Thomas changed the topic of #Kopernicus to: #Kopernicus | Release 1.2.2-6 - https://git.io/v0Gg5 | Pictures: https://git.io/vHqLy | 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/vHqt8 | <Kopernicus> Kopernicus/master 91e89a4 thomas-jenkins: Kopernicus 1.2.2-6 - "404 - Title not found"
<Sigma88> nvc
<Sigma88> nvm
<Sigma88> going to bed
<Sigma88> cya tomorrow
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<JPLRepo> !tell Sigma* sorry just missed ya. Just send me a tell if I'm not around. I check logs.
<Qboid> JPLRepo: I'll redirect this as soon as they are around.
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<Sigma88> !tell JPLRepo I have a couple of questions about science and the microbiomes, so ping me when you have some time :)
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Qboid> Sigma88: JPLRepo left a message for you in #Kopernicus [03.06.2017 00:25:36]: "sorry just missed ya. Just send me a tell if I'm not around. I check logs."
<JPLRepo> Sigma8: I'm here.
<Qboid> JPLRepo: Sigma88 left a message for you in #Kopernicus [03.06.2017 09:52:40]: "I have a couple of questions about science and the microbiomes, so ping me when you have some time :)"
<Sigma88> 0/
<Sigma88> So
<Sigma88> I assume the microbiomes do not show up in the biome map right?
<Sigma88> They would be too small
<JPLRepo> correct
<Sigma88> Because I have some bigger biomes
<Sigma88> But I assume I cant use the microbiomes for those
<JPLRepo> micro/mini biomes.
<Sigma88> Think, the size of the crater on kerbin
<JPLRepo> Were the KSC biomes.
<JPLRepo> or are
<JPLRepo> they have to be attached to an actual gameobject.
<Sigma88> Yes, which brings me to my second question
<Sigma88> Ok, so I need some kind of building to trigger them
<JPLRepo> yes
<JPLRepo> well
<JPLRepo> anything with a mesh/collider
<Sigma88> What about a pqs mapdecal
<Sigma88> ?
<Sigma88> I don't think that'll work
<JPLRepo> well.. yeah.. perhaps.
<Sigma88> Oh
<JPLRepo> it could be a flat mesh with a collider.
<JPLRepo> not sure about the actual PQS though.
<Sigma88> Ok, and how is the biome calculated?
<Sigma88> Do you need to touch it?
<JPLRepo> yes
<Sigma88> Ok
<JPLRepo> when it looks for science
<JPLRepo> it looks if the vessel (including Kerbal vessel) is landed.
<Sigma88> So floating above it would give the biome of the planet ?
<JPLRepo> and then if there is a minibiome attached to the thing it is in contact with
<JPLRepo> yes
<JPLRepo> you have to be in contact with it.
<Sigma88> Ok
<Sigma88> So no "flying over"
<JPLRepo> Like... say. a monolith. ;)
<JPLRepo> no flying over. no.
<Sigma88> Ok perfect
<Sigma88> Another thing
<JPLRepo> wonder if anyone has been going around touching monoliths lately.
<JPLRepo> hehe
<Sigma88> Wait a sec
* JPLRepo waits...
<Sigma88> Jplrepo
<Sigma88> I'm back
<Sigma88> Sorry :)
<Sigma88> My other question was about science
<Sigma88> Specifically
<JPLRepo> NPs. Sure.
<Sigma88> When you do a science experiment
<Sigma88> Ksp checks how much science to give you
<Sigma88> So you get a certain %
<Sigma88> Where is that info stored?
<Sigma88> And is it moddable?
<JPLRepo> yup
<Sigma88> I want to make a mod that puts diminishing return on science on a per-body basis
<JPLRepo> ResearchandDevelopment scenario
<Sigma88> Meaning that you can balance the science on your planet on the idea players will need to visit x biomes and then they need to change body
<Sigma88> Ok
<Sigma88> Wait, is there some kind of trigger?
<Sigma88> Like "on science"?
<JPLRepo> probably the easiest thing you can do
<JPLRepo> is register to GameEvents.OnExperimentDeployed
<Sigma88> Ah yes
<JPLRepo> it passes in the experiment data
<JPLRepo> you can then modify it
<Sigma88> Ok, I'll take a look later so maybe I will ping you again :)
<Sigma88> For now I can start fiddle with that
<JPLRepo> I'll only be around for about an hour.
<JPLRepo> but send me tell's
<Sigma88> Np,
<JPLRepo> so that gameevent gets the ScienceData
<Sigma88> Thanks!
<JPLRepo> you can look at the biome etc
<JPLRepo> and change the values
<JPLRepo> Nps
<Sigma88> Perfect
<Sigma88> And I can check how much science has been obtained from the whole planet
<Sigma88> Right?
<JPLRepo> you'd have to check the ResearchandDevelopment class
<JPLRepo> I'd have to go look
<Sigma88> But doesn't ksp already check how much science you got in the past for that experiment in that biome/situation?
<Sigma88> Can't I just do that for all the biomes/situations on current planet
<Sigma88> ?
<Sigma88> I'll try and let you know about the results
<Sigma88> Now I've got to go
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<JPLRepo> yes.
<JPLRepo> the ResearchandDevelopment class I an pretty sure
<JPLRepo> there's a public method
<JPLRepo> GetNextScienceValue
<JPLRepo> and SubmitScienceData
<SigmaNomz> ?
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<Sigma88> 0/
<Sigma88> I'm back
<Sigma88> it took 16 months to complete SASS
<Sigma88> and finally it is done
<Sigma88> \0/
<Sigma88> !tell Gregrox* how many custom sun-flares do you think we will need for GN?
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> !tell Gregrox* I'd say, at least one blue, one red, and one white (for realistic colored stars)
<Qboid> Sigma88: I'll redirect this as soon as they are around.
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<Sigma88> !wpn egg
* Qboid gives egg an octagon which strongly resembles an equivalence
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<GregroxMun> o/
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [03.06.2017 13:00:43]: "how many custom sun-flares do you think we will need for GN?"
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [03.06.2017 13:01:24]: "I'd say, at least one blue, one red, and one white (for realistic colored stars)"
<Sigma88> 0/
<GregroxMun> We should need only one custom flare
<GregroxMun> And recolor it as needed
<Sigma88> that won't work
<GregroxMun> They can be tinted still
<GregroxMun> why not
<Sigma88> well
<GregroxMun> In my tests it works fine
<Sigma88> I'm not sure
<Sigma88> do you have pics?
<Sigma88> if the flare is all white, and you recolor it red
<Sigma88> is the red everywhere the same?
<GregroxMun> Not sure, but I can testify it looks fine for yellow (M), white (G), and blue (B) stars.
<Sigma88> or more red outside and more white inside?
<Sigma88> cool
<GregroxMun> I do need a sun flare that has zero yellow in it though.
<GregroxMun> I made a mistake by keeping any yellow in it.
<Sigma88> if you look at GN#28 there's a todo list for GN
<Qboid> [#28] title: To Do List | - Bribe @GregroxMun... | https://github.com/Sigma88/Galactic-Neighborhood/issues/28
<Sigma88> I still have the old ones
<Sigma88> wait
<Sigma88> wait
<GregroxMun> I need flares usable ingame of course.
<Sigma88> let me put the flares as well
<GregroxMun> the Blue one looks like it would be good for Giant stars.
<GregroxMun> But the camera ghosts for each of them should be the same.
<Sigma88> I can edit that later
<Sigma88> first I give you the separate ones, so you can choose the things you like better
<Sigma88> and then I will put them together how you tell me
<Sigma88> GregroxMun: there you go
<GregroxMun> You know what
<GregroxMun> I think blue would work best on M and K stars, greyscale on G and F stars, and red on O, B, and A stars.
<GregroxMun> we only *need* greyscale
<Sigma88> if it's better to have multiple I'd go with multiple
<GregroxMun> wait
<Sigma88> I also have this:
<GregroxMun> in order to do it right you'd need a perfect brightness curve
<GregroxMun> so I think we ought to just stick with Greyscale
<Sigma88> I already have perfect brightness curve
<Sigma88> ;)
<Sigma88> not implemented in GN yet
<GregroxMun> A new one?
<GregroxMun> Give it to me!
<Sigma88> the one from current SASS
<GregroxMun> does sunAU need to equal star radius in meters?
<Sigma88> it gives a flare size exactly the same size as the body
<Sigma88> yes
<Sigma88> well
<Sigma88> that's the best way
<Sigma88> but it's not required
<Sigma88> but there's no reason why it shouldn't
<GregroxMun> I feel like it should trail off as you reach zero size. So even if the sun is smaller than a pixel you'd still see a flare of light.
<Sigma88> you want the light?
<Sigma88> or you don't?
<Sigma88> currently it never goes to zero
<GregroxMun> there should still be light even a thousand AU away
<GregroxMun> just very tiny
<GregroxMun> kerbal AU, to be clear
<Sigma88> it remains fixed to the size of stars in the stock skybox
<GregroxMun> OK
<GregroxMun> that works
<Sigma88> it looks amazing
<Sigma88> can't wait to try in GN
<Sigma88> it follows the size of the star perfectly, except when the star is too small (it stops decreasing when it's a star like the others in the skybox)
<Sigma88> and it disappears when you are all zoomed in on the star
<GregroxMun> It's not exactly perfect because the flare size would still scale linearly with radius instead of being related to luminosity. (Red dwarfs should get too dim to see, blue giants should be brighter much further away)
<Sigma88> so you can see the scaledspace texture
<Sigma88> we can do that if you want
<Sigma88> it's just a matter of changing the math
<GregroxMun> no
<GregroxMun> SASS
<Sigma88> only when you are 100% zoomed in
<Sigma88> the sunflare is white and covers the sun at all times
<GregroxMun> I mean I guess at the end of the day it's a cartoony solar system.
<GregroxMun> but IRL the sun would never look like that even with really dark sunshades.
<Sigma88> it's meant to look like this: http://nineplanets.org/images/thesun.jpg
<GregroxMun> Yes, I figured
<GregroxMun> but that's a filtered image
<Sigma88> that's the point
<GregroxMun> Ooh!
<Sigma88> when you get so close
<Sigma88> you WANT a filtered image
<Sigma88> having the screen full of white would give you no info about the body
<GregroxMun> You could replace the corona with a texture that looks more like the magnetic field lines and such from the coronasphere and lower corona
<GregroxMun> no
<GregroxMun> chromosphere
<Sigma88> yes I thought of that
<GregroxMun> not coronasphere, that's just not a thing.
<Sigma88> might be an interesting upgrade for SASS
<Sigma88> give the sun some love
<Sigma88> SASSx*
<GregroxMun> optional feature for SASS or SASSx could be to add an optional feature for realistic up-close star.
<Sigma88> sure
<GregroxMun> I wonder if I should change Alternis' Sun to be a K-type star to match its color.
<GregroxMun> I'm not going to worry about the brightness being higher than Stock Sun, afaiac that's there just because N.S. wanted things to be brighter.
<GregroxMun> Wait no, I just remembered Alternis is meant to be Alpha Centauri A for my eventual star cluster mod.
<GregroxMun> But I could still have it change to orange dwarf in GN.
<GregroxMun> (I'd handle the patch myself)
<Sigma88> I usually rather custom stars into GN
<Sigma88> s/rather/rather handle
<Qboid> Sigma88 meant to say: I usually rather handle custom stars into GN
<Sigma88> so if you want alternis to be different we can make it different in GN
<Sigma88> Ideally I'd like to have all stars being procedurally generated by GN from parameters like mass, radius, or whatever you need
<Sigma88> procedurally, meaning using a cfg
<Sigma88> that calculates the parameters
<Sigma88> using real science first, and making stars consistent with stock later
<Sigma88> with the second part optional
<GregroxMun> If you change the star in GN I'll also need you to change sma of each sun-orbiting body
<Sigma88> whatever you want
<Sigma88> that's the point of GN
<GregroxMun> right
<Sigma88> I already do it for other mods
<Sigma88> like transkeptunian
<Sigma88> which is based on dark cold small bodies
<Sigma88> I just made the star a red dwarf and put the bodies on normal orbits
<Sigma88> instead of having them load very far from a normal star
<GregroxMun> ah ok
<GregroxMun> problem: stars reach the skybox point too soon
<GregroxMun> Sun's as bright as skybox stars only around as far as Sarnus.
<GregroxMun> This curve would work fine for dim objects like red and orange dwarfs.
<Sigma88> can I see the cfg you are using?
<GregroxMun> yes.
<Sigma88> thanks
<GregroxMun> sun should be very similar to SASS sun, given that it's the realistic-ish AKR one
<GregroxMun> consider that even out at Sedna, the sun is still significantly brighter than the full Moon from Earth.
<Sigma88> do you have pics?
<Sigma88> I'm not sure which one to trust
<GregroxMun> The thing is that the flare shouldn't represent the angular size of the sun (unless you're really quite close), it should represent how bright it would appear.
<GregroxMun> This is what scatterer does really well with its sunflares.
<GregroxMun> Actually you know what I wonder if it would be worth asking blackrack to release the scatterer sunflare system alone.
<Sigma88> you can try
<Sigma88> I would rather make it work with my skills
<Sigma88> tbh
<Sigma88> I like the process of developing stuff, if I just ask someone else then I skip the fun part and go directly to fix bugs, which is less fun
<GregroxMun> Sigma88: you should change the sunspot on SASSsun to be white to match the H-alpha filter image you're replicating
<Sigma88> yes I tried
<Sigma88> but with the stock map it looks like crap
<Sigma88> I need a custom one
<GregroxMun> Ooooh, what if you could find a good texture that's actually a planet.
<GregroxMun> KillAshley|SEMI, the screenshots on the UL OP are gone
<GregroxMun> idea: take FAR and SciFi shipyards and try to fly the Star Trek TOS shuttlecraft
<GregroxMun> oh wait, FAR updated just before 1.3, so it's still at 1.2.2.
<Sigma88> yes it took a while iirc
<Sigma88> I don't think it'll require much changes to bring it up to 1.3
<Sigma88> it may even work out of the box
<Sigma88> ok
<Sigma88> so, I managed to move it
<Sigma88> but the wrong way
<Sigma88> :D
<GregroxMun> move what
<Sigma88> wrong chat
<GregroxMun> Sigma88, take a look:
<GregroxMun> Taken with a rather chunky dobsonian and a smartphone yesterday
<Sigma88> oh wow
<Sigma88> I think the normal map is a bit too strong
<Sigma88> :D
<GregroxMun> lol
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<Thomas> \o
<Sigma88> 0/
<Sigma88> Thomas: there was freethinker asking stuff about solar panels on kopernicus thread
<Thomas> Yeah, I just came home, gonna check the forum in a few minutes
<Sigma88> don't worry
<Sigma88> thomas do you have any idea where the info about past science is stored?
<Sigma88> I'm trying to access how much science has been obtained from a certain body
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<Sigma88> NathanKell: 0/
<Sigma88> I'm working on the science thing
<Sigma88> do you know what's the most efficient way to check how much science has been gathered from a certain planet?
<NathanKell> o/ Sigma88
<NathanKell> and awesome!
<NathanKell> I'm afraid I know next to nothing about the science system though :(
<Sigma88> I've got the whole mod working, the only thing I miss is the trigger which is supposed to check if the cap has been passed
<Sigma88> I think I got it
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<Sigma88> !c (float)"125"
<Qboid> (1,9): error CS0030: Cannot convert type `string' to `float'
<Sigma88> !c (int)"125"
<Qboid> (1,7): error CS0030: Cannot convert type `string' to `int'
<Sigma88> !c float.Parse("123")
<Qboid> 123
<Sigma88> cool
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