Thomas changed the topic of #Kopernicus to: #Kopernicus | Release 1.2.2-5 - https://git.io/v0Gg5 | Pictures: http://git.io/vWxD6 | List of packs: http://git.io/vWjiY | GitHub: http://git.io/vWAFE | Examples: http://git.io/vWAF9 | Visual Editor: http://git.io/vWAbq | Funny Quotes: https://git.io/vwsX1 | <Sigma88> how to politely tell people to shut up: link them a post that describes how to post a proper bug report
Sigma88 is now known as SigmaAway
<SigmaAway> GregroxMun:
<SigmaAway> u there?
<GregroxMun> yes
<SigmaAway> I almost forgot
<SigmaAway> it's in the folder
<GregroxMun> thank you
<SigmaAway> is that how you wanted it?
<GregroxMun> yes
<SigmaAway> ok
<GregroxMun> I'll need to do this again for several iterations, but not now
<SigmaAway> no prob
<SigmaAway> night
<SigmaAway> :)
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<GregroxMun> !tell Sigma* http://i.imgur.com/oDdmZ6R.jpg HR diagram of the stars in GN. Approximate.
<Qboid> GregroxMun: I'll redirect this as soon as they are around.
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<SigmaAway> :)
<Qboid> SigmaAway: GregroxMun left a message for you in #Kopernicus [05.05.2017 01:24:11]: "http://i.imgur.com/oDdmZ6R.jpg HR diagram of the stars in GN. Approximate."
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<Qboid> Sigma88: I'll redirect this as soon as they are around.
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<GregroxMun> Sigma88: there's something I wanted to discuss with you about GN starlight.
<Sigma88> 0/
<GregroxMun> The problem is that you make the stars too dark.
<GregroxMun> dwarf stars, specifically.
<Sigma88> you mean intensity?
<GregroxMun> yes.
<Sigma88> yes I know, it's not something I have particularly balanced
<Sigma88> send me a message on the forums with what you suggest
<Sigma88> so I can keep track
<GregroxMun> Instead of balancing the brightness to match the light at 1AU, you should balance the brightness to how it would appear at (Luminosity^0.5)AU
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<Sigma88> why is that?
<GregroxMun> because that's how it would appear at the habitable zone.
<GregroxMun> And that's how StockSun's light is defined for all of its planets, the light you'd get at the habitable zone.
<Sigma88> no I think, it's the light you would get at 1 kerbal AU
<GregroxMun> I know
<Sigma88> I would need to ask thomas tho
<GregroxMun> don't do that
<Sigma88> ok
<GregroxMun> I mean the habitable zone around the sun IS 1 AU.
<Sigma88> so it's just a way to get more Ec from small stars
<GregroxMun> Not just Ec, but also actual light. It's too dim to see around dwarf stars.
<GregroxMun> Hurts my eyes.
<Sigma88> lol
<Sigma88> I'll take a look
<Sigma88> ah now I understand what you mean
<GregroxMun> I'm writing a fuller, more formal list on the KSP messager.
<Sigma88> it's not the Ec
<Sigma88> it's the general brightness of the system
<GregroxMun> yes
<Sigma88> which is the same regardless of distance from the star
<GregroxMun> yes
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<Sigma88> I think those parameters are just set manually
<Sigma88> I can set all stars to have the same ambient brightness
<GregroxMun> I feel like making a mod to the stock system that changes all the orbits to make them consistent with the Sun being an early-K dwarf. Rename it "Kerbol," of course. :P
<GregroxMun> Because the size with regard to the RSS sun makes it a mid-M iirc. But its color is yellow, so it ought to be K.
<GregroxMun> Perhaps Kerbol is a K-giant.
<GregroxMun> K-giant in Kerbal scale.
<GregroxMun> Perhaps it was an F-star that got old. If Kerbin is 4.5 billion years old, like the Earth is, then this should work out to be about right.
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<GregroxMun> In order to find StockSun-which-i-will-be-calling-Kerbol's luminosity, we can match the color https://academo.org/demos/colour-temperature-relationship/ to temperature, and then since we already know the radius, we can calculate the luminosity in RSSsolar Luminosities and in RevSSSolar Luminosities.
<GregroxMun> Sigma88, do you already scale orbits when you put planets around other stars?
<Sigma88> what do you mean?
<GregroxMun> Well if I want my mod which normally orbits a yellow sun clone to go around a red dwarf, do you make the orbits smaller?
<Sigma88> it's on request
<GregroxMun> It should be done by default.
<GregroxMun> It is really simple too.
<Sigma88> no
<GregroxMun> find sqrt luminosity
<GregroxMun> then multiply orbit by that
<GregroxMun> oh why
<Sigma88> because it's pointless
<GregroxMun> why?
<Sigma88> because every automatic calculation adds the potential for errors
<Sigma88> and some mods do not require to move the planets
<Sigma88> for example there's one, can't remember which one, that usually has a yellow star
<Sigma88> but in GN has a red giant
<Sigma88> the planets stay in the same positions
<Sigma88> so it looks like the star went giant
<GregroxMun> Well obviously for evolved systems then that's a different thing.
<Sigma88> that's my point
<Sigma88> I can set them manually and choose case by case what's the best approach
<Sigma88> for RSS I had to shrink Sedna's orbit
<GregroxMun> Do you do it for M dwarfs?
<Sigma88> because it was reaching other stars >_>
<Sigma88> I do it for all stars on which the planet pack doesn't load on good SMAs
<Sigma88> for example for TransKeptunian
<Sigma88> I lowered all the SMAs
<Sigma88> otherwise we would have got a big hole in the middle
<Sigma88> it's really a case by case
<Sigma88> decision
<GregroxMun> I guess that makes sense.
<Sigma88> and that way you can choose whatever you want for your mod
<GregroxMun> I do take this stuff too seriously, don't I?
<Sigma88> that's why I always ask you :D
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<GregroxMun> I hate finding reallyu good looking planet packs because all they do is make me feel inferior.
<GregroxMun> http://forum.kerbalspaceprogram.com/index.php?/topic/154828-122-kerbol-starsystem-v061/&
<GregroxMun> His Moho is pretty much exactly what I pictured for RevSSS Moho.
<GregroxMun> At least his version of the stock system is not meant to replicate the actual stock system, it seems to be trying to replicate RSS.
<GregroxMun> Wait a minute. His Jool is my Jool, recolored.
<GregroxMun> There's also some good SASSx objects there.\
<GregroxMun> I hate him so much for being better than me.
<Sigma88> lol
<Sigma88> GregSux
<GregroxMun> please don't.
<Sigma88> you're still my favorite tho
<Sigma88> <3
<Sigma88> wait a sec
<Sigma88> wtf is that?
<Sigma88> how many systems does that mod have?
<Sigma88> is it a galaxy mod?
<GregroxMun> It appears to be a several star mod
<GregroxMun> not galaxies though.
<GregroxMun> Not as many as yours.
<GregroxMun> I might recommend contacting him for GN integration because there are a couple of M-dwarfs it looks like
<GregroxMun> he even "stole" my idea of doing a brown dwarf.
<Sigma88> are you sure he used your texture for jool?
<GregroxMun> yes
<GregroxMun> no
<GregroxMun> kinda
<GregroxMun> It's clearly based on the alternis texture
<Sigma88> GN has a rule about multiple star mods
<Sigma88> the stars need to fit all in 1 system
<Sigma88> I am not sure that mod can fit in one
<GregroxMun> but the method I used to color the alternis texture for RevSKS left some artifacts in the clouds. And the shape of the Great Green Spot resembles what I did for Revolting Jool and RevSSv0.4.
<GregroxMun> But yet his texture still looks better than mine. And he didn't credit me as far as I can tell.
<GregroxMun> His stars also look better than mine.
<GregroxMun> See the thing is I'm ok with someone being better than me if we're friends.
<GregroxMun> Or at least in contact.
<Sigma88> so contact him
<Sigma88> :)
<GregroxMun> I did.
<GregroxMun> Sort of
<Sigma88> make him join #kopernicus
<Sigma88> we need some life here
<GregroxMun> I added him to the Ultimate Solar System Private Messaage
<GregroxMun> Blast, he says he can't work on it
<Sigma88> well, what did you expect
<Sigma88> he has clearly stuff to do
<GregroxMun> :|
<Sigma88> what you should do is telling him about #kopernicus
<Sigma88> so he can join the discussion
<GregroxMun> watch as he's already here as some other username tho
<GregroxMun> :P
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<GregroxMun> Sigma, how many stars are there in GN?
<GregroxMun> Sigma88
<GregroxMun> ^
<GregroxMun> 39
<GregroxMun> Just counted.
<Sigma88> 0/
<Sigma88> sorry
<Sigma88> 0/ StarCrusher96
<Sigma88> 39? that many?
<Sigma88> wow
<GregroxMun> Including star systems and default stars
<Sigma88> did you count RSS and SASS separately?
<GregroxMun> Actually no
<GregroxMun> So 38
<GregroxMun> I mean yes
<GregroxMun> so 28
<GregroxMun> 38
<Sigma88> ok
<GregroxMun> bah
<Sigma88> :D
<Sigma88> still 31 to go
<GregroxMun> 31 to go until what?
<Sigma88> untill I'm happy
<Sigma88> :D
<GregroxMun> XD
<GregroxMun> 29 of them should be M dwarfs.
<GregroxMun> 5 of them should be K dwarfs
<GregroxMun> 3 should be G stars
<GregroxMun> 1 should be F
<GregroxMun> and we shouldn't expect any OBA main sequence or any giant stars
<GregroxMun> So clearly Kerbin's galactic neighborhood is a weird one.
<GregroxMun> But 10 to 15 out of the 38 stars are sun-like stars.
<GregroxMun> There are only 5 M dwarfs, and 6 OBA blue giants, 1 O supergiant, 2 giants, and 1 subgiant.
<GregroxMun> #takingthingstooseriously
<Sigma88> :)
<GregroxMun> I figure if I ever make my own Star Cluster mod then I'll have 2 G stars, 3 K stars, 5 M stars, 1 F star, 1 B star, and 1 red giant.
<NomalRaptor> Stars are annoying.
<GregroxMun> why
<NomalRaptor> In the real world, the O ones die before the M dwarfs reach the main sequence.
<GregroxMun> Huh, that is a thing, isn't it?
<GregroxMun> So M stars are still protostars by the time O stars die?
<NomalRaptor> Yeah.
<Sigma88> NomalRaptor: you can code right?
<GregroxMun> Is there a graph or table of protostar lifetimes for protostars of different masses?
<NomalRaptor> Sigma88: a little bit.
<Sigma88> do you know if a Vector3Parser can be "null" ?
<Sigma88> ( I don't have VS right now ) >_>
<NomalRaptor> Uh, not Unity though >_<
<Sigma88> >_>
<NomalRaptor> GregroxMun: uh, hayashi tracks for low mass stars
<GregroxMun> I don't know what that means.
<GregroxMun> and now i do
<NomalRaptor> heh
<GregroxMun> Wait a moment. Is this graph saying that it takes 100,000,000 years for an M dwarf to settle onto the main sequence? Or am I misunderstanding it?
<NomalRaptor> It is saying that.
<GregroxMun> god damn
<GregroxMun> PMS is a terrible name for protostars for several reasons.
<NomalRaptor> >_>
<GregroxMun> First of all, PMS could mean Post Main Sequence.
<GregroxMun> Second of all, it could mean a biological concept which loosely links humans to the orbital period of the moon.
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<GregroxMun> https://www.youtube.com/watch?v=126VddjnhYc look at this memory
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<Thomas> o/
<Qboid> Thomas: Sigma88 left a message for you in #Kopernicus [04.05.2017 23:24:47]: "you need to remake the short links in the #kopernicus topic because you changed your username to StollD on github"
<GregroxMun> oh that would be why
<GregroxMun> o/
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<Gameslinx> Hello
<GregroxMun> o/
<Gameslinx> So yeah, regarding the message you sent us
<Gameslinx> I'm more than happy to help, infact i'm honoured (I'm probably the newest guy on the planet mod scene) to help out. I'll need to finish my exams, then I have a week to do stuff, then I'm off at work experience. After that, though, I have a 1 week holiday to carry on modding
<Gameslinx> I hope that's understandable.
<GregroxMun> yes
<Gameslinx> Alright then :)
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<Gameslinx> Is anyone able to tell me how to flatten the mesh for a planet?
<GregroxMun> What do you mean
<GregroxMun> Like, the scaledspace mesh?
<Gameslinx> Yes
<GregroxMun> Do you mean flatten like make smooth and spherical
<Gameslinx> Yep
<GregroxMun> give me a moment
<Gameslinx> Alright
<GregroxMun> ScaledVersion/sphericalModel = true
<GregroxMun> this will make the model a perfect sphere.
<Gameslinx> Is that a PQSMod?
<Gameslinx> Oh wait
<Gameslinx> No. That goes under scaledversion
<Gameslinx> My bad :P
<GregroxMun> yes, under ScaledVersion
<Gameslinx> Alright thanks.
<GregroxMun> :_
<GregroxMun> s/_/)
<Qboid> GregroxMun meant to say: :)
<Gameslinx> After applying it and Updating the mesh in Kittopia, nothing changed
<GregroxMun> becuase updating the mesh makes kittopia make a new one.
<GregroxMun> delete the mesh in Kopernicus/cache
<GregroxMun> ad restart game.
<GregroxMun> Note: Kittopia-generated meshes aren't as good as Kopernicus-generated ones.
<Gameslinx> Alright. Thanks for the info
<Thomas> *cough* they use the same code *cough*
<GregroxMun> Then why do Kopernicus generated meshes not have as many faults? Kittopia ones become too small, and they tend to make the oceans bumpy.
<Thomas> I dont know
<GregroxMun> Did you know that what I said is true?
<Gameslinx> I haven't noticed bumpy oceans with Kittopia. I just use FlattenOcean before applying it, but even without it I can't notice any bumps
<Thomas> No, noone ever said it
<GregroxMun> I could have sworn I had brought it up
<Gameslinx> Alright that's worked. Cheers
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<SigmaTrain> 0/
<SigmaTrain> Gameslinx: the question is, why would you want a spherical mesh on a non spherical planet?
<Gameslinx> It's an atmospheric planet. I understand Kerbin also does this
<Gameslinx> Gael in GPP does it too
<GregroxMun> Earth does this, not Kerbin.
<GregroxMun> Gael probably does it because RSS does it, I would guess.
<GregroxMun> I recommend not doing it
<GregroxMun> Unless you're working at RSS scale.
<Gameslinx> Alright
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<SigmaTrain> GregroxMun I don't think kerbin mesh has bumps
<SigmaTrain> Also, you might know this
<SigmaTrain> Is huygens still active?
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<SigmaAFK> !seen SigmaTrain
<Qboid> SigmaAFK: I last saw SigmaTrain on [05.05.2017 16:44:12] in #Kopernicus saying: "Is huygens still active?"
<SigmaAFK> !seen Gregrox*
<Qboid> SigmaAFK: I last saw GregroxMun on [05.05.2017 16:18:39] in #Kopernicus saying: "https://github.com/Kopernicus/kittopia-dumps"
<SigmaAFK> Greg you like alternate movie titles
<SigmaAFK> Jurassic Crap: That is one big pile of something. 
<SigmaAFK> Jurassic Krap (which is Jurassic Park in reverse: all dinosaurs rush back into their cages because they have to poop)
<Gameslinx> I'm wondering what effect VertexHeightNoise has on VertexPlanet
<Gameslinx> Or if VertexPlanet just overwrites it
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<Gameslinx> Poodmund hello :)
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<GregroxMun> I doubt Huygens is still active. It was battery powered and also Titan is COLD.
<GregroxMun> Kerbin has sphericalModel = False
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<GregroxMun> yo
<Gameslinx> Hey
<GregroxMun> I feel like terraforming every stock planet.
<GregroxMun> I think I'm gonna terraform every stock planet.
<GregroxMun> OK here's how I'm gonna do it.
<GregroxMun> OK not every stock planet.
<Gameslinx> Water, grass, trees, snacks :P
<GregroxMun> :P
<GregroxMun> I'll terraform Eve, Kerbin, Duna, and Laythe.
<GregroxMun> Eve: Replace ocean with water. Add Kerbin landControl but replace desert colors with purple and make all of the plants red.
<GregroxMun> Kerbin: Wow I'm already done, that was fast.
<Gameslinx> (should I be worried I have no idea what landcontrol does apart from scattersO
<GregroxMun> Duna: Use DunaRestorationProject because it's prettier. Add Kerbin's ocean. Add Kerbin landControl but replace desert colors with red.
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<GregroxMun> land control for some planets also does colors
<Gameslinx> Ah
<GregroxMun> these
<Gameslinx> I wish I'd found that sooner lol
<GregroxMun> Eve, Kerbin, Duna, Laythe, Eeloo all use landcontrol for their colors.
<Gameslinx> Ok. Thanks :)
<Gameslinx> I need Minmus and Mun's configs in my pack anyways
<Gameslinx> The way I colour my planets in After Effects is pretty much the same as HeightColorMap, but I have much more control and flexibility over it. I think the HeightColorMap is really clunky
<Gameslinx> Or landcontrol height colours.
<Poodmund> One thing I did notice is that I'm not sure if the Sun's mass is correct on those Kittopia Exports... can someone please verify this? I get the mass as 1.75654591319327E+28
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<Gameslinx> Hey regex I didn't know you came here :P
<regex> Gameslinx: I'm here most weekdays
<Gameslinx> Ah
<Gameslinx> I'm looking at the kittopia confg pulls from Kerbin, and when applying the PQS/Material textures onto the terrain, it appears those file names no longer exist?
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<Sigma88> 0/
<Sigma88> Poodmund: I think I will be able to give you something tonight :)
<Poodmund> Nice. :D
<Gameslinx> Hey Sigma88
<Sigma88> 0/
<Sigma88> thomas doesn't 'double' have a definition of infinity?
<Sigma88> !c new double(Infinity)
<Qboid> (1,13): error CS0103: The name `Infinity' does not exist in the current context
<Qboid> (1,2): error CS1729: The type `double' does not contain a constructor that takes `1' arguments/usr/lib/mono/4.5/mscorlib.dll (Location of the symbol related to previous error)
<Sigma88> hmmm
<Sigma88> !c double.PositiveInfinity
<Qboid> Infinity
<Sigma88> !c double[] = new[] { 0, 0, -Infinity }
<Qboid> (1,10): error CS1001: Unexpected symbol `=', expecting identifier
<Sigma88> !c new[] { 0, 0, -Infinity }
<Qboid> (1,17): error CS0103: The name `Infinity' does not exist in the current context
<Sigma88> !c new double[] { 0, 0, -Infinity }
<Qboid> (1,24): error CS0103: The name `Infinity' does not exist in the current context
<Sigma88> huh
<Poodmund> Try infinity plus one. :P
<Sigma88> I found how to do it
<Sigma88> EnumParser<double>[] values = new[] { 0, 0, new EnumParser<double>() };
<Sigma88> values[2].SetFromString("-Infinity");
<Thomas> !c new[] { 0, 0, double.NegativeInfinity }
<Qboid> { 0, 0, -Infinity }
<Thomas> Sigma88: ^
<Sigma88> it didnt work for me
<Sigma88> I need the EnumParser
<Sigma88> :)
<Thomas> You wrote -Infinity
<Thomas> Not double.NegativeInfinity
<Sigma88> both didn't work
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<Thomas> Yes, because you have an array of enum parsers
<Thomas> Why do you need that
<Thomas> And why EnumParser
<Thomas> Use NumericParser<Double>
<Sigma88> ok I changed it to numeric
<Sigma88> I need to load from confignode 3 values
<Sigma88> kinda like LAT LON ALT
<Sigma88> but not that
<Sigma88> thomas, question:
<Sigma88> If I have a object[]
<Sigma88> which contains PQSCity and PQSCity2
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<Sigma88> how do I go through the array and do stuff on the objects?
<Sigma88> I mean, what's the best way
<Gameslinx> Sorry to interrupt. 'Bug report' (I have no logs). PQS/Mods/FallbackMaterial doesn't work anymore
<Sigma88> I have some ideas, but they are probably not very efficient
<Sigma88> logs?
<Gameslinx> Kopernicus Logs/Body Logs
<Gameslinx> I could set up a quick config with fallbackmaterial if needed
<Sigma88> -.- thomas removed the automatic request for logs :D
<Sigma88> http://forum.kerbalspaceprogram.com/index.php?/topic/140580-0/&page=27#comment-2793409
<Poodmund> Sorry to interrupt but Bug Report... my KSP game says "Will self destruct in 10mins when I install Kopernicus... sorry no logs
<Gameslinx> Alright alright :P
<Sigma88> wait, maybe it was...
<Sigma88> LOGS?
<Gameslinx> wait a sec, I already have a bug report with logs regarding that issue. Nevermind.
<Sigma88> nope
<Poodmund> .. again :rolleyes:
<Poodmund> nope that didnt work either
<Thomas> Sigma88: I already told you multiple times that the acronym function is for acronyms, and the logs stuff probably ended up somewhere in !links
<Thomas> !csharp -state
<Qboid> Thomas: I sent you the current state of the evaluator.
<Thomas> !links logs
<Thomas> !link logs
<Qboid> http://forum.kerbalspaceprogram.com/index.php?/topic/140580-121-kopernicus-release-1-november-3/&page=27#comment-2793409
<Thomas> Sigma88: there you go
<Sigma88> but that's not nearly as cool
<Sigma88> :D
<Gameslinx> Welp I'll get round to doing that tomorrow when I have more time on my hands :P
<Sigma88> Thomas: isn't there a Vector3Parser?
<Sigma88> ok yes there is one
<Sigma88> idk why I wasn't seeing before
<Gameslinx> Anyone know if VertexRidgedAltitudeCurve still works? Thanks :D
<Sigma88> I would assume it does
<Gameslinx> Thanks I'll give it a go.
<Sigma88> thomas, how bad is this code?
<Sigma88> I mean, it probably works fine
<Sigma88> but is it safe?
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<Sigma88> Poodmund: I've finished with SD
<Sigma88> now I just need to write the plugin to translate the groups from KK to SD
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<Sigma88> this is the syntax for groups
<Poodmund> Sorry, was busy with family. :)
<Sigma88> no prob
<Poodmund> One issue to consider is that with 4 of us working on GPP... things get implemented and the other 3 have no idea how the other person implemented... and upon review, theres no guarantee it was done properly. XD
<Sigma88> :D
<Sigma88> that's why I created the conversation
<Poodmund> OhioBob and I are more math/code oriented, Galileo and Jade are more art oriented... but we all dip our toes in. :D
<Sigma88> I just need testers :D
<Sigma88> feel free to ask whatever you might need
<Poodmund> Is the Move node required?
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<Olympic1> Sigma88: RE CSS, is CC BY-NC-SA good for you?
<GregroxMun> o/
<Olympic1> o/
<Sigma88> sure
<Sigma88> as long as it's just the CSSFix
<Olympic1> yes, only the CSSfix
<Sigma88> then I consider it yours
<Sigma88> totally up to you
<Olympic1> ok, thx
<Sigma88> I will still help you if you have troubles with the code
<Sigma88> :)
<Sigma88> Poodmund: no
<Sigma88> move is only required if you want to change the position of the group
<Poodmund> Right ;) ... and does the mods node self populate from all the mods that are listed under the name group or do I have to list them all manually?
<Sigma88> the syntax is for SD nodes
<Sigma88> SD groups *
<Sigma88> the plugin I sent you (KKtoSD.dll)
<Sigma88> will automatically create groups from KK
<Sigma88> and load them to SD
<Sigma88> let's say
<Sigma88> you install KSCUpgrades
<Sigma88> if you do nothing, KKtoSD will tell SD that KSCUpgrades is a group
<Sigma88> so those statics will be considered as a group
<Sigma88> but
<Sigma88> KSC (stock) will not be part of that group
<Sigma88> since you want KSC to be a part of that group
<Sigma88> you need to define a group called KSCUpgrades
<Sigma88> and have KSC as the center, and KSC as a PQSCity in the Mods list
<Sigma88> so SD will know that not only KSCUpgrades is a group, but it also contains the KSC
<Sigma88> and if you do that on GPP you should find all buildings in place
<Sigma88> I'm testing it right now
<Poodmund> Is the KSC just a PQSCity and MapDecalTangent
<Sigma88> just the PQSCity
<Sigma88> there's a mapdecal called KSC
<Sigma88> but it's not important here
<Poodmund> So if I've renamed the group name of all the additional assets around the KSC on Gael to "GPP_KSC" then I can use this?
<Sigma88> wait
<Sigma88> are you talking about those you already positioned around the KSC?
<Sigma88> specifically for GPP
<Sigma88> ?
<Sigma88> btw, yes it should be enough
<Poodmund> Yes
<Sigma88> I hope cbNameLater is compatible
<Sigma88> I didn't check that
<Poodmund> I guess I should also define the config to run after GPP.
<Poodmund> That'd probably help. :/
<Poodmund> That guy Warsoul on the KSP forums... I have literally no idea what his mandate is... im so confused as to what he's trying to do.
<Poodmund> Sigma88: It didn't seem to work, using a 10x resize its still spreading the assets out
<Sigma88> do you see errors in the logs?
<Poodmund> Nothing in the console
<Sigma88> are you on Gael?
<Poodmund> Yes
<Sigma88> I suppose so
<Sigma88> let me check if that might be the problem
<Poodmund> Using Kerbin as the body name did not work either
<Sigma88> -.-
<Poodmund> For reference, this is just one of the configs, the KSC Floodlight config
<Sigma88> it's Group
<Sigma88> not GROUP
<Sigma88> sorry
<Poodmund> Ah
<Sigma88> I need to add some debugging capabilities to the code
<Sigma88> otherwise it's impossible to understand what's going on
<Poodmund> Yeah changing the config to Group didn't seem to work either
<Poodmund> Are you having success?
<Poodmund> Hmmm, I changed the group name to Gael and its done something. Its moved the KSC to the coordinates of the stock KSC I think.. and I'm underground., XD
<Sigma88> interesting
<Sigma88> :D
<Poodmund> Changed to use Lat/Long coords for the Central point and its moved back to where it should be but the assets around the PQSCity.KSC are still spread. :(
<Sigma88> I think I know what it is
<Sigma88> I think the KKtoSD doesn't load the mods properly
<GregroxMun> I got something cool to show in a few minutes
<Sigma88> IceCaps
<GregroxMun> hah
<GregroxMun> actually it'
<GregroxMun> actually it's rather temperate
<Sigma88> Poodmund: turns out is the plugin that adds groups
<Sigma88> it just fails to do it
<Poodmund> So it doesn't know what mods to reposition. I see
<Sigma88> yes
<Sigma88> I am trying to fix it
<Sigma88> :D
<Poodmund> No worries. :)
<Sigma88> that was supposed to be the less complicated plugin
<Sigma88> I don't even want to know how much crap it will be for the other one
<Poodmund> Do you have KSP set up to run debug in Visual Studio?
<Sigma88> no
<Sigma88> what does that do?
<Poodmund> http://forum.kerbalspaceprogram.com/index.php?/topic/102909-ksp-plugin-debugging-and-profiling-for-visual-studio-and-monodevelop-on-all-os/&
<Poodmund> You can debug through Unity or Mono Develop in real time
<Poodmund> might be helpful
<Sigma88> i'll take a look
<Sigma88> :D
<GregroxMun> More pics when I get back
GregroxMun is now known as GregroxAway
<GregroxAway> ^Terraformed Stock Planets.
<Sigma88> oh
<Sigma88> FUDGE
<Sigma88> !c new[] {"a","b"} == new[] {"a","b"}
<Qboid> false
<Sigma88> DANG
<Poodmund> Sigma88: I need to head out, drop me a message with any info you would like me to take a look at in the morning if you have any.
<Poodmund> o/
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