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> grissom and galileio craters have the same color in the export
<Sigma88> in the cfg
<GregroxMun> are those stock biomes?
<Sigma88> yes
<Sigma88> and also the colors in the biome map are borked
<Sigma88> 2 craters have the same color
<Sigma88> -.-
<Sigma88> wtf
<GregroxMun> I've been investigating steampunk space travel once again.
<GregroxMun> For the first time I've decided to consider cannons.
<GregroxMun> Cannons are new to me, I'm used to dealing with rockets.
<GregroxMun> Using a staged cannon I think I can get 2.7g acceleration for orbital velocity with a 10 mile cannon.
<GregroxMun> that's with 10 cannon stages per mile.
<GregroxMun> This would cost a lot of money, but probably something that a late-Victorian multi-millionaire could accomplish, knowing that a Saturn V cost 70 million 1860s dollars.
<GregroxMun> Vanderbilt died with 9,398,607,419 dollars to his name, (that's nine billion)
<GregroxMun> In 1877
<GregroxMun> In 1877 dollars.
<GregroxMun> If some people approached Vanderbilt and managed to convince him of the incredible value of the cannon, he could have built the railroad to the stars.
<Sigma88> wow
<GregroxMun> wait that can't be right.
<GregroxMun> Google says Rockefeller was the first billionaire, in 1916.
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<Thomas> >> (+ 1 1)
<Parenthesie> => 2
<Thomas> SigmaAway: ^
<Thomas> Lisp Bot
<SigmaAway> ah
<SigmaAway> thomas I have some trouble with kopernicus + kronometer
<SigmaAway> I have removed all the clock crap from kopernicus
<SigmaAway> but still it won't work
<SigmaAway> logs incoming
<SigmaAway> that's my install
<SigmaAway> and that's the log
<SigmaAway> MissingMethodException: Method not found: 'Default constructor not found...ctor() of Kronometer.Month'.
<SigmaAway> let me check if it works without kopernicus
<Thomas> Yeah, I am fixing it
<SigmaAway> ty
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<Sigma88> also 0/
<Sigma88> hi
<Thomas> Sigma88: Committed the fix
<Sigma88> ty
<Thomas> Sigma88: Could you make a default config for Kronometer, that makes it work like the stock clock?
<Sigma88> do you mean, complete of all settings?
<Sigma88> or just the minimum required?
<Thomas> I think all settings would be better
<Sigma88> and technically, it never works like stock
<Thomas> Yes, but some kind of default config
<Thomas> So we can include that and ask people to use mM
<Thomas> *MM
<Sigma88> sure
<Thomas> !tell Gregrox* http://i.imgur.com/4G5WoIJ.png
<Qboid> Thomas: I'll redirect this as soon as they are around.
<Thomas> Sigma88: also ^
<Sigma88> nice
<Sigma88> I will need to do something similar for SASS
<Sigma88> :D
<Kopernicus> [Kopernicus] StollD pushed 1 new commit to master: https://git.io/vHk0G
<Kopernicus> Kopernicus/master a75c92e Dorian Stoll: Fix the Asset Bundle Loader
<Sigma88> I left out some stuff
<Sigma88> I didn't include the day and year values (since those can be changed by the gamesettings)
<Thomas> Shouldnt the third PrintDate.. be PrintDateCompact?
<Thomas> :)
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<Thomas> o/ GregroxMun
<GregroxMun> o/
<Qboid> GregroxMun: Thomas left a message for you in #Kopernicus [22.05.2017 14:11:11]: "http://i.imgur.com/4G5WoIJ.png"
<GregroxMun> \o/
<GregroxMun> What was the fix?
<Thomas> Same link as last time
<Thomas> Had to fix the loader in kopernicus
<Thomas> Means you need a devbuild of kopernicus
<GregroxMun> ok
<GregroxMun> I need the link again.
<GregroxMun> to the flare
<GregroxMun> it appears I have the wrong address saved for your Jenkins. Either that or the site is down.
<GregroxMun> no I just had the wrong address
<GregroxMun> good
<Sigma88> thomas, what do I need to export the sunflare?
<Thomas> Unity 5.4.0 and the project I uploaded to github
<Thomas> and a flare texture
<Sigma88> 5.4
<Sigma88> thanks
<GregroxMun> If you could make a smooth brightness curve that matches size to actual radius, you could do a black hole.
<GregroxMun> just a hole in the lense flare.
<GregroxMun> All black hole mods that have accretion disk lighting that I know of have a normal lens flare in them.
<Sigma88> Thomas: installer or editor 64bit ?
<Thomas> installer is just something that downloads the setup you need
<Thomas> I would use editor 64 bit
<Sigma88> ok
<Sigma88> ok thanks
<Sigma88> GregroxMun: is our sun technically pure white?
<GregroxMun> No
<GregroxMun> it's very very nearly pure white though.
<GregroxMun> rgb(255,242, 230)
<GregroxMun> Hex: #FFF2E6
<Sigma88> I think the most logical thing, biologically speaking, would be for pure white to be the color of the light after it passes the atmosphere
<GregroxMun> I think the reason things look white is you've got yellow light and then blue ambient lighting.
<GregroxMun> But it is also really close enough to true white that the eye white-balances everything.
<GregroxMun> And scattering is weird enough that at noon it can be whiter than it should be, if I'm not mistaken.
<GregroxMun> I'm using the pure white lens flare and recoloring it.
<Sigma88> ah right, since it's white you can recolor it
<Sigma88> that makes sense
<GregroxMun> http://imgur.com/a/SpbUe here it is in blue.
<Sigma88> very nice
<Sigma88> GregroxMun: how did you whiten the texture?
<GregroxMun> saturation = 0
<Sigma88> I tried different ways
<Sigma88> if I make you the flar objects
<Sigma88> would you try them
<GregroxMun> show me the textures first.
<GregroxMun> and yeah probably
<Sigma88> sure
<Thomas> GregroxMun: noice
<Sigma88> https://www.dropbox.com/s/d6s9tfv8oa1dh6z/greyscale.png?dl=1 (greyscale, probably the same as yours)
<Thomas> His is still a bit yellow
<GregroxMun> that's true
<GregroxMun> I don't know why
<GregroxMun> but I decided to do that
<GregroxMun> I know how i did it I just don't know my reason
<Sigma88> the percentages are intended as the color values of the original texture
<Sigma88> the final texture has R = G = B
<Sigma88> but you can have: R = G = B = ORIGINAL_RED
<Sigma88> or
<Sigma88> R = G = B = ORIGINAL_BLUE
<Sigma88> or
<Sigma88> R = G = B = (0.33*ORIGINAL_RED + 0.33*ORIGINAL_GREEN + 0.34*ORIGINAL_BLUE)
<Sigma88> I'd have to see them ingame
<Sigma88> as of now, I'm leaning towards the red one
<Sigma88> Thomas: would I need to install monodevelop as well?
<Thomas> No
<Thomas> But I think Unity installs it by default
<Sigma88> yes, I removed it from the list of components to install
<Thomas> As long as you have a csc everything is ok
<Sigma88> csc?
<Thomas> csharp compiler
* Thomas whistles
<Sigma88> I have no idea if I have that
<Sigma88> I assume I do since I have VS
<Thomas> Well, Unity should install the mono compiler
<Sigma88> so I shouldn't have removed the monodevelop thing from the install?
<Sigma88> GregroxMun: best flare ever
<GregroxMun> pls set dl = 0
<Thomas> Sigma88: I doubt it, but I dont know
<Sigma88> ok, let's see
<GregroxMun> jesus
<Sigma88> GregroxMun: you don't get it?
<GregroxMun> it should end up white
<GregroxMun> but not cleanly.
<Sigma88> if you want to reverse engineer what the brightness curve does
<Sigma88> you need a texture with hard edges
<GregroxMun> oh good point
<Sigma88> so it's easy to measure the size
<Sigma88> I'm a scientist :)
<Sigma88> I know about this stuff
<GregroxMun> I should have never doubted you. ;)
<Sigma88> (not enough to reverse engineer it from the code :'D)
<Sigma88> thomas, how would I use it?
<Sigma88> do I need to compile it?
<Sigma88> can I load it directly with unity
<Sigma88> ?
<Thomas> Load the project with, import your texture, make a copy of "sun_flare.flare", rename it to something fitting, click on it in unity, assign your texture to it
<Thomas> Then select the texture and the flare, right click, and click "Build Lens Flare Object"
<Sigma88> you lost me at load the project
<Thomas> *with unity
<Sigma88> if I click on "open" it doesn't recognize any projects
<Thomas> You need to select the folder
<Sigma88> oh derf
<Sigma88> derp
<Sigma88> yes I noticed
<Sigma88> it's loading now
<Sigma88> ok
<Sigma88> ok, I have a test_sun_flare
<Sigma88> .unity3d
<Sigma88> that's the right format?
<Sigma88> GregroxMun: do you have the syntax for applying a new flare?
<GregroxMun> not in general
<GregroxMun> bc the end might be different for you.
<GregroxMun> but the one I have is ScaledVersion/Light/sunFlare = [some folder path]/white_sun_flare.unity3d:white_sun_flare
<Sigma88> the kopernicus syntax
<Sigma88> ty
<Sigma88> what's the stuff after the :
<Sigma88> ?
<Thomas> sunFlare = <path to unity3d file>:<name of the flare object>
<Sigma88> ah
<Sigma88> ty
<Sigma88> hmmmm didn't work
<Sigma88> nevermind
<Sigma88> I'm a dumbass
<Sigma88> @Kopernicus{%ScaledVersion{......
<Sigma88> lol
<Sigma88> ahhhh
<Sigma88> so nice
<GregroxMun> ok
<Sigma88> ok, so
<Sigma88> GregroxMun: brightness curve works like this
<Sigma88> green dot size is fixed
<Sigma88> pink dot size is directly a result of the second number in the curve
<Sigma88> 25 means the pink dot covers the whole screen (vertically)
<Sigma88> the first number in the curve is the distance
<Sigma88> but low numbers mean far away
<Sigma88> and high numbers mean close to the star
<Sigma88> let's assume it's 1/distance
<Thomas> (view only)
<GregroxMun> Thomas: I'm not sure yet, but I think non-sun stars can't have custom flares
<GregroxMun> After this test I'll make some test configs and logs.
<Thomas> Thank you office.com, you just crashed my browser...
<Thomas> GregroxMun: I doubt that. I replace the stock sun code with my own
<GregroxMun> Actually no. Only one star can have a given flare at a time.
<GregroxMun> Star and Sun both have the white flare. Sun has white flare, Star doesn't load at all. Remove white flare from Sun. Sun is yellow, Star loads with white flare.
<Thomas> logs
<GregroxMun> coming soon
<GregroxMun> Do you want the logs when Star doesn't load or when it does?
<Thomas> When it doesnt loads
<Sigma88> !wa 0.654767215
<Qboid> Sigma88: 0.654767215: 123128119/188048693
<Thomas> GregroxMun: I see the issue
<Sigma88> !wa 1.693954952
<GregroxMun> wat
<Qboid> Sigma88: 1.693954952: 78923831/46591458 = 1 + 32332373/46591458
<Kopernicus> [Kopernicus] StollD pushed 1 new commit to master: https://git.io/vHkSS
<Kopernicus> Kopernicus/master 5c664f5 Dorian Stoll: Fix the asset bundle loader v2
<Thomas> Please try again with the latest devbuild
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<Thomas> Or quit
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<GregroxMun> I accidentally a tab
<Thomas> Did you got my last message?
<Thomas> (<Thomas> Please try again with the latest devbuild)
<GregroxMun> yes
<GregroxMun> I went to jenkins
<GregroxMun> on my IRC tab
<Thomas> :D
<GregroxMun> fixed.
<GregroxMun> Good
<GregroxMun> Sigma88: can you send me an exported lensFlare of the greyscale flare?
<GregroxMun> I am regretting keeping color on my texture.
* Thomas bugs ppl with his brightness-curve excel file
<Sigma88> Thomas: which file?
<Sigma88> I've never seen that
* Thomas posted that link 2 times already :D
<Sigma88> how does it work?
<Thomas> You mean "What do I need to do?" or "Whats the math behind it?"?
<Thomas> *Do you..
<Sigma88> the math
<Sigma88> I can manage to use an excel sheet :D
<Thomas> float curve value = (1 / (distance in scaled space / (sunAU / 6000)))
<Thomas> 6000 is the scaled space scale factor
<Sigma88> yes but where did you got that from?
<Thomas> Thats how KSP loads stuff from the brightness curve
<Sigma88> ok thanks
<Sigma88> wait, that doesn't make sense
<Sigma88> ksp doesn't calculate the value
<Sigma88> it already has it
<Sigma88> no?
<Sigma88> it's defined in the curve
<Sigma88> and infact that's not working for me
<Sigma88> Thomas: how do I get the distance (scaled space)
<Sigma88> assume I am at kerbin
<Sigma88> would the distance be kerbin SMA?
<GregroxMun> kerbin sma times 1/kerbin radius
<Sigma88> or kerbin SMA / 6000 ?
<Thomas> Kerbin SMA / 6000
<Sigma88> 6000 or kerbin radius?
<GregroxMun> Scaledspace is 1:600000, not 6000.
<Thomas> Any why does Squad write 6000 in the code then? :P
<Thomas> Scaledspace is 6000
<GregroxMun> since when?
<Thomas> Since ever
<Sigma88> if I use your formula with sunAU = radius of sun
<Sigma88> and distance = radius of sun
<Sigma88> I get 1
<Sigma88> does that mean 100% of the screen?
<Sigma88> so I need to multiply that by 21
<Thomas> No, that means the brightness of the sun flare is 1
<Sigma88> yeah but 1 is small
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<Sigma88> 1 is about the size you see the sun from kerbin
<Sigma88> 1.1
<Sigma88> to get the flare to fit the screen I need 21 at least
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<Sigma88> Thomas: ok I misunderstood what your sheet was doing
<Sigma88> it solved the only issue I didn't have :D
<Sigma88> well
<Sigma88> actually, now I can make it more accurate
<Sigma88> hi OhioBob
<Sigma88> lol
<Thomas> Whaaaat
<OhioBob> Hi, Sigma. Sorry for the long post, but I want to give a complete description of the issue.
<OhioBob> Hi, @Thomas
<Sigma88> we are aware of the issue :)
<Sigma88> it would help a lot if you could reproduce it on a simple system
<Sigma88> for example, try removing all bodies except for kerbin and sun
<Sigma88> add a new star identical to the sun
<Sigma88> (except for the intensity, or whatever parameter it is that gives issues)
<Sigma88> and see what happens
<Thomas> I am releasing a new kopernicus version atm, so please try it with that then
<Sigma88> wait thomas
<Sigma88> are you releasing it now?
<Thomas> yes
<Sigma88> did you remove the clock?
<OhioBob> I only have about 15 minutes before I have to run. I probably can try an experiments right now, but I'll try later.
<Thomas> Sigma88: No, but we can do that later
<Sigma88> I have a pr ready
<Sigma88> wait
<Thomas> Do it, jenkins is failing anyway .P
<Thomas> *:P
<Sigma88> :D
<OhioBob> @Thomas, I'll try the new release when it comes out and see what happens with the solar panel issue. I
<Kopernicus> [Kopernicus] Sigma88 opened pull request #175: remove clock (master...master) https://git.io/vHkFv
<Sigma88> thomas, does it seem fine to you?
<Sigma88> the pr
<Thomas> can you delete the files too?
<OhioBob> Are you guys removing the Kopernicus clock/calendar?
<Thomas> (ClockLoader.cs and ClockFixer.cs)
<Thomas> OhioBob: Kinda
<Sigma88> sure
<OhioBob> OK, thanks.
<Sigma88> Thomas: done
<Sigma88> OhioBob: if you used the clock, you are going to love kronometer
<Kopernicus> [Kopernicus] StollD pushed 3 new commits to master: https://git.io/vHkFB
<Kopernicus> Kopernicus/master 598a151 Sigma88: remove clock
<Kopernicus> Kopernicus/master f7c4835 Dorian Stoll: Merge pull request #175 from Sigma88/master...
<Kopernicus> Kopernicus/master 63b97ad Sigma88: remove files
<Sigma88> thanks thomas
<OhioBob> We're using the clock for the resized versions of GPP (longer day and different year lengths).
<Kopernicus> Kopernicus/master 91e89a4 thomas-jenkins: Kopernicus 1.2.2-6 - "404 - Title not found"
<Kopernicus> [Kopernicus] StollD pushed 1 new commit to master: https://git.io/vHkFw
* Thomas hugs his jenkins
<Sigma88> OhioBob: you can have months with kronometer
<Sigma88> gtg, cya later
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<OhioBob> I've got to run too, thank for the info. If the new release doesn't do what I want in regard to the solar panels, I'll be back in touch. Thanks.
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<GregroxMun> SigmaTrain: another example of the evil guys with a cool flag: the Mirror Universe Terran Empire from Star Trek.
<SigmaTrain> GregroxMun you might know this
<SigmaTrain> How does the apparent size of an object change with distance?
<GregroxMun> with the square of the distance iirc.
<SigmaTrain> I mean, suppose the moon was exactly twice the distance
<GregroxMun> should be four times smaller
<GregroxMun> in area.
<SigmaTrain> Diameter
<GregroxMun> two times smaller in apparent diameter
<GregroxMun> Let me check with some hand-drawn geometry.
<SigmaTrain> So half?
<SigmaTrain> Thanks
<GregroxMun> yes
<SigmaTrain> Hmm
<SigmaTrain> My empirical data does not fit that rule
<GregroxMun> well im wrong then.
<SigmaTrain> Here's my problem
<SigmaTrain> I've noted down the size of the sun as seen from some ksp planets
<SigmaTrain> This is the result
<SigmaTrain> Moho = 2.1
<SigmaTrain> Eve = 1.6
<SigmaTrain> Kerbin = 1.2
<SigmaTrain> Duna = 0.7
<SigmaTrain> Jool = 0.3
<GregroxMun> must be a square law after all then.
<GregroxMun> no
<GregroxMun> idk
<SigmaTrain> Distances are (in kerbin au)
<GregroxMun> go to 0.5 AU, 2 AU, and 3 AU and record the sun sizes.
<SigmaTrain> Ok
<SigmaTrain> Give me a sec
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<SigmaTrain> Hmmm
<SigmaTrain> can't do that right now
<SigmaTrain> It's too complicated
<SigmaTrain> I thought it was simpler
<SigmaTrain> distance, size
<SigmaTrain> 0.2, 5
<SigmaTrain> 0.5, 2.5
<SigmaTrain> 1, 1.25
<SigmaTrain> 2, 0.65
<SigmaTrain> 3, 0.4
<SigmaTrain> 5, 0.28
<SigmaTrain> Not sure what this might meam
<SigmaTrain> Mean
<SigmaTrain> Excell fits it with y=1.21x^-0.924
<SigmaTrain> I need to remove the corona from the sun
<SigmaTrain> That might help
<SigmaTrain> So I can just measure the pixel size of the planets
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<Sigma88> GregroxMun: of course the answer to the brightnesscurve question was obvious
<OhioBob> @Thomas & @Sigma88, we're having a few problems with the new Kopernicus.
<Sigma88> thomas went to bed
<Sigma88> let me know everything
<Sigma88> I'll open an issue on github
<OhioBob> First, solar panels are still working as in versions 1.2.2-3 to 1.2.2-5. This is the item that I wrote this morning I was hoping could be reversed. I'd like to see it go back to the way it was pre 1.2.2-3.
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<OhioBob> Oh, on GitHub? Do I need to go there?
<Sigma88> not necessary
<Sigma88> if you want to open the issue yourself that's fine
<OhioBob> Second, our planet Tellumo doesn't have any rings. It is one of two planets that has rings in GPP.
<Sigma88> otherwise I'll open one myself
<Galileo88> OhioBob I just tested it and i too the ring fix is not present in the latest release
<Sigma88> you will have to ask blackrack what kind of fixes he made
<Sigma88> KillAshley|SEMI: might help
<OhioBob> Third, the rings around our planet Nero are distorted. It's as if something is not right with the inner and outer radii.
<Sigma88> I know he was working on NH
<Sigma88> for rings and stuff
<Sigma88> how is the texture you are using for the rings?
<Galileo88> Nero's rings are there, just pushed out and condensed.
<OhioBob> Here is a screenshot of the rings as they should be (using blackrack's dll): http://www.braeunig.us/KSP/GPP/screenshot1.jpg
<Galileo88> Blackrack used my textures when he developed the ring shader. Its is horizontal
<OhioBob> And here is a screenshot of the rings using Kopernicus 1.2.2-6: http://www.braeunig.us/KSP/GPP/screenshot2.jpg
<Sigma88> I think he changed how the texture is read now
<Galileo88> ugh
<Sigma88> what values are you using for the rings?
<Sigma88> inner and outer
<Galileo88> outerRadius = 2500
<Galileo88> innerRadius = 1250
<Sigma88> try this
<Sigma88> wait
<Sigma88> nevermind
<Sigma88> that should work
<Sigma88> can I see the texture?
<Sigma88> the actual file
<OhioBob> @Galileo88, are you working on providing the texture, or do I need to do that?
<Sigma88> 1 sec
<Sigma88> could you please try these?
<Galileo88> no change
<Sigma88> for both?
<Sigma88> could you take a couple of screenshots?
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<Sigma88> >_>
<Sigma88> did I say something wrong?
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<Galileo88> no change for either texture
<Sigma88> could you take a couple of screenshots?
<Sigma88> it should change
<Galileo88> Give me a minute
<Sigma88> ty
<OhioBob> Here's a screenshot of testring1.png, I haven't tried testring2: http://www.braeunig.us/KSP/GPP/screenshot3.jpg
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<Galileo88> Test ring 2 http://imgur.com/a/XcyVI
<OhioBob> @Galileo88, did your testring1 look like mine?
<Galileo88> nope. here is mine http://imgur.com/a/QxekV
<OhioBob> I just tried testring2 and it looks very similar to testring1. For some reason mine are solid, i.e. no transparency.
<Galileo88> strange
<Sigma88> try lowering the inner radius
<Sigma88> let's see what happens
<Sigma88> try half
<Sigma88> maybe 3/5
<Sigma88> three fifths
<Galileo88> i changed it by 1/2 because i dont want to math
<Galileo88> It changed it
<OhioBob> I'm already starting up using 2/5, i.e. innerRadius=500. Let you know in a second what it looks like.
<Galileo88> mine is at 625 and its inside the body
<Galileo88> yours will definitely be the same if not, worse
<Sigma88> yup 625 is too much, if you look at the picture you can see the inner bound is less then 1 radius away from the surface
<Sigma88> try 900
<Sigma88> !wa 1250/5*3
<Qboid> Sigma88: 1250/5×3 = 750
<Sigma88> or 750
<OhioBob> Yep, inside the body at 500 too. Should be above 1000 to be above the planet's surface.
<Galileo88> i mean we can adjust it, thats fine. Its just odd that it needs to be adjusted is all
<Sigma88> there were some issues with how inner and outer limits were defined
<Sigma88> idk what kind of bugs were causing
<GregroxMun> KillAshley's problem seemed to be that Kerbin-scale planets don't work with the ring shader.
<GregroxMun> So if the problem is only with small worlds (the big ringed Kerbin) then that might be why
<GregroxMun> I haven't read the whole backlog so I don't know
<Sigma88> yeah could be
<OhioBob> I did a bunch of experiments and determined that it is measured in planet radii, with 3 implied decimal places. So 1250 is 1.25 planet radii, measured from planet center.
<Galileo88> I havent had a single issue with kerbin scaled planets and blackracks fix
<Sigma88> OhioBob: http://imgur.com/a/QxekV looks more than 1.25 to me
<OhioBob> Yeah, @Sigma88, that's the problem. It
<Galileo88> It used to look like 1.25 before this update lol
<Sigma88> yes
<OhioBob> It use to look like 1.25 before 1.2.2-6: http://www.braeunig.us/KSP/GPP/screenshot1.jpg
<Sigma88> I'm telling you scale changed
<Sigma88> because it wasn't working properly
<Sigma88> it worked fine with big planets but caused bugs with planets smaller than jool
<Sigma88> like kerbin
<Sigma88> as far as I can tell, the scale has been changed to solve that issue
<OhioBob> Strange because I don't think we've had any problem in GPP, and both our ringed planets are smaller than Jool.
<Sigma88> you need to find the new numbers that give you the altitude you want
<Galileo88> I never had an issue before with smaller bodies, but maybe i overlooked something. Ill just adjust it.
<Sigma88> you will have to ask thomas or killashley for the specific
<Sigma88> I just remember they were talking about that
<Galileo88> But the ring shaders on multiple bodies definitely isnt working. I have already let blackrack know and we are talking currently
<Sigma88> also, keep in mind blackrack might have added the diagonal reading of the texture
<Sigma88> not sure about that
<OhioBob> It sounds like we just have to play around with changing the innerRadius until we find what works.
<Galileo88> oh he did, because he developed the shaders with SSRSS and used the ring texture i made just like the one we used here
<OhioBob> We still have the problem of no rings around Tellumo. I see a ring shadow across the planet, but no rings are visible.
<Galileo88> the ring shadow in created by scatterer. So its reading there is a ring there, but its not visible with kopernicus in this release
<OhioBob> Could the ring be inside the planet because of the change in how the radii are defined?
<Sigma88> which values were you using?
<Galileo88> i would set it at 850 OhioBob
<Sigma88> and how big is tellumo?
<OhioBob> 1200 / 2200, and the planet radius is 1000.
<Sigma88> basically the size of the rings compared to the planet should be the same regardless of how big the planet is
<Sigma88> and I think that's where the old things were breaking
<Sigma88> not 100%sure
<Sigma88> I haven't used the new shader that much
<OhioBob> I still find it odd that there was even a problem previously, because I never encountered. Always seemed to work OK for me.
<Galileo88> same
<Galileo88> blackrack said he would look into the issue tomorrow
<OhioBob> If we're done talking about rings, there is still the solar panel issue.
<OhioBob> I explained the solar panel issue in my long winded post earlier today. Here it is again...
<OhioBob> The short of it is, I'd like solar panel power output to go back to the way it was prior to 1.2.2-3 (and how it currently is in blackrack's dll).
<OhioBob> Hello?
<Sigma88> yes?
<Sigma88> thomas is in bed
<Sigma88> and I don't have the skills to touch that part of the code
<OhioBob> What's the best time to find Thomas here? I'll talk to him tomorrow about the solar panels.
<Galileo88> what is the command to remind him of when he logs back in?
<Galileo88> TTell?
<Sigma88> !tell Galileo88 this
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Galileo88> ah gotcha
<Qboid> Galileo88: Sigma88 left a message for you in #Kopernicus [22.05.2017 22:22:14]: "this"
<Sigma88> but I will open a github issue
<Sigma88> it's more reliable for this kind of things
<Galileo88> there you go ohiobob
<regex> I usually see Thomas in the mornings before 10~11am PDT
<OhioBob> OK, thanks. Is there anything else for now?
<Galileo88> i think its all been covered
<Galileo88> sorry to bombard you sigma88
<Kopernicus> [Kopernicus] Sigma88 commented on issue #174: closing this and merging with #166 https://git.io/vHISK
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<Sigma88> how can I copy a proper transcript of the IRC?
<Sigma88> stupid kiwi sucks
<Sigma88> :D
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<Sigma88> regex: can you copy the text from the chat from when ohiobob joined?
<Sigma88> starts with we're having a few problems with the new Kopernicus
<Sigma88> s/with/with ==>
<Qboid> Sigma88 meant to say: starts with ==> we're having a few problems with the new Kopernicus
<Sigma88> greg I suppose you are on kiwi as well
<Kopernicus> [Kopernicus] Sigma88 commented on issue #171: rings seem to still have problems, see discussion on IRC... https://git.io/vHI9R
<Kopernicus> [Kopernicus] Sigma88 commented on issue #166: @ohiobob and @galileo88 seem to still have problems, even after the update... https://git.io/vHI9F
<Kopernicus> [Kopernicus] Sigma88 commented on issue #166: @ohiobob and @galileo88 seem to still have problems, even after the update... https://git.io/vHI9F
<regex> Sigma88, what?
<regex> Can you just not do it because web slient?
<regex> ^client
<Sigma88> yes
<Sigma88> the transcript is unreadable
<Sigma88> sorry to bother you
<Sigma88> I saw you posted ;)
<regex> expires in a day
<Sigma88> thanks
<regex> No worries, happy to help. Was just curious why.
<Sigma88> regex: you can delete if you want
<regex> i don't have an account so no worries.
<Kopernicus> [Kopernicus] Sigma88 commented on issue #166: @ohiobob and @galileo88 seem to still have problems, even after the update... https://git.io/vHI9F
<Sigma88> thank you again
<regex> np
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<Sigma88> GregroxMun?
<Sigma88> still here?
<Kopernicus> [Kopernicus] Sigma88 commented on issue #166: @ohiobob and @galileo88 seem to still have problems, even after the update... https://git.io/vHI9F
<Kopernicus> [Kopernicus] OhioBob commented on issue #166: Thomas, the solar panel bug is an issue we've discussed in the past. I've worked out a solution that allows me to get the correct solar panel power output around multiple stars with different luminosities, but it requires that you undo a change that you made in Kopernicus 1.2.2-3. You can read a more detailed description of the problem and my proposed solution here: http://www.braeunig.us/KSP/