specific to the Spherical model
// -------
// Altitudes are in km from sea level
// Maximum altitude for a distribution
altUpperBound = 70000
// minimum altitude for a distribution
altLowerBound = 0
// peak of a distribution
altPeak = 0
// maximum variation of these altitudes (variation is by game seed)
altVariability = 0
// Falloff for altitude, can be Linear or None
altFalloffType = Linear
// lats in degrees
// Maximum latitude for a distribution
latUpperBound = 90
// Minimum latitude for a distribution
latLowerBound = -90
// peak of a distribution
latPeak = 0
// maximum variation of these latitudes (variation is by game seed)
latVariability = 0
// Falloff for latitude, can be Linear or None
latFalloffType = None
}
}