<Poodmund>
Sigma88 I have a query regarding Sigma Dimensions and some Module Manger hocus pocus if you have the spare time (sorry for bugging), but is it possible to reference values in MM that are outside of the current node? I am try to call the Sigma Dimensions values for Resize and landscape, and then use them to create a value that is the multiple of the
<Poodmund>
two to then scale all EVE object's altitudes. Is that behavior possible?
<Poodmund>
Oh.. Sigma Dimensions does already adjust EVE config altitudes by multiplying it by the Resize factory I assume... but not by the landscape value also.
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<Kopernicus>
[Kopernicus] LGhassen opened pull request #165: Ring shader bug fix (master...master) https://git.io/vSEBG
<Poodmund>
Posted the question here too with a suggested attempt: http://forum.kerbalspaceprogram.com/index.php?/topic/50533-121-module-manager-275-november-29th-2016-better-late-than-never/&do=findComment&comment=3009488
<Poodmund>
Yeah EVE
<Sigma88>
problem with what you want to do is you don't really know what landscape means
<Sigma88>
for example
<Sigma88>
in kerbin the highest mountain is 8km
<Sigma88>
so in 10x kerbin it would be 80
<Poodmund>
Does landscape multiply the deformity keys in the PQSmods by that factor?
<Sigma88>
yes
<Poodmund>
Yeah thats what I thought.
<Sigma88>
and the offset as well
<Sigma88>
but you don't know the ratio between the PQS mods altitudes and the radius of the planet
<Sigma88>
which means you could have a very small planet with a very big "crust" of PQSMods
<Sigma88>
or like usually happens, a planet with a very small layer of PQSMods
<Sigma88>
that's why I don't account for landscape on EVE configs
<Sigma88>
I can show you how to do it if you want to try
<Poodmund>
Hmmm... its just how best to represent the altitudes when considering how they are implemented in EVE config packs so far.
<Sigma88>
the EVE configs of SD are definitely not the most developed part of SD, so it's understandable that they might need outside help
<Sigma88>
I'm not sure what you mean
<Poodmund>
Its a tricky one. Like thinking about a 10x sized Kerbin... multiplying the altitudes of the usual clouds layers by 10 would end up giving you clouds at like 60km which seems silly. But most of these upscale mods scale the landscape by a much lower factor.
<Poodmund>
Thats why I was considering using the landscape scale factor for the altitudes but I guess the utilization varies between the author of the scale patch and also how planet pack makers create the bodies.
<Sigma88>
that makes sense
<Sigma88>
tell you what
<Sigma88>
you have an install already setup right?
<Sigma88>
I've added a line to multiply for the landscape parameter as well
<Sigma88>
this should probably work better for you
<Poodmund>
Thanks yeah that seems to be what I was thinking.
<Poodmund>
... does the Resize parameter also affect the terrain size or is that solely related to landscape?
<Sigma88>
Resize changes the whole planet
<Kopernicus>
[Kopernicus] LGhassen commented on issue #165: Actually Pood, from my testing the other day, the number of actual bodies using rings didn't seem to matter, specific bodies get it anyway, even if their the only one with rings. Anyway, if it's fixed, it's fixed. https://github.com/Kopernicus/Kopernicus/pull/165#issuecomment-291642664
<Sigma88>
landscape affects only the geographical features
<Kopernicus>
[Kopernicus] LGhassen commented on issue #165: Actually Pood, from my testing the other day, the number of actual bodies using rings didn't seem to matter, specific bodies get it anyway, even if their the only one with rings. Anyway, if it's fixed, it's fixed. https://github.com/Kopernicus/Kopernicus/pull/165#issuecomment-291642664
<Sigma88>
the idea is that with resize you get exactly the same shape
<Sigma88>
just bigger or smaller
<Sigma88>
with landscape you can enhance or smooth geographical features
<Poodmund>
Ah so if you had a body with a 10km hill and applied a 10x Resize, the eq. radius would be 10x larger and the hill would be 100km high. Then if you had a landscape factor of 0.5 the eq. radius would still be 10x large but the hill would be 50km high? Is this the correct relationship?
<Sigma88>
yup
<Sigma88>
and that's why standard landscape is 1
<Sigma88>
and you just need resize to get a 10x kerbin that doesn't look squished like a pizza
<Sigma88>
unlike the old 10x mod that had incredibly flat terrain
<Poodmund>
Right, sweet.... yeah so altering the clouds altitude based of the multiple of the Resize and Landscape values is probably the "preferred" (?) way to go about it.
<Sigma88>
I don't remember why I didn't add the landscape in
<Sigma88>
but right now it seems the better option to use both
<Poodmund>
Then the proportional distance between ground and cloud altitude stays correct between the stock sized and rescaled size
<Sigma88>
I'll change it in the next SD
<Sigma88>
ah now I remember
<Sigma88>
let's say you want to enhance the landscape so that the mountains pierce through the clouds
<Sigma88>
if the clouds use the landscape parameter you cannot do that
<Sigma88>
that's why I didn't include it
<Sigma88>
I think
<Sigma88>
it's probably better to include it tho
<Poodmund>
Yeah thats exactly why the landscape value is desirable to factor in
<Sigma88>
and let ppl use the custom parameter to do this piercing thing
<Poodmund>
The terrain piercing the cloud layers look horrendous to be honest.
<Sigma88>
I wouldn't know
<Sigma88>
I got fed up with EVE
<Sigma88>
long time ago
<Sigma88>
terrible config structure
<Poodmund>
.... *deep breathes*
<Sigma88>
it's better now, but still, once burned it's difficult to come back
<Sigma88>
no offense of course
<Poodmund>
At least scatterer has rudimentary Module Manager support now.
<Poodmund>
I cope. :D
<Sigma88>
so I've heard
<Sigma88>
RT is another mod that has terrible mm support
<Sigma88>
it's atrocious
<Sigma88>
it was *
<Sigma88>
no idea how it is now
<Sigma88>
after the new group took over
<Sigma88>
is RT still a thing?
<Poodmund>
With Scatterer, until recently, when you tried to add your own nodes via MM, it would duplicate all the new keys you specify into the existing default node and rewrite the .cfg file.
<Poodmund>
RT is still a thing, development is still going on.
<Sigma88>
cool
<Sigma88>
it was one of my favourite mods
<Poodmund>
Made KSP actually somewhat a challenge.
<Poodmund>
Anyway I have to head out and hit the sack, thanks for your help, Sigma88. Let me know if you need any further input, testing or feedback on anything to do with the discussed. :D Take care! o/