<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."
<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
Olympic1|Nomz is now known as Olympic1
<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>
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>
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?
<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
<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?
SigmaAFK is now known as Sigma88
<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
<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.
<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?
GregroxAFK is now known as GregroxMun
<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>
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?