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<SigmaAway>
!tell Gregrox* lovely!
<Qboid>
SigmaAway: I'll redirect this as soon as they are around.
<Qboid>
SigmaAway: GregroxMun left a message for you in #Kopernicus [09.05.2017 00:49:03]: "http://i.imgur.com/qKwV9H2.jpg This is Bailey, btw."
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<Sigma88>
0/
<Sigma88>
!wa sedna time to perihelion
<Qboid>
Sigma88: Seems that Wolfram is unable to understand that.
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<Sigma88>
0/ egg
<Sigma88>
!wa days to 14/09/2076
<Qboid>
Sigma88: days until Monday, September 14, 2076: 21678 days
<Sigma88>
!wa days to 15/11/2005
<Qboid>
Sigma88: days since Tuesday, November 15, 2005: 4193 days
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<Sigma88>
!wa orbital period 1073682.11798247 years 1solar mass
<Qboid>
Sigma88: Kepler's third law | , orbital period | 1.0736821179825 million years, primary mass | 1 M_☉ (solar mass)semi‐major axis | 1.5678×10^12 km (kilometers), = 974.2 billion miles, = 1.5678×10^15 meters
<Sigma88>
!wa 1.5678×10^12 km to AU
<Qboid>
Sigma88: convert 1.5678×10^12 km (kilometers) to astronomical units: 10480 au (astronomical units)
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<KillAshley>
Sigma88: i found out the ring issue
<KillAshley>
turns out Thomas messed up a manual pull from the dev branch blackrack made by mistake
<KillAshley>
yeahh the 2003 miniseries is the pilot
<Sigma88>
I knew it was supposed to be some kind of reboot
<Sigma88>
so I probably started from s01e01
<KillAshley>
ah
<KillAshley>
id be confused too
<KillAshley>
lol
<Sigma88>
like doctor who
<Sigma88>
I started with the 2005 newwho
<Sigma88>
but that didn't require watching the previous seasons
<egg|wfh|egg>
Sigma88: vuoi un uovo?
<Sigma88>
egg vorrei sapere dove trovare i più recenti parametri orbitali del pianeta nove
<egg|wfh|egg>
hmm
<egg|wfh|egg>
UmbralRaptor: ^ ?
<egg|wfh|egg>
penso che UmbralRaptor dorme...
<Sigma88>
ma capisce l'italiano?
<Sigma88>
egg|wfh|egg: s/dorme/stia dormendo
<Qboid>
Sigma88 thinks egg|wfh|egg meant to say: penso che UmbralRaptor stia dormendo...
<egg|wfh|egg>
Sigma88: penso di no
<egg|wfh|egg>
ma posso guardare sull'arxiv
<Sigma88>
el venexian?
<Sigma88>
as a moderator I should not be endorsing the use of a foreign language on this channel
<egg|wfh|egg>
huh, why am I not an op here
<egg|wfh|egg>
also, now my job is i18n, so I should be pushing for it :D
<Sigma88>
i18n?
<Qboid>
Sigma88: [i18n] => Internationalization
<egg|wfh|egg>
per YouTube
<Sigma88>
uh
<Sigma88>
so you work for youtube france?
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<egg|wfh|egg>
Sigma88: nah, I work in Zurich
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<egg|wfh|egg>
Sigma88: but in the i18n team of YouTube
<Sigma88>
k
<egg|wfh|egg>
that's the people who do the tooling that makes sure that the english strings aren't borked, that they are sent to the translators, that the translators have context, etc.
<Sigma88>
ah
<egg|wfh|egg>
(and that the translated strings aren't borked fwiw)
<Sigma88>
so we are talking cc
<Sigma88>
?
<egg|wfh|egg>
also things like formatting libraries etc. (though mostly wrapping ICU)
<Sigma88>
or also site layout
<egg|wfh|egg>
Sigma88: CC?
<Sigma88>
sottotitoli
<Sigma88>
I think it's "close captions" ?
<Sigma88>
something like that
<Sigma88>
there's a button on youtube for that
<Sigma88>
it sais CC
<egg|wfh|egg>
Sigma88: ah no that's something separate
<Sigma88>
so site layout
<egg|wfh|egg>
Sigma88: well it started in that team but now it's in another; UI strings
<Sigma88>
ok
<egg|wfh|egg>
making sure people don't do stupid things too :D
<Sigma88>
the italian version of "Home" sais "Home"
<egg|wfh|egg>
(e.g. concatenating strings)
<egg|wfh|egg>
Sigma88: hmm
<egg|wfh|egg>
Sigma88: is it a trademark?
<egg|wfh|egg>
or some sort of brand name like that
<Sigma88>
KillAshley: could you add a :FOR tag to the science definitions of your mods?
<Sigma88>
:FOR[KAUL] and :FOR[NH] (or whatever it is that you use for NH
<Sigma88>
ah you still use :AFTER[Kopernicus] for NH
<Sigma88>
I would propose using :FOR[KANH] :D
<Sigma88>
unless nh is supposed to load after ul
<Sigma88>
well, you could use that for the science defs alone
<KillAshley>
can do
<KillAshley>
i use KA then the mod initial
<egg|wfh|egg>
Sigma88: dunno much about this article, it's just the first I came across :D
<KillAshley>
so KAUL KANH
<Sigma88>
egg|wfh|egg: thanks ;D
<Sigma88>
KillAshley: let me test it before on my own
<KillAshley>
sure thing
<Sigma88>
I'll tell you if it can help me
<egg|wfh|egg>
Sigma88: re. the Home thing, it seems to say that throughout the YouTube IT UI (and plenty of en words too, Playlist etc.), so it's probably intended
<egg|wfh|egg>
just imagine that it says "Home" with an italian accent I guess
<KillAshley>
im not working on it till Thomas get back anyway, at a deadlock with the rings
<Sigma88>
egg|wfh|egg: I had no doubt it was on purpose
<egg|wfh|egg>
Sigma88: what I mean is that the UI is full of en-it mix, it's just this instance where you end up with only home
<egg|wfh|egg>
but then again you want to refer to home in a consistent way
<egg|wfh|egg>
Sigma88: clearly the solution is to do like the french and translate all the things
<egg|wfh|egg>
also why did we switch to speaking english again
<Sigma88>
non lo so
<Sigma88>
traducede anche "youtube" in francese?
<egg|wfh|egg>
no
<egg|wfh|egg>
neanche in cirillico, arabico, o CJK
<Sigma88>
CJK?
<Qboid>
Sigma88: [CJK] => Chinese, Japanese and Korean
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<Sigma88>
KillAshley: I did you manage to test the clock? :D
<GregroxMun>
o/
<Qboid>
GregroxMun: SigmaAway left a message for you in #Kopernicus [09.05.2017 07:11:14]: "lovely!"
* Sigma88
is being super annoying
<Sigma88>
0/ GregroxMun
<GregroxMun>
But seriously though that's just a comically bad drawing of a wonderful person.
<Sigma88>
GregroxMun: I tested your texture pack and it works well :)
<GregroxMun>
Oh joy!
<Sigma88>
the only issue
<Sigma88>
you didn't recolor gus
<GregroxMun>
Yes I know
<GregroxMun>
his texture is either (wait a minute)
<Sigma88>
is that on purpose?
<GregroxMun>
no
<Sigma88>
k
<GregroxMun>
His texture is either kerbalHeadBeard.png or stubble.png
<Sigma88>
thanks
<GregroxMun>
If it's not that then I don't know what it is
<Sigma88>
I'll try changing those and see what happens
<Sigma88>
any more good stuff SASS might need?
<GregroxMun>
Also, ever notice that there are no women in KSC's upper staff? Only the astronauts, which you could argue are expendable. KSC is lowkey bigoted.
<GregroxMun>
I can't think of anything
<Sigma88>
I was thinking about changing one to a female
<GregroxMun>
Can you do that?
<Sigma88>
it depends
<Sigma88>
technically it would be a trans I guess
<Sigma88>
female skin on male model
<Sigma88>
some lipstick and eyelashes can do miracles
<Sigma88>
I hope
<GregroxMun>
Yes I remember from before 1.0.
<GregroxMun>
But I don't think it's a good idea now that we have canonical female kerbals.
<GregroxMun>
Unless you add a couple of transgendered astronaut skins into the mix.
<Sigma88>
well, I could make her some kind of russian enginner
<Sigma88>
super buff female
<Sigma88>
just google "engineer female"
<Sigma88>
all of those could easily be a male kerbal :D
<Sigma88>
lol
<Sigma88>
no offense
<Sigma88>
and no, I'm not going to add transgenders to ksp
<GregroxMun>
Well if you're not gonna do it, I am.
<Sigma88>
sure
<Sigma88>
I'm not against trans
<GregroxMun>
I had wanted to do it as a joke for a while actually. My brother might get a kick out of it.
<GregroxMun>
(My bro is trans)
<Sigma88>
you mean the girl that was your sister is now your brother?
<Sigma88>
I've never met a trans
<Sigma88>
or at least, never met one that admitted to be
<Sigma88>
maybe I've met one and I just don't know
<KillAshley>
#46 works, but at #47 it messes up again
<Qboid>
[#46] title: 0.0.9 | @ThomasKerman I think we're ready but it's too late at night for me to feel comfortable releasing after me being the only one to test. If it looks good to you, though feel free.... | https://github.com/Kopernicus/Kopernicus/issues/46
<Qboid>
[#47] title: Pre-release vs release | Even though Kopernicus is technically in pre-alpha, in order for CKAN to index releases, releases must not be marked as 'pre-release'. This is why we are unchecking that box.... | https://github.com/Kopernicus/Kopernicus/issues/47
<Thomas>
KillAshley: Remember yesterday when it didnt and you got weird radius stuff? :P
<KillAshley>
i was using 47, the one after this
<KillAshley>
damn qboid lol
<KillAshley>
did notice that
* Thomas
readds channel generator
<Thomas>
(hell, its almost 2 years since I remade qboid)
<KillAshley>
checking to see when the builds crew the rings.......
<Sigma88>
0/
<Sigma88>
JPLRepo: you are on the squad team right?
<Sigma88>
I need legal advice :D
<KillAshley>
oh god Sigma88 who did you kill this time
<Sigma88>
shhht
<Sigma88>
I told you not to talk about that here
<Sigma88>
come on
<KillAshley>
ok Thomas gone through a lot of builds testing...rings dont work up till build38, then stops working again at the latest(47)
* Thomas
wondered how killashley made them break yesterday then
<KillAshley>
ikr
<KillAshley>
i literally havent changed my cfg
<KillAshley>
or texture
* KillAshley
is so confused
<Sigma88>
thomas, apparently rings are now related to solar panels supercharging
<Sigma88>
lol
<Thomas>
makes sense
<Sigma88>
really?
<Thomas>
no
<Thomas>
but maybe blackrack compiled an older version that still had the bug?
<Thomas>
TWG: You are calling GetValue inside of GetValue, with the same parameters
<TWG>
(I don't understand about 90% of that code)
<Thomas>
That means GetValue will keep calling GetValue for ever
<TWG>
I'm editing an exsiting code which used this
<TWG>
_source3D.GetValue(x, y, z)
<TWG>
VS was not a fan of it
<TWG>
_spectralWeights[curOctave] as well, whatever both are
<Thomas>
Might be, but you cant just edit something until it works
<Thomas>
Classes might wrap other classes
<Thomas>
and so on
<TWG>
I didn't have a better idea as I'm a C# scrub
<TWG>
What the code does if I understand correctly is read the x,y,z location and generates using that
<TWG>
_source3D being a point in a 3D space
<TWG>
Is there something similar for Unity?
<TWG>
Or would that require pointing at GameComponents?
<TWG>
(That may not actually be there)
<TWG>
Wait a sec... The public override double already takes location for the noise generation I presume?
<TWG>
Like, public override double (get surface coordinates), then a function, then returns 'value'?
<Thomas>
Ok, I took a look at that particular noise.. seems you have to embed another noise function and call its GetValue (as opposed to calling the HybridMultifractal.GetValue recursively)
<TWG>
So, I'd have to use Unity's builtin Perlin noise, for example, and generate HybridMultifractal on top?
<Thomas>
I would rather say that you use HybridMultifractal, which uses Perlin internally
<TWG>
I don't follow.
<TWG>
I'm trying to create HybridMultifractal for Kopernicus to process...and for that I have to use HybridMultifractal?
<Thomas>
No
<Thomas>
You use HF in your PQSMod
<Thomas>
HMF internally uses Perlin or whatever
<TWG>
But to be able to use HMF in a PQSMod I'd have to create a noisecode, right?
<TWG>
Or do you mean merging the two?
<TWG>
Creating a new perlinnoise in the PQSMod and editing that as it gets applied to the terrain in some way?
<Thomas>
Nonono
<Thomas>
When you create HMF, in its constructor you create a second noise and save it into a variable
<TWG>
...how would I do that?
<Thomas>
In HMF's GetValue, instead of doing Convert.ToSingle(GetValue(x, y, z)) you then do Convert.ToSingle(_noise.GetValue(x, y, z))
<TWG>
Alright
<Thomas>
_noise = new Perlin();
<Thomas>
Or rather: new Perlin(<parameters>);
<Thomas>
TWG: ^
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<Gameslinx>
Greetings fellows
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<Olympic1>
o/
<GregroxMun>
yo\
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<TWG>
I have returned.
<TWG>
About to test the changes Thomas suggested.
<Gameslinx>
Hey TWG
<TWG>
G'day Gameslinx
<Gameslinx>
In the middle of my exam week :/
<Gameslinx>
5 done, 8 to go
<TWG>
Good luck, man
<Gameslinx>
Thanks
<TWG>
I know that feeling alright
<GregroxMun>
I finished all my exams last week
<Gameslinx>
Yup
<Gameslinx>
I assume twg is older than me :P
<TWG>
I got a second round of exams last year... been two years since I took my last exams
<TWG>
*got a second round next year
<Gameslinx>
But yeah. They're not official, just a practice. But still not fun
<Gameslinx>
I know for sure I'm gonna fail spanish :P
<GregroxMun>
That's what I thought before passing spanish
<Gameslinx>
Weeell
KillAshley|Hiding is now known as KillAshley
<GregroxMun>
How do you escape from a brick room that has no door if you only have a bed and a saw?
<TWG>
Just entered HybridMultifractal, no explosions yet.
<TWG>
I actually have results!
<GregroxMun>
You cut the bed in half, move the pieces back together to make a whole, remove the W, and escape through the hole.
<GregroxMun>
Results?
<GregroxMun>
pics or it didn't occur
<TWG>
I'm working on it
<TWG>
For some weird reason octaves doubles the deformity and the seed doesn't do crap but I can change that
<Gameslinx>
TWG Ah that's Ok. For clutter purposes, is it possible to create a folder for them?
<Thomas>
gyrfalcon: This is the secret rant lobby. :D
<GregroxMun>
This will surely be good stuff for the ULTIMATE SOLAR SYSTEM
<gyrfalcon>
Ok, well I just thought this would be a good place to look for support as I start using kopernicus
<Gameslinx>
GregoxMun is there a specific date we need our planets done by? I can't start yet because of exams
<TWG>
@Gameslinx you can add infinite stuff to a single DLL
<TWG>
It's a library file
<GregroxMun>
Gameslinx: No.
<TWG>
I am adding everything to a single DLL
<TWG>
Currently included...
<GregroxMun>
USS gets released when its finished.
<TWG>
PQSMod_SmoothenAltitude (untested)
<Gameslinx>
Thanks Gregox
<gyrfalcon>
So in this plugin, is it possible to create some sort of Wolf-Rayet star?
<Gameslinx>
I know that Instantiator handles pulsars, if that's a similar effect
<GregroxMun>
Yeah, just make the color of the star really rather red
<TWG>
PQSAltitudeMath, PQSMod_MapArtist, PQSMod_VertexCanyons, PQSMod_FlattenRange, PQSMod_HybridNoise, PQSMod_SimplexNoiseRange. All mod data and loaders in the same DLL
<GregroxMun>
wait no
<GregroxMun>
I am mistaken
<GregroxMun>
Forgot what WR stars are :P
<gyrfalcon>
Blue?
<gyrfalcon>
Yes blue
<gyrfalcon>
ok the confusion is overwhelming lol
<GregroxMun>
You can't have giant planetary nebulae surrounding a star, if that's what you mean
<TWG>
Gregrox you can
<GregroxMun>
awha
<TWG>
Instantiator could do that IIRC
<GregroxMun>
instantiator?
<Gameslinx>
Linking
<TWG>
I thought it could also load up a Unity sphere object, I'll get you a link
<gyrfalcon>
I have one last question before I get to work
<Gameslinx>
It's created by Artyomka15, and I use it for my acretion disk around a gas giant
<TWG>
Gregrox I set one of the Vectors to an absolutely tiny scale
<gyrfalcon>
Is it possible to replace the sun with a different star and then move the original Sun far far away? If so, is there an example of this I could look at?
<TWG>
I'll dig into the source code and see what it can and cannot load
<GregroxMun>
Gyralfalcon: No, but you can reparent all the planets to a StockSun clone.
<GregroxMun>
And then modify the real stock sun.
<gyrfalcon>
Oh ok. That makes sense
<GregroxMun>
I misspelled that name terribly
<gyrfalcon>
Time to make the Sun much larger and much much more volitile
<GregroxMun>
you can use cbNameLater to rename stars without changing their true name.
<TWG>
Gregrox: you can spawn a Billboard object, a sphere, and a cube
<GregroxMun>
Also Kerbin,
* Thomas
spawns a giant nyan cat orbiting the sun
<gyrfalcon>
*Nyan cat theme playes*
<Gameslinx>
TWG I tried to edit the code to point the dll to search for 'Objects.cfg' within a different folder for ease, but DNSPY (I don't use VS) doesn't like compiling it with no 'reference'
<TWG>
Gameslinx link to a few DLL's.
* Thomas
wonders what Gameslinx is trying to do
<TWG>
You need...
<Gameslinx>
Using KSP;? (as an example)
<TWG>
in KSP_Data Assembly_CSharp.dll, and UnityEngine.dll
<Gameslinx>
Thomas not trying to edit kopernicus, this is a different plugin :P
<Gameslinx>
Ah that explains it.
<Gameslinx>
I was looking for a way to use it to add nebulae
<Thomas>
Gameslinx: :D
<Gameslinx>
:P
<gyrfalcon>
So if were to delete and relocate the stock solar system, would I have to delete the folders for the planets INSIDE the Kopernicus folder, or do I just keep them?
<TWG>
Gyrfalcon beware with reparenting Kerbin. IIRC Kopernicus had a weird bug with that
<Thomas>
There are no folders for planets inside of the kopernicus folder
<gyrfalcon>
Oh wait nevermind I was thinking of something different
<Thomas>
and if you use PostSpawnOrbit the weird bug wont bug you
<gyrfalcon>
Example?
<TWG>
Thanks, was looking for that!
<GregroxMun>
Use PostSpawnOrbit{referenceBody = TheOtherThing} instead of @Orbit{@referenceBody = TheOtherThing}
<Gameslinx>
I'm also wondering what the relationship is between Kopernicus > Cache and [ModFolder] > Cache
<Thomas>
Kopernicus/Cache is the default location
<Gameslinx>
Oh so that's where Caches go when a file path isn't specified
<Gameslinx>
I assume
<Thomas>
mods change the location, so the cache files get deleted when the mods are deleted, and that way they can ship prebuilt cache files
<Gameslinx>
Ah ok, thanks
<TWG>
Thomas for some reason Kopernicus creates cachefiles in it's own folder anyways
egg|nomz|egg is now known as egg
<gyrfalcon>
Ok thanks @GregroxMun
<gyrfalcon>
Im going to have to do that with the rest of the solar system, correct?
<gyrfalcon>
Or just for Kerbin?
<GregroxMun>
Just Kerbin
<gyrfalcon>
ok
<GregroxMun>
It's KSC's fault
<gyrfalcon>
Yeah Im going to have to relocate that too
<gyrfalcon>
I cant imagine that wount be much of a problem
<gyrfalcon>
*woud
<gyrfalcon>
*Would
<GregroxMun>
You dont need to relocate KSC
<gyrfalcon>
No, I want to move it to a different planet other than Kerbin
<gyrfalcon>
I know how to do this though
<GregroxMun>
no
<GregroxMun>
you can't
<GregroxMun>
You can not move KSC to another planet.
<GregroxMun>
loophole: turn Kerbin into the other planet.
<gyrfalcon>
OH
<Gameslinx>
IIRC you need to use template = Kerbin, then use name = Kerbin, then cbNameLater = <planet name>
<TonyC_>
but can you turn KSC into a planet
<GregroxMun>
If you do that, then the planet just becomes Kerbin, Gameslinx
<gyrfalcon>
Hmmm, I might have to rethink my plan
<Gameslinx>
Well you need to specify a new heightmap and that lot
<GregroxMun>
See Alien Solar Systems for an example of moving KSC to another planet.
<GregroxMun>
It's simpler to modify Kerbin instead of modifying another planet.
<gyrfalcon>
I see
<TWG>
I have something in development that may make stuff easier
<gyrfalcon>
Now concerning heightmaps, whats the prefered way to obtain/create them?
<TWG>
PQSMod_MapArtist, allows for both a color and heightmap to be added at once. Simplex noise can be added in the same mod as well, but the main gimmick
<TWG>
It is designed to auto-combat heightmap blockyness with a Simplex
<TWG>
If that feature is set to troue though
<GregroxMun>
gyrfalcon: Photoshop
<TWG>
@Gyrfalcon you don't have to use heightmaps
<GregroxMun>
But you ought to
<TWG>
(Locks away SE)
<gyrfalcon>
@TWG I am aware, but I'm not quite familiar with PQSMods yet
<TWG>
Oh, nowadays I can make the darn things
<TWG>
Conclusion
<TWG>
We need a PQSMod that can make a planet explode.
<TWG>
Danny2462, you're welcome.
<gyrfalcon>
What about using a Height-based PQS, turn up one of the values REALLY high, and then watch the magic happen.
<gyrfalcon>
Close enough, right?
<TWG>
No, I mean with craft interaction
<TWG>
but breaking stuff is easy
<gyrfalcon>
Yeah, I may have borken a *few* things
<TWG>
Set the deformity of FlattenRange to -200000 and watch it implode
<GregroxMun>
But the red background reminds me of the confederate flag
<GregroxMun>
Not good.
<GregroxMun>
Try Blue background?
<Sigma88>
sure
<GregroxMun>
And maybe dull down the colors so it's not so bright.
<Sigma88>
well, the confederate flag is pretty cool
<Sigma88>
it's just that is a bad symbol
<Sigma88>
kinda like the swastika
<Sigma88>
it a badass flag
<Sigma88>
but it's not really something you would like to see
<Sigma88>
to much baggage
<GregroxMun>
I love the look of the confederate flag, I just wish it wasn't so awful in context.
<Sigma88>
it's the same as the imperial japan flag
<Sigma88>
it's awesome
<Sigma88>
but I've heard it's pretty offensive to asian people
<Sigma88>
(not japanese)
<GregroxMun>
Do you know what the name of your version of France will be, if any?
<GregroxMun>
I'm writing up a history of MREKa
<Sigma88>
France has a crappy flag
<Sigma88>
no offence egg
<GregroxMun>
France's flag has a neat ratio between the lengths so that when it flaps, the edges don't look shorter than the flagpole side.
<GregroxMun>
How about a flag for the European Union?
<Sigma88>
meh
<GregroxMun>
meh to what thing?
<Sigma88>
yes I have that in mind already
<GregroxMun>
ok
<Sigma88>
meh to the french flag
<Sigma88>
italian as well
<GregroxMun>
right
<Sigma88>
all those with 3 bands
<Sigma88>
all boring
<Sigma88>
in a greyscale image they all look the same
<GregroxMun>
It's nice to have consistency at least.
<GregroxMun>
But I understand what you mean.
<Sigma88>
the flag of the republic of venice is my favourite
<Sigma88>
If I had to choose one for myself
<Sigma88>
internet slow af
<UmbralRaptor>
IAEA vs Zheleznogorsk
<GregroxMun>
Idea for a stockalike flag: Kerbal Space Program default flag, but with the words "NASA" in the corbel font instead of Kerbal space program
<GregroxMun>
when does the game start by default in SASS, Sigma88?
<GregroxMun>
!tell Sigma* WWI and WWII are the Totally Terrestrial wars in SASS' fake history. :D
<Qboid>
GregroxMun: I'll redirect this as soon as they are around.
<Sigma88>
god my internet is atrocious
<Qboid>
Sigma88: GregroxMun left a message for you in #Kopernicus [09.05.2017 21:54:34]: "WWI and WWII are the Totally Terrestrial wars in SASS' fake history. :D"
<GregroxMun>
a good flag is one which you could easily draw from memory on a small piece of paper
<Sigma88>
most of the detail is not required
<Sigma88>
you could draw it from memory and make it close enough for someone else to get your point
<Sigma88>
plus it can be identified in greyscale, upsidedown, front to back
<Sigma88>
you can even move the fringes on the bottom and have a vertical flag
<Sigma88>
it's like the US flag
<Sigma88>
you don't need to get the stripes right
<Sigma88>
or the stars even
<Sigma88>
just make some stripes and stars and youre done
<egg>
the venetian flag *is* pretty :-)
<UmbralRaptor>
greyscale means basically all tricolors are bad. >_>
<Sigma88>
UmbralRaptor: all tricolors ARE bad
<GregroxMun>
Humans certainly would have settled all over Kerbin very quickly. Kerbin seems to have a lot more fertile land than Earth does by percentage, and there would be little seasonal variation to screw over crop growth.
<Sigma88>
did you see the Gus face texture I linked you before?
<GregroxMun>
yes
<GregroxMun>
I like it
<Sigma88>
what about canada?
<GregroxMun>
Can2
<Sigma88>
yeah
<Sigma88>
I also considered a hexagon
<Sigma88>
but making fun of canada is kind of a trope
<Sigma88>
so the flower I think will get more laughs
<Sigma88>
:D
<GregroxMun>
I like it
<GregroxMun>
http://i.imgur.com/0ZzWePE.png so like what if we went to space for the first time and got the first full-globe view and instead of being like "dude our planet is beautiful" it was like "oh shit we shouldn't look down."