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"
egg is now known as egg|zzz|egg
ExtinctionRaptor is now known as ExtinctRaptor
NathanKell|AFK is now known as NathanKell
ExtinctRaptor is now known as UmbralRaptor
NathanKell is now known as NathanKell|AWAY
<Sigma88> Thomas: what's constantly cheating?
<Sigma88> also, 0/
<Thomas> Are you stalking me? :P
<Thomas> It's a mod to make the options you set in the cheat menu persistent between reloads
<Thomas> (like part clipping)
<Sigma88> I am following you on github
<Sigma88> so I get notifications
<Sigma88> thomas do you have any idea of which part of the flare generates this effect? https://www.dropbox.com/s/jc6hb7o003mqqrx/Screenshot%202017-06-04%2014.57.48.png?dl=0
<Sigma88> and do you know if it's possible to avoid it
<Thomas> No, I dont know
<Sigma88> >_>
<Sigma88> trying now to generate new flares without some bits
<Sigma88> lol
<Sigma88> how anticlimatic
<Sigma88> first test I do and it solves the issue
<Sigma88> >_>
<Sigma88> thomas, have you seen my new mod? :)
<Thomas> No
<Sigma88> http://forum.kerbalspaceprogram.com/index.php?/topic/161564-wip130-sigma-sciencebalance/
<Thomas> nice
<egg|zzz|egg> !wpn Thomas
* Qboid gives Thomas an explosive bot
<egg|zzz|egg> Thomas: if you feel like doing some teaching there's someone very confused in kspacademia
<egg|zzz|egg> :-p
<Sigma88> counfused about what?
<egg|zzz|egg> calculus, Runge-Kutta integrators, notation, life, the universe, and everything
<Sigma88> lol
Sigma88 is now known as Sigma42
<Sigma42> !wpn
* Qboid gives Sigma42 an aluminium planet with a function attachment
Sigma42 is now known as Sigma88
<Thomas> an aluminium planet made on magrathea
<Sigma88> !wpn
* Qboid gives Sigma88 a graviton egg|egg|egg
<Sigma88> LOL
<Sigma88> LOOOL
GregroxMun has joined #Kopernicus
<GregroxMun> o/
<Sigma88> 0/
<Sigma88> GregroxMun: working on GN :)
<GregroxMun> It just occurred to me that if for some reason you wanted to add AKR to SASS or SASSx, AK-Tylo could be a good Callisto.
<GregroxMun> Sigma88: is there any way to enable the stars from planet packs without having the planet pack installed?
<GregroxMun> That way I can work on stars without having a bloated game.
<GregroxMun> if you can do that I can start on GN stars soon
<Sigma88> yes
<Sigma88> it's already possible
<Sigma88> there's a txt file
<Sigma88> in [DevStuff]
<Sigma88> rename it to cfg
<Sigma88> let me look at the name
<Sigma88> FAKE_INSTALL
<Thomas> Alternative Installs?
<Thomas> ;P
<GregroxMun> Sigma, these red dwarfs are just awful
<Sigma88> that's why I asked you
<GregroxMun> I will fix the hell out of them
<Sigma88> :D
<Sigma88> I blame KillAshley|SEMI
<GregroxMun> Sloof is the only good red star in the lot but it's based upon a K0III yellow star! (OK officially it's a red or orange giant but I know better than that)
<Sigma88> :P
<GregroxMun> Alright, I'll do all the main sequence stars first.
<Sigma88> sloof is supposed to be a red giant iirc
<GregroxMun> yes
<GregroxMun> Arcturus
<Sigma88> GregroxMun: do you have any good skybox to suggest?
<GregroxMun> Not specifically for GN.
<Sigma88> something stockalike
<GregroxMun> Right now I'm using the ZexySky
<GregroxMun> which is stockalike
<GregroxMun> but higher definition
<Sigma88> do you have a link?
<GregroxMun> hold on
<Sigma88> np
<Sigma88> found it
<GregroxMun> 24 main sequence stars to do. (Not doing Algok or K-Stor yet either.)
<Sigma88> wait
<Sigma88> you just need to make a generator
<Sigma88> not doing all of them by hand
<Sigma88> I mean, I'd rather if you did that
<GregroxMun> I was going to use the color generator
<GregroxMun> but the mass and radius will still be manually defined.
<Sigma88> ah yes
<Sigma88> those are already manually defined
<GregroxMun> I also still need to manually define temperature for each star now, based upon their prototype.
<Sigma88> yes that's fine, I didn't do that
<Sigma88> use the number from the wiki article linked
<Sigma88> if there is one
<Sigma88> on the right side
<Sigma88> under "Details" there is "Temperature"
<GregroxMun> yes I know
<Sigma88> k
<Sigma88> :)
<Sigma88> what is the name of the skybox with all the stars that are very tiny dots
<Sigma88> but very defined
<Sigma88> not like the stock which has fuzzy stars
<GregroxMun> Poodmund's Deep Star Map
<GregroxMun> or Deep Sky Map
<GregroxMun> something like that
<Sigma88> that's not the one I had in mind
<Sigma88> but it should be a good one as well
<Sigma88> the one I remember had colored stars
<Sigma88> like red and blue dots
<Sigma88> ah yes
<Sigma88> it's this one
<Sigma88> now that I see it ingame
<GregroxMun> Deep Star Map is colored in game, the screenshots are just greyscale for some reason
<Sigma88> this is wonderful
<Sigma88> it's impossible to spot the GN stars
<Sigma88> I mean, they're there
<Sigma88> but there's almost no way to tell them apart from the other stars in the skybox
<Sigma88> There's a GN star in there
<Sigma88> :)
<GregroxMun> circle it
<GregroxMun> I can't tell where it is
<Sigma88> that's the point :D
<Sigma88> with skybox dimming
<Sigma88> KillAshley|SEMI: ?
<GregroxMun> that's the one I thought it was
<Sigma88> !tell KillAshley* ask KillAshley, she knows! http://forum.kerbalspaceprogram.com/index.php?/topic/102776-13-kopernicus-new-horizons-v201-2jun17-its-back/&do=findComment&comment=3080122
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> yes but it's not that easy to spot
<GregroxMun> what brightness curve are you using?
<GregroxMun> same as Sun in SASS, right?
<Sigma88> not exactly the same
<Sigma88> I made it smaller at high distances
<Sigma88> other than that it's the same
<Sigma88> I just reduced the end size basically
<GregroxMun> give it to me so I can accurately test stars on my end please
<Sigma88> key = 0.002 0.035 0 21
<Sigma88> replace the first line
<Sigma88> with that
<GregroxMun> for the SASS version you mean?
<Sigma88> there
<Sigma88> that's what I am using for GN
<Sigma88> I am still not sure about 0.035
<GregroxMun> thanks
<GregroxMun> goes in RescaleBrightness.cfg, right?
<Sigma88> it's something between 0.035 and 0.042
<Sigma88> yes
<Sigma88> wait
<Sigma88> here
<Sigma88> use this
<Sigma88> I removed some bits
<Sigma88> like the luminosity calculator
<Sigma88> and the rimpower/rimcolor
<Sigma88> so you can choose the numbers you want
<GregroxMun> Now I'll have to calculate luminosity myself, then.
<GregroxMun> how does lighting and heating work now, again?
<Sigma88> there's already a field
<Sigma88> starLuminosity
<Sigma88> in every star
<Sigma88> it should say whatever the wiki article sais
<GregroxMun> what exactly does this config do, in total?
<GregroxMun> the properties and radius thing
<Sigma88> lighting as in, Ec/s generation, works as you would expect
<Sigma88> the properties bit defines the radius if it's missing
<Sigma88> if it's missing it means it's the same as the stock sun
<GregroxMun> using the brightness curve with the stock sun flare you do still get the rather bright glow around every star
<Sigma88> if radius is defined then it does nothing
<Sigma88> yes
<Sigma88> you need custom flares
<Sigma88> that's not something you can remove using the curve
<GregroxMun> send me the custom flare.
<GregroxMun> I imagine you've got a config to apply the flare to every body
<Sigma88> flare in the folder
<Sigma88> texturesforgreg
<Sigma88> it's a test flare
<Sigma88> also, it's white
<Sigma88> so you need to color the sun yellow
<Sigma88> that's what I was working on now
<Sigma88> you just focus on making the real life colors
<Sigma88> I can handle the kerbalization later
<Sigma88> let's do one step at a time
<Sigma88> :)
<GregroxMun> Might want to remove the camera ghosts from the sun flares
<GregroxMun> so it's just the bright shiny bit and nothing else
<GregroxMun> sunflares are jittering and flickering, oh boy
<GregroxMun> when you get up close
<Sigma88> are you using the custom flare?
<GregroxMun> yes
<Sigma88> odd
<Sigma88> it doesn't do that for me
<Sigma88> it does that with the stock flare
<GregroxMun> wait, since when does RevSS have GN?
<GregroxMun> When did that happen?
<GregroxMun> wait no it just deletes RevSS.
<GregroxMun> Presumably needed for SASS-GN, I guess.
<Sigma88> yes
<Sigma88> I've asked you and you said you didn't think it would have been appropriate to have revss in gn
<Sigma88> but I needed the compatibility patch for SASS
<GregroxMun> As I recall the conversation ended with you convincing me that RevSS would be a good star system.
<GregroxMun> I think there should be a RevSS star system, but the planets should be in a different configuration from stock.
<Sigma88> if you want I would be happy to add it
<GregroxMun> RevSS should go around an M3V star bc we need more M-dwarfs.
<GregroxMun> Jool shall be moved to the habitable zone, Kerbin and Mun should be trojans of it, Minmus, Bop, and Pol should be moved to orbit Eve in circular orbits, Eve should be moved to where Vall used to be, and Vall should be moved to a distant orbit.
<GregroxMun> Sigma88: shouldn't StarLuminosity be based off of Bolometric, not Visual luminosity, since it deals with heating alongside solar power?
<Sigma88> probably yes
<Sigma88> but I feel we will need to change it anyways
<Sigma88> because it will end up burning everything on big stars
<Sigma88> or being useless on smaller ones
<GregroxMun> Is SLIPPIST-1 compatibility in the plan for the next GN update?
<GregroxMun> I have to go to brunch now, see y'all later
GregroxMun is now known as Gregrox|BRUNCH
<Sigma88> Gregrox|BRUNCH: slippist can be added
<Gregrox|BRUNCH> (not quite gone yet)
<Gregrox|BRUNCH> Yes, do add SLIPPIST-1.
<Gregrox|BRUNCH> The names should be the ones used for the starmover version. SLIPPIST-1, SLIPPIST-1 b, ...-1 c, etc
<Sigma88> do I need to change them?
<Sigma88> or are they already fixed it?
<Gregrox|BRUNCH> You list the GPP star as G4V, when Wiki lists it as G6V
<Gregrox|BRUNCH> SLIPPIST-1 is by default named Slippist, Beta, Charlie, Delta, Echo, Foxtrot, Golf, Hotel
<Sigma88> the wiki says 6 but the star they based it on is 4
<Gregrox|BRUNCH> I'm going to make it G6V so it matches with luminosity
<Sigma88> is there a star in the cfg?
<Sigma88> let me check
<Gregrox|BRUNCH> It's just moving the star from GPP
<Gregrox|BRUNCH> I guess GPP subtly changes the stock sun, but StarLuminosity is = 1 in the config
<Gregrox|BRUNCH> So I'm going to make it identical to the StockSun
<Gregrox|BRUNCH> the recolored StockSun
<Gregrox|BRUNCH> But now I got to go
<Sigma88> Gregrox|BRUNCH: now I remember, GPP was a temporary thing, I want to make a new star, close to ciro, but generated by GN
<Sigma88> I asked galileo if there is a real life analogue, otherwise you can choose any GwhateverV star has mass and radius close to Ciro
<Sigma88> Thomas: what is it that handles eclipses in ksp?
<Sigma88> I can't get stars to eclipse other stars
<Thomas> Thats set in the lens flare component, and it is not changeable without asset bundle hell
<Sigma88> ok, but can I do anything to a star to make it trigger an eclipse?
<Sigma88> maybe add a specific pqsmod
<Sigma88> ?
<Sigma88> !wa sun radius
<Qboid> Sigma88: Sun | average radius: 695700 km (kilometers)
<Sigma88> !wa sun mass
<Qboid> Sigma88: Sun | mass: 1.988435×10^30 kg (kilograms)
<Sigma88> !tell Gregrox* GPP star (ciro) is meant to be a GsomethingV star (according to ohiobob who designed it), parameters are Mass = 1.02026735661923 and radius = 0.097946493
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> wait
<Sigma88> !tell Gregrox* disregard, wrong numbers
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> !tell Gregrox* correct numbers: ___ radius = 1.02026735661923 ___ mass = 0.960512280108992
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> !tell Gregrox* the best fit I have found is HD 20782 from this list: https://en.wikipedia.org/wiki/List_of_exoplanetary_host_stars
<Qboid> Sigma88: I'll redirect this as soon as they are around.
Gregrox|BRUNCH is now known as GregroxMun
<GregroxMun> oh boy, here goes
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [04.06.2017 16:22:51]: "GPP star (ciro) is meant to be a GsomethingV star (according to ohiobob who designed it), parameters are Mass = 1.02026735661923 and radius = 0.097946493"
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [04.06.2017 16:23:31]: "disregard, wrong numbers"
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [04.06.2017 16:26:28]: "correct numbers: ___ radius = 1.02026735661923 ___ mass = 0.960512280108992"
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [04.06.2017 16:38:08]: "the best fit I have found is HD 20782 from this list: https://en.wikipedia.org/wiki/List_of_exoplanetary_host_stars"
<Sigma88> :D
<Sigma88> sorry
<GregroxMun> What's Gael's SMA?
<GregroxMun> That's how I'll decide what temperature to put it at
<Sigma88> whatever is required to give a rotation period of exactly 1 kerbal year (stock clock)
<Sigma88> let me check
<GregroxMun> With 1.02 solar masses, that should be pretty much fine
<GregroxMun> so G2V
<Sigma88> semiMajorAxis = 13982766706.4122
<Sigma88> G3V
<Sigma88> according to the wiki page
<GregroxMun> Oh ok
<Sigma88> the list says G2V
<Sigma88> but the page G3V
<Sigma88> if you want there's a G5V that's close enough
<GregroxMun> 5710
<Sigma88> HD 4113 Sculptor G5V mass =0.985 radius =1.033
<GregroxMun> 5710 Kelvin, G3V
<GregroxMun> Ciro will be its own star, with no official IRL analogue
<Sigma88> nope
<Sigma88> I want all stars to have an analogue
<Sigma88> and I want GN to generate the stars
<Sigma88> no more copying stars from other packs
<GregroxMun> Gn will still generate the colors and stuff
<GregroxMun> OK, I'll find a G3V star to base it on
<Sigma88> this way we can enable all star to be visible without the packs
<Sigma88> as an optional cfg
<Sigma88> I asked the guys and they explained to me how ciro is designed
<Sigma88> ciro is meant to be a realistic 1/10th star
<GregroxMun> Blast, the spectral standard for G3V is really large.
<Sigma88> so its radius is 1.020 solar radii, and its mass is 0.961 solar masses
<Sigma88> so we need to start from those parameters to find an analogue
<Sigma88> these are the closes I could find:
<Sigma88> the first one is listed as G2V
<Sigma88> but it's actually a G3V
<Sigma88> (or at least that's what the wiki page says)
<Sigma88> so if you choose the first one we can list it as G3V
<GregroxMun> We'll do HD 20782
<Sigma88> (I rather not use G2V where possible)
<Sigma88> wait
<Sigma88> ohiobob is pm ing me
<Sigma88> !wa sun temperatur
<Qboid> Sigma88: Sun | effective temperature: 5772 K (kelvins)
<GregroxMun> 5772
<GregroxMun> Sigma88: should I change other stars that use the Sun prototype to other prototypes? (You said you'd like to minimize G2V)
<GregroxMun> I'm on Kerbol Plus now.
<Sigma88> GregroxMun: ohiobod told me the that temperature is important for him
<Sigma88> so I think this one is a better fit
<GregroxMun> what temperature does he want?
<Sigma88> which is a G5V star
<Sigma88> use these parameters for Ciro
<Sigma88> mass = 0.96051228, radius = 1.020267357, temperature = 5524
<GregroxMun> What temperature does Ciro have in GPP?
<Sigma88> 5524
<GregroxMun> ok that's perfect then
<Sigma88> yes those are the values from Ciro
<GregroxMun> Tell them to change spectral type of Ciro in the wiki then.
<Sigma88> meh, they can do whatever they want
<Sigma88> plus G5V is pretty close to G6V
<Sigma88> (they say G6V on their wiki)
<GregroxMun> I thought it was G6V that they wanted
<GregroxMun> I mean G3V that you said
<GregroxMun> ok whatever I'm using this one
<Sigma88> G3V was the star that fitted the best the parameters
<GregroxMun> Can I just change the temperature and keep mass and radius to be that of the prototype?
<Sigma88> but then I showed it to ohiobob and he said that the temperature was off
<GregroxMun> temperature = 5524
<Sigma88> what do you mean the prototype?
<GregroxMun> prototype = real world star
<GregroxMun> prototype in the same way the Billington E2 Tank Engine is the basis for Thomas the Tank Engine, not prototype in the way that a game demo is a prototype
<Sigma88> I'd say, either we keep Ciro parameters and state that the analogue is that star even if it has slightly different parameters
<Sigma88> OR
<Sigma88> we use all the analogue parameters
<Sigma88> (radius, mass, temperature)
<Sigma88> ideally what I want, is having a "protostar" defined for each planet pack, with the least information possible
<GregroxMun> temperature is close enough to it that I guess it doesn't matter
<GregroxMun> not "protostar," that refers to infant stars
<GregroxMun> but I know what you mean
<Sigma88> in KSP code "proto_whatever" is an object that has been created but hasn't all parameters defined yet
<Sigma88> :D
<GregroxMun> ok
<Sigma88> so, you create a star with just basic parameters
<Sigma88> then a cfg will calculate everything that is needed
<Sigma88> in the original star cfg, use "solar masses" "solar radii" and "Kelvin"
<Sigma88> (I am already starting to convert some)
<Sigma88> for now I will be happy with having the math figured out
<Sigma88> you can take a random star, and use excel to calculate the parameters
<Sigma88> like color and stuff
<Sigma88> and then look at how it appears ingame
<GregroxMun> You would have to define both mass and radius though, because you can't calculate that with a simple equation.
<Sigma88> then we can work out how to apply the math using mm
<Sigma88> yes
<Sigma88> mass, radius and temperature
<GregroxMun> and even then temperature still varies somewhat with mass based upon age and metalicity
<GregroxMun> ok yes
<Sigma88> can you make it work with those three?
<GregroxMun> That's what I've been doing
<Sigma88> perfect
<Sigma88> for now it's enough to fix the main sequence
<GregroxMun> I've done "radius = 1/10 RSS Sun in meters," "mass = 1/100 RSS sun in kg," and then I multiply by the solar units
<GregroxMun> and Temperature is in Kelvin
<Sigma88> if the code breaks for giants and other non V we can change that later
<GregroxMun> It definitely should only be used for V.
<GregroxMun> Dwarfs do have a better mass-radius rule, so that can be implemented.
<GregroxMun> s/Dwarfs/Degenerate Dwarfs
<Qboid> GregroxMun meant to say: Degenerate Dwarfs do have a better mass-radius rule, so that can be implemented.
<Sigma88> yes, we can make our own rules for those
<Sigma88> just set a maximun and a minimum and see what comes out
<Sigma88> just to be on the same page
<Sigma88> are you using these numbers?
<Sigma88> RSS radius = 695700000
<Sigma88> RSS mass = 1.988435E+30
<Sigma88> so, KSP realistic radius = 69570000
<GregroxMun> That's Prok
<Sigma88> KSP realistic mass = 1.988435E+28
<Sigma88> perfect
<Sigma88> thanks
<Sigma88> GregroxMun: another thing, I am starting to like stars with very little rim effect
<GregroxMun> ikr
<Sigma88> what are you doing with the rim?
<GregroxMun> hold on
<Sigma88> I would be fine with it being completely off
<GregroxMun> I'll have pics soon
<GregroxMun> The rim is at realistic levels
<Sigma88> k
<GregroxMun> (There is limb darkening on the sun)
<GregroxMun> Well, it's pseudo-realistic
<GregroxMun> I don't change it based upon the star's density
<GregroxMun> That's above my level
<GregroxMun> But it looks good
<Sigma88> don't worry
<GregroxMun> anyway I broke stuff.
<GregroxMun> I think I may have been overwriting the orbits of the stars by accident
<Sigma88> don't use GN
<GregroxMun> @Kopernicus:AFTER[KopernicusAfter]
<Sigma88> I'd say for now you can just focus on the math that makes all the stars look good
<Sigma88> GN integration is the last thing
<Sigma88> :D
<GregroxMun> Well I got that done
<GregroxMun> That's been done a while
<Sigma88> awesome
<GregroxMun> Days even
<Sigma88> can I give you 3 stars to generate to see the outcome?
<GregroxMun> ok
<GregroxMun> main sequence only, I haven't figured out giants yet
<GregroxMun> Well not in general
<Sigma88> Blue, mass = 23, radius = 78.9, temperature = 12100
<Sigma88> White, mass = 1, radius = 1, temperature = 5772
<Sigma88> Red, mass = 0.7, radius = 0.665, temperature = 4526
<GregroxMun> 0.7 is gonna be yellow, just to be clea
<GregroxMun> r
<Sigma88> no wait
<Sigma88> let me change then
<Sigma88> how low does it need to go?
<Sigma88> K is not enough for red?
<Sigma88> do I need M ?
<GregroxMun> Late-M
<GregroxMun> K would be yellow-white
<UmbralRaptor> Apropos nothing, there are scaling laws for mass/radius/temperature/luminosity. eg: page 16 of https://arxiv.org/pdf/1507.00780
<GregroxMun> I can do both K and M if you want.
<Sigma88> mass = 0.21, radius = 0.32, temperature = 3120
<Sigma88> UmbralRaptor: I know, we use those (kind-of) to calculate the color
<UmbralRaptor> Ah, sorry.
<Sigma88> but we use real life stars as analogues
<Sigma88> no problem
<UmbralRaptor> Wasn't sure if you were doing a lookup table or something.
<Sigma88> I do apreciate feedback
<GregroxMun> What I had wanted to do for my own purposes was input mass and get out radius and temperature.
<Sigma88> we're overhauling GN
<GregroxMun> I have equations to do that but they're not good for lower masses.
<GregroxMun> ofc from radius and temperature, luminosity is easy
<Sigma88> yes, also you would need a way to introduce some errors in there
<Sigma88> otherwise all stars will fall on the same line
<Sigma88> >_>
<GregroxMun> Yeah, I tried that with a multiplier in one version, and it just wasn't as good as saying "go look up where you want on an HR diagram"
<UmbralRaptor> Heh. Random number generators to the rescue?
<GregroxMun> Can't do RNG in MM, afaik
<Sigma88> UmbralRaptor: it's mostly MM configs
<Sigma88> I could switch to plugin, but where's the fun in that
<GregroxMun> ^^^
<GregroxMun> Alright, loading up the stars now
<GregroxMun> Baby Blue, Willy White, and Roger Red.
<Sigma88> lol
<Sigma88> AKA Rigel, Sun, EZ Aquarii A
<Sigma88> damn imgur
<GregroxMun> wait I just didn't color the flares, they should still work.
<GregroxMun> give me a moment and I can show what the flares look like
<Sigma88> ok
<Sigma88> Internet died
<Sigma88> Give me a minute
<Sigma88> Can you repost the link?
<UmbralRaptor> 13:11:01 < GregroxMun> http://imgur.com/a/0m1qM
<Sigma88> Ty
<Sigma88> ok I'm back
<Sigma88> seen the pics
<Sigma88> they look good but, could you increase the difference between the colors so that it gives the stars a bit more detail
<Sigma88> ?
<GregroxMun> Hmm
<Sigma88> or maybe it's the rim blend/strenght
<Sigma88> the center is basically colorless
<GregroxMun> http://imgur.com/a/U3VG4 flares
<Sigma88> featureless
<GregroxMun> Well it's realistic the way I have it
<Sigma88> if you like them like that I'm fine with it
<GregroxMun> You can tweak them for the stockalike version if you like
<Sigma88> to dim the red flare, try multiplying all the colors by a number
<Sigma88> what color are you using right now?
<GregroxMun> I have been dimming the flare the way you suggest
<GregroxMun> But previously I did it on a per-star basis.
<GregroxMun> I could try linking it to mass
<Sigma88> or luminosity
<GregroxMun> Well then it would be too bright for larger stars
<Sigma88> which color did you use for the red one?
<GregroxMun> the same as the color of the star itself
<Sigma88> which is?
<Sigma88> :)
<Sigma88> I have kittopia open, I'm trying to see how it would look dimmed
<GregroxMun> 3120 K
<GregroxMun> adjusted for 255 = 1
<Sigma88> that's the color I had chosen for the stock sun
<Sigma88> :D
<Sigma88> lol
<Sigma88> ok
<Sigma88> GregroxMun: this would be the same hue (color) but lower luminosity
<GregroxMun> huh
<GregroxMun> Here's what I'm feeling.
<Sigma88> huh bad or huh good?
<GregroxMun> neutral huh
<Sigma88> yes
<Sigma88> tell me
<GregroxMun> here's what I'm feeling: lens flares need to start appearing further away from the red dwarf.
<Sigma88> that's not possible to do with ksp
<Sigma88> it's hardcoded
<GregroxMun> oh
<GregroxMun> Then in that case:
<Sigma88> I can change the look of the flare but not the behaviour
<Sigma88> I can make it smaller
<Sigma88> if you think that might help
<GregroxMun> they should not appear at all below the temperature of maybe not at all below 3715 Kelvin. (When peak wavelength of the light is in the visible spectrum. Maybe not a true fundamental limit but seems good enough)
<Sigma88> I can generate more than one flare object
<Sigma88> you want one with just the main sun brightness effect?
<Sigma88> do we even have stars under 3715?
<Sigma88> and would it be enough to remove the flare completely? or better to make custom one?
<GregroxMun> alright this rule should work: Temperature >or= 5772 K, lensFlareColor multiplier = 1. 3715 K < Temperature < 5772 K, lensFlareColor multiplier = mass. Temperature < 3715 K, lensFlareColor multiplier = 0
<GregroxMun> the star you gave me just now is 3120 K, SLIPPIST is 2800 or something really low like that.
<Sigma88> multiplier = 0 means black
<Sigma88> is that right?
<GregroxMun> yes, but black means invisible
<Sigma88> ah nice
<Sigma88> so there's no need of multiple flares?
<GregroxMun> correct
<GregroxMun> but I don't know how to make the above rule in MM
<GregroxMun> so you need to do it
<Sigma88> yup
<Sigma88> don't worry
<Sigma88> what about the temperature range
<GregroxMun> what about it?
<Sigma88> are the masses there always <0
<Sigma88> ?
<Sigma88> <1^
<Sigma88> *
<Sigma88> less than 1
<GregroxMun> oh, I hadn't thought of that.
<GregroxMun> damn
<Sigma88> don't worry
<Sigma88> let's use the color
<GregroxMun> you know what, this will work and will be simpler:
<Sigma88> don't worry
<GregroxMun> Temperature > 5772 K, mult = 1
<GregroxMun> Temperature < 5772 K, mult = visual luminosity
<Sigma88> let me test
<GregroxMun> I think sunAU should have a similar multiplier for stars larger than about 2 solar luminosities, where it should scale with the sqrt of the luminosity. (I can handle that)
<Sigma88> would this be ok?
<GregroxMun> that should do it
<Sigma88> ok
<Sigma88> I can handle that
<Sigma88> are you already using a mm config to generate stars?
<GregroxMun> yes
<Sigma88> can you send it to me?
<GregroxMun> give me a minute
<Sigma88> I'll add the multiplier
<Sigma88> and you can tell me how it looks
<Sigma88> is it safe to assume that where the multiplier is needed, colors will always have R>G>B ?
<GregroxMun> yes, I believe so
<Sigma88> ok
<GregroxMun> but it looks fine if every color is multiplied by the same number.
<Sigma88> actually, it seems like the red starts to be the highest number around 6477K
<GregroxMun> red is at 1 up until 6000 K
<Sigma88> you are right
<Sigma88> it's even better with just a plain multiplier
<Sigma88> well, even better
<GregroxMun> that pastebin is the star
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<GregroxMun> Sigma88: what do you think about this: https://pastebin.com/e9PaTWKh
<Sigma88> GregroxMun: I have added the multiplier
<Sigma88> here
<GregroxMun> good
<Sigma88> can you give me a multiplier?
<Sigma88> for the luminosity thing
<Sigma88> I mean, a number I can apply to see the result
<GregroxMun> luminosity = 200,000
<GregroxMun> no
<GregroxMun> 20,000
<Sigma88> ok
<GregroxMun> temperature = 13,000 K
<GregroxMun> the only difference between the title for the wiki article on a star vs a tv show is whether the "D" in "Red Dwarf" is capitalized
<GregroxMun> no Red Dwarf (TV Show)
<GregroxMun> or Red dwarf (Star)
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<Sigma88> I think it's a bit excessive
<Sigma88> screenshot incoming
<Sigma88> ignore the orbits
<Sigma88> it doens't look very good
<Sigma88> if you want to do that
<Sigma88> we need to use custom flares
<Sigma88> wait
<GregroxMun> Hmm, that doesn't look great.
<GregroxMun> I intended it explicitly for making the size of the star in the sky brighter.
<GregroxMun> not up close
<GregroxMun> so it's not really worth it
<Sigma88> ah just that?
<Sigma88> wait
<Sigma88> sunAU affects the star upclose
<GregroxMun> up close as in inside the planetary system
<Thomas> o/ NathanKell
<Sigma88> GregroxMun: no sun au affects the most the closest you are to the planet
<GregroxMun> what do you mean by that?
<Sigma88> at least for how set up my curve
<GregroxMun> ok I see what you mean
<Sigma88> it means that since at 1 radius the brigthness drops down to see the star
<Sigma88> if you change sunAU that doesn't line up anymore
<Sigma88> so it drops down in the middle of nowhere
<Sigma88> >_>
<GregroxMun> lensFlareColorMult isn't a real thing, btw.
<GregroxMun> oh I see what you were doing.
<Sigma88> >_>
<GregroxMun> <_<
<GregroxMun> >_>
<GregroxMun> !wpn
* Qboid gives GregroxMun an ones-complement summation
<Sigma88> I've added some screenshots to the folder
<Sigma88> take a look
<GregroxMun> 0o0_/[ones-complement summation]
<NathanKell> o/ Sigma88
<Sigma88> 0/ NathanKell
<GregroxMun> Oh yes just multiply that last number then
<GregroxMun> right?
<Sigma88> not multiply directly
<NathanKell> (my o/ response is on time delay :P )
<Sigma88> haha
<Sigma88> NathanKell: http://forum.kerbalspaceprogram.com/index.php?/topic/161564-wip130-sigma-sciencebalance/
<GregroxMun> well Sigma88, the config you sent me didn't quite work on account of the lens flares being white.
<NathanKell> Sigma88, cool!
<GregroxMun> what is it?
<GregroxMun> ScienceBalance?
<Sigma88> yup
<NathanKell> Sigma88: Ah, quick question. Would it be possible to extend the system to have one cap per experiment?
<Thomas> NathanKell: I could write you a znc plugin that autoreplies to o/ :P
<Sigma88> sure
<NathanKell> So when you unlock new experiments you can get more science from the body?
<NathanKell> Thomas: Hah!
<NathanKell> Sigma88: Awesome. Because we definitely want to encourage, e.g. later-game Earth surveyors with new instruments
<Sigma88> NathanKell: I'll add that
<NathanKell> <3
<Sigma88> got to eat something now
<GregroxMun> what problem does that mod solve?
<Sigma88> too much science
<NathanKell> Ohhh one other question. Is it an absolute cap or does it vary by game science difficulty % setting?
<GregroxMun> in RSS?
<GregroxMun> or is it a problem in Stock too
<Sigma88> NathanKell: for now it's just a hard cap
<Sigma88> GregroxMun: one would assume stock is balanced :D
<GregroxMun> right, sure
<NathanKell> ah gotcha. Yeah, I think it probably needs to vary by that or it'll defeat the purpose of the gamesetting
<Sigma88> the problem arises when you are making a planet pack
<Sigma88> NathanKell: sure, everything can be done
<Sigma88> just needs some time
<NathanKell> :)
<Sigma88> feel free to fill the github issues with suggestions
<Sigma88> helps keep track of stuff
<NathanKell> Plenty of time--it'd be for the new-tree RP-0 release anyway, and that's Real Soon Now (tm) rather than the sooner Soon (tm)
<NathanKell> Sigma88: Will do
<Sigma88> GregroxMun: so basically if you are making a planet pack, you need to be careful how many biomes you add. to avoid that, I just put a cap on science that can be gained from a planet
<Thomas> Real Soon (tm) - the new mod made by the RO group
<GregroxMun> oh yeah, that would be a thing
<NathanKell> :D :D
<GregroxMun> Is there a mod that simulates yearly funding instead of just contract-reward funding?
<GregroxMun> I found out what the problem was with the lens flare I think
<Sigma88> GregroxMun: what was it?
<GregroxMun> %something[*] = something
<GregroxMun> instead of
<GregroxMun> @something[*] *= something
<Sigma88> ah yeah
<Sigma88> my bad
<GregroxMun> :)
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<Sigma88> how does it work?
<ferram4> GregroxMun, I think there is one like that, (something with government funding in the title I think?) but I don't know how often the cash infusions are.
<GregroxMun> well enough
<GregroxMun> For mid-K stars it's a bit weird
<Sigma88> define weird
<GregroxMun> image incoming
<Sigma88> thanks
<GregroxMun> I might just mess around with the cutoff point
<Sigma88> I think probably under a certain value it should go to black
<Sigma88> like under 0.5
<Sigma88> we could extend the curve such as 0.5 is at ~4000K
<Sigma88> and 1 is at 5772
<Sigma88> and below 4000 it goes to black
<Sigma88> or maybe even keep the same rules you had before
<Sigma88> but design the curve to go from 1 to 0.5
<Sigma88> GregroxMun:
<Sigma88> something like that
<GregroxMun> I think 0.5 would probably look weird
<Sigma88> too much?
<Sigma88> or too little?
<Sigma88> wait, let me load ksp
<GregroxMun> you know what, i want to try something.
<Sigma88> 0.5 looks ok
<GregroxMun> make a sun flare out of this please
<Sigma88> it's huge
<GregroxMun> the flare or the texture size?
<Sigma88> the white spot
<GregroxMun> yes, sure
<GregroxMun> that's the point
<GregroxMun> it's a test
<Sigma88> is it for the red or blue star?
<GregroxMun> neither
<GregroxMun> or both
<GregroxMun> i don't know yet
<Sigma88> there you go
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<Sigma88> GregroxMun: how is it?
<GregroxMun> need more test
<GregroxMun> initial tests look good
<Sigma88> I have a new multiplier
<Sigma88> In case you want to try that
<Sigma88> as well
<Sigma88> what's that?
<GregroxMun> I forgot
<GregroxMun> you know what screw it
<GregroxMun> Some stars should have the white lens flare and some shouldn't.
<GregroxMun> There should be a white lens flare, a yellow lens flare, a red lens flare, and a blue lens flare
<GregroxMun> Or perhaps one for each spectral type.
<GregroxMun> and each should have the color 1,1,1,1
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<Sigma88> that's what I was arguing
<GregroxMun> and you were right.
<Sigma88> maybe the red ones can stay white and then turn red with the color
<Sigma88> because you would expect the light to be redder I would assume
<GregroxMun> Late-M, M, K, Early-K and G and F, Late F, A, B, O
<GregroxMun> Actually late-M will still not have flares
<Sigma88> give me temperatures and I'll generate colors and flares
<TonyAirborne> Hi
<GregroxMun> o/
<TonyAirborne> Extreme devving ?
<GregroxMun> yes, I suppose so
<GregroxMun> getting hard science stars right in KSP
<TonyAirborne> Nice
<Sigma88> GregroxMun: s/d/d,
<Qboid> Sigma88 thinks GregroxMun meant to say: getting hard, science stars right in KSP
<GregroxMun> :\
<GregroxMun> fun fact: if you use the Imgurian definition of "science star" then this makes total sense
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<Sigma88> GregroxMun?
<GregroxMun> nvm
<Sigma88> how many colors should I do?
<GregroxMun> I'm doing it
<Sigma88> are you changing the flares as well?
<GregroxMun> just wait
<Sigma88> I mean, just the color? or also the shape?
<Sigma88> k
<GregroxMun> I'm only making the color different
<Sigma88> ok
<GregroxMun> Sigma88: flaretextures.zip in the dropbox folder
<GregroxMun> I'm not sure about the M-flare.
<GregroxMun> But if it doesn't work I can either try a different one or I can just remove flares from M stars altogether
<Sigma88> ok
<Sigma88> give me a sec
<Sigma88> GregroxMun: all flares should be in there
<Sigma88> there you go
<Sigma88> make sure you use those names
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<Sigma88> GregroxMun: let me know if it works because I'm not sure I exported them right :D
<Sigma88> it looks very pixelated
<Sigma88> >_>
<GregroxMun> so you put all the flares in one unity3d file?
<Sigma88> yes
<Sigma88> actually
<Sigma88> every time I export it includes all the flares in the folder
<Sigma88> so there's a gazilion flares inside
<Sigma88> :D
<GregroxMun> Dumb Idea: Uncharted Stock Planets.
<GregroxMun> Try to make procedural versions of all the planets
<GregroxMun> except they're all meant to be the stock planets instead of a new system like in KillAshley*s Uncharted Lands
<GregroxMun> "every time I export it includes all the flares in the folder " you can't -do- that, Sigma. KSP hates you
<GregroxMun> I'm getting awful framerates and I'm pretty sure that's why
<GregroxMun> yes that's why
<Sigma88> I'm generating a new one
<Sigma88> sorry
<Sigma88> with better textures
<Sigma88> (not pixelated)
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<Sigma88> GregroxMun: there you go
<Sigma88> 78 kb instead of 590
<Sigma88> whoops
<Sigma88> GregroxMun: does it work better now?
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<Sigma88> I'm not a fan of the no camera ghost
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<GregroxMun> I'm back
<GregroxMun> just finished the new Doctor Who
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<GregroxMun> Sigma88: without the camera ghost things get really weird when multiple distant stars are in view
<Sigma88> with or without?
<Sigma88> OH GOD I FORGOT ABOUT DOC WHO
<Sigma88> WHY DIDN'T YOU TELL ME
<GregroxMun> sorry
<GregroxMun> do you normally watch live on TV?
<GregroxMun> I meant with
<Sigma88> here it comes out earlier
<Sigma88> I mean, it's probably the same time
<Sigma88> but it comes earlier because time zones
<GregroxMun> The problem with having lens flares on red dwarfs is that the color seems to add to or multiply with instead of average with the star, so it makes the star look white from afar.
<Sigma88> wait
<Sigma88> there are 5 textures
<Sigma88> I mean
<Sigma88> it's 1 file
<Sigma88> but has 5 "regions"
<GregroxMun> yes
<Sigma88> the big one is the only one you kept
<GregroxMun> yes
<GregroxMun> intentionally
<Sigma88> have you tried keeping all the little ones except for the one in the top left
<Sigma88> ?
<GregroxMun> yes
<Sigma88> ok
<Sigma88> have you tried keeping it for the bright stars?
<Sigma88> blue through white
<Sigma88> and orange/red removing it
<GregroxMun> most of GN's stars are bright ones.
<Sigma88> you said it looks bad on red stars, no?
<GregroxMun> the ghosts look bad when you see multiple stars of any type
<GregroxMun> flares period look bad on red stars
<Sigma88> ah
<Sigma88> gotcha
<Sigma88> I'd like you to test some flares
<Sigma88> just to see if they can improve the issue
<Sigma88> give me a sec to generate them
<GregroxMun> list of possible vulcan suns. (pretty much the only thing we know about it is it's 16 lightyears away. This can be interpreted as low as 15.5 or as high as 16.49):
<GregroxMun> LHS 288, Glise 412, Groombridge 1618, AD Leonis, Gliese 832, GJ 1005
<GregroxMun> the list of nearby stars ends at 16.265 ly
<GregroxMun> Groombridge 1618 is the only one that isn't an M-dwarf.
<Sigma88> what's that?
<Sigma88> I lost you
<GregroxMun> a K8V star at 15.89 ly
<GregroxMun> Could be Vulcan's sun
<GregroxMun> just because it's at 16 ly and that's what Vulcan's supposed to be at.
<Sigma88> GregroxMun: ghost_flares file in folder
<GregroxMun> what do you want me to do with it, exactly?
<Sigma88> there are 3 flares
<Sigma88> apply the same to all stars and look if the ghost is better / worse
<Sigma88> the names are
<Sigma88> ghost1_flare
<Sigma88> ghost2_flare
<Sigma88> ghost3_flare
<GregroxMun> I'm getting tired of this
<Sigma88> np
<GregroxMun> I'm going to call this project a day.
<Sigma88> the whole project?
<GregroxMun> What I mean is that I'm finished with this project for today
<Sigma88> ah k
<Sigma88> np
<GregroxMun> "I'm getting tired of this " sounds mean if you read it the wrong way. I didn't mean it to be mean. :P
<Sigma88> np
<Sigma88> :)
<Sigma88> I just apreciate your feedback
<Sigma88> do you have any modifications you have applied to the code that I should know of?
<Sigma88> so I can take that into account if I go on
<GregroxMun> this is the most recent one:
<Sigma88> ty
<GregroxMun> what's the thing for removing all PQSmods?
<GregroxMun> Template/removeAllPQSMods = true
<GregroxMun> right?
<Sigma88> yes
<Sigma88> but I've had weird results with it
<GregroxMun> alright I'll do it manually then
<Sigma88> that's what I usually do
<Sigma88> which template is it?
<Sigma88> for some it's less problematic
<GregroxMun> Mun
<Sigma88> mun should be fine
<Sigma88> if it's oceanless and atmosphereless it's probably fine
<GregroxMun> I'm not sure if Vulcan makes more sense as a gas giant moon or a planet around a late-M dwarf
<GregroxMun> We gotta have Delta Vega (Alternate Universe) in the same system as Vulcan.
<Sigma88> are you making a star trek pack?
<GregroxMun> considering the possibility for later
<GregroxMun> I'm actually working on procedural Mun for AKR.
<Sigma88> hmmm the camera ghost is very weird
<Sigma88> I wasn't understanding how it was generated
<Sigma88> so I did some tests
<Sigma88> and this is what happened
<Sigma88> I gave the small circles defined colors
<Sigma88> it's a mess
<Sigma88> sadly even from far away, stars give the effect
<Sigma88> an all colors always appear
<Sigma88> >_>
<Sigma88> so the only solution is remove them completely
<Sigma88> Thomas: would it be possible to change the lens flare of the active star ? piggy-back-ing on starlightswitcher
<Sigma88> I mean, a plugin would be required of course
<Sigma88> but would that be feasible with a plugin?