Sigma88 changed the topic of #Kopernicus to: #Kopernicus | Release 1.3.0-4 - 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"
<GregroxMun> Damn it it seems that I have drastically underestimated the luminosity of Red Giant Branch tip Sun.
<GregroxMun> My mod idea is thus running into a problem.
<GregroxMun> I need Jool to be around as hot as modern Mercury or Moho for the story to work.
<GregroxMun> But with this setup, all of the planets are scorched, none are just hot.
<GregroxMun> Even Eeloo is scorched.
<GregroxMun> The paper doesn't show a nice graph of Luminosity or Temperature over time.
<GregroxMun> Changing to a different period in time would, unfortunately, ruin the nice orange-red sun. Now it must be an orange-yellow sun.
<GregroxMun> I guess since they are after all stars, which tend to have some wriggle-room, I can just make up some educated guesses and then modify later if I get better data.
<GregroxMun> But I am a little upset I didn't end up with the nice reddish sun I wanted.
<GregroxMun> New numbers, informed and modified from Arcturus, are T = 3400, R = 25, M = 0.78, and L = 75.2.
<GregroxMun> no, no. I want at least Eve to be swallowed.
<GregroxMun> darn it I don't think there's a way to do this.
<Sigma88> !c 5<null
<Qboid> (1,2): warning CS0464: The result of comparing type `int?' with null is always `false'
<Qboid> (1,2): warning CS0464: The result of comparing type `int?' with null is always `false'
<Qboid> false
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<SigmaAway> night
<SigmaAway> :D
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<Sigma88> :D
<Sigma88> skybox!
<Sigma88> !c "a" + null + "b"
<Qboid> ab
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<GregroxMun> o/
<Sigma88> 0/
<GregroxMun> wat
<GregroxMun> oh is that a TR thing?
<Sigma88> no
<Sigma88> I'm sick of TR
<GregroxMun> oh :/
<Sigma88> I'm making my own
<Sigma88> :)
<GregroxMun> I do wonder if perhaps you could implement a time of day feature for the VAB?
<Sigma88> eh, I was thinking about that
<Sigma88> you would need a way to handle different lighting situations
<Sigma88> but it's not that easy
<Sigma88> unless you just care if the sun is over or under the horizon
<Sigma88> (got disconnected, had to copy paste the stuff)
<GregroxMun> I see.
<GregroxMun> Well anyway this will be nice for Alien Space Programs.
<Sigma88> yup
<Sigma88> I'm going to make it a separate plugin
<Sigma88> so you can use it if you want
<Sigma88> I'm going to use it for Kerbin Recolor :)
<GregroxMun> Just the VAB?
<Sigma88> VAB and SPH use the same skybox
<Sigma88> if that's what you mean
<GregroxMun> yeah
<Sigma88> does kopernicus changes the ground color in the VAB?
<Sigma88> I can't remember
<Sigma88> I know it changes the bits close the the buildings
<Sigma88> but what about the rest of the ground?
<GregroxMun> it changes the color of the crawlerway and the other building foundations
<GregroxMun> but not the rest
<Sigma88> k
<Sigma88> I need to figure out a way to fix that then
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<Thomas> Sigma88: It doesnt change the rest because the rest is colored through the PQS
<Thomas> and o/
<Sigma88> Thomas: what part of the pqs colors that bit?
<Sigma88> and 0/ :D
<Thomas> Probably Landcontrol
<Sigma88> I tried deleting landcontrol
<Sigma88> but the thing is still green
<Sigma88> unless it's a different sphere from Kerbin
<Sigma88> could that be?
<Thomas> No
<Thomas> Wait, you mean the color in the VAB?
<Thomas> Thats probably just a simple plane mesh with the space center slapped onto it
<Sigma88> not "inside"
<Sigma88> but yeah
<Sigma88> while in the editor you see "outside"
<Thomas> Yeah
<Thomas> Thats not the PQS
<Sigma88> how do I find which Material are there?
<Thomas> Get all active renderers and check their material
<Sigma88> I have already ruled out all Materials which have a mainTexture
<Sigma88> Renderer[] renderers = Resources.FindObjectsOfTypeAll<Renderer>();
<Sigma88> will this return only the active ones?
<Thomas> No
<Thomas> This will return all renderers
<Thomas> no matter if they are active
<Thomas> I think what you want is UnityEngine.Object.FindObjectsOfType<Renderer>()
<Thomas> or sth. like that
<Sigma88> Renderer[] renderers = Resources.FindObjectsOfTypeAll<Renderer>().Where(r => r.enabled).ToArray();
<Sigma88> ah ok
<Sigma88> erm, there are a lot
<Sigma88> :D
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<Sigma88> let's see if your method has less stuff
<Thomas> I dont think enabled is equal to active
<Thomas> enabled: the MonoBehaviour could do stuff
<Thomas> active: the GameObject actually exists
<Sigma88> much better
<Sigma88> there's a "Plane"
<Sigma88> lol
<Sigma88> let's see if that's the one
<Sigma88> hmmm
<Sigma88> I don't think so
<Thomas> sphere maybe?
<Sigma88> yeah, or "body"
<Sigma88> I don't think it's plane
<Sigma88> ok, here's something interesting
<Sigma88> I deleted all materials
<Sigma88> renderer.material
<Sigma88> but the outside didn't change at all
<Sigma88> maybe it's sharedMaterial?
<Sigma88> or maybe I need to go through all materials
<Sigma88> !c 5 == null
<Qboid> (1,2): warning CS0472: The result of comparing value type `int' with null is always `false'
<Qboid> (1,2): warning CS0472: The result of comparing value type `int' with null is always `false'
<Qboid> false
<Sigma88> Thomas: for some reason the array doesn't include all the Materials available
<Sigma88> visible
<Thomas> hmm, you could check sharedMaterial
<Sigma88> I did
<Sigma88> also renderer.materials and .sharedMaterials
<Sigma88> which are arrays
<Sigma88> destroyed everything in there
<Sigma88> I get a bunch of gray stuff
<Sigma88> but the outside is still the same as stock
<Sigma88> now I am trying with Material instead of Renderer
<Sigma88> maybe I get something interesting
<Sigma88> there's a lot of stuff
<Sigma88> >_>
<Sigma88> and the material for the skybox is not even listed
<Sigma88> so definitely something is missing
<Sigma88> Thomas: is there a way to graphically get the renderer by clicking on the object?
<Sigma88> maybe running ksp through unity
<Sigma88> or stuff like that
<Sigma88> even just the name could be very useful
<Sigma88> nothing, can't find anything that changes that color >_>
<Sigma88> there are 3 PQS named kerbin tho
<Sigma88> and 3 kerbin ocean
<Sigma88> it's not the landcontrol tho
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<Sigma88> there must be a simple way to find out where the stuff I see on the screen is coming from...
<Sigma88> it seems to me it should be one of the simplest things
<Thomas> It is called raycasting and it is hell
<Sigma88> I mean
<Sigma88> >_>
<Sigma88> lol
<Sigma88> I've deleted everything
<Sigma88> how come there's still stuff
<Sigma88> wait
<Sigma88> Thomas: do you see how the border has a rim?
<Sigma88> could it be related to scaledspace?
<Sigma88> wait let me take a better screenshot
<Sigma88> see?
<GregroxMun> the border of the terrain has a bluish light at the edge?
<GregroxMun> is that what you're talking about?
<Sigma88> yes
<Sigma88> but I can't figure out how to get that object
<Sigma88> >_>
<Sigma88> I even tried sarbians mod
<GregroxMun> http://forum.kerbalspaceprogram.com/index.php?/topic/102558-105-lightsout-v015-daynight-mode-in-vabsph/&
<GregroxMun> Sigma88 ^
<Sigma88> yeah I know about that
<Sigma88> that just changes the illumination of the sccene
<Sigma88> scene*
<Sigma88> not the textures
<GregroxMun> It removes the rim
<Sigma88> I don't think so
<GregroxMun> http://i.imgur.com/CsdWCJG.png the rim isn't here.
<Sigma88> I think it's just an effect of the low lighting
<Sigma88> yeah, but that's most likely the same as looking at the darkside of kerbin
<Sigma88> kerbin still has a rim
<Sigma88> but it's not visible on the dark side
<Sigma88> I believe it's automatic
<Sigma88> depending on lighting
<GregroxMun> I don't think the KSC scene is on a scaledspace object.
<Sigma88> I can't see anything that would remove the rim
<Sigma88> in the source
<Sigma88> I've already checked :D
<GregroxMun> Oh ok
<Sigma88> are you using it on 1.3.0?
<GregroxMun> I am not using it.
<Sigma88> or are those screenshots from the thread?
<GregroxMun> thread
<Sigma88> ah ok
<GregroxMun> Ah, very nice.
<Sigma88> yeah, piece by piece
<Sigma88> it's a pain
<Sigma88> :D
<Sigma88> thomas, I found out that RenderSettings.fogColor is the color of the rim
<Sigma88> do you think I can find the color of the grass in there as well?
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<Kopernicus> [Kopernicus] Avera9eJoe commented on issue #189: Sounds good Sigma, looking forwards to that :) https://git.io/vQKWV
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<Kopernicus> [Kopernicus] Avera9eJoe commented on issue #189: Sounds good Sigma, looking forwards to that release :) https://git.io/vQKWV
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<GregroxMun> We need exposure with the implementation of star light intensity curves in Kopernicus.
<GregroxMun> probably just a manual thing.
<Sigma88> I don't understand how a friggin grass texture can be so difficult to find
<GregroxMun> ksc_exterior_terrain_ground ?
<Sigma88> already tried
<Sigma88> it doesn't seem to be the correct one
<Sigma88> unless the texture is stored somewhere else
<Sigma88> not in material.mainTexture
<Sigma88> (which could be very possible)
<TonyC> GregroxMun, that would be interesting indeed. by the way, do you think bloom could be properly implemented in KSP like in the pictures ?
<GregroxMun> I don't know.
<GregroxMun> I know KSP used to have crappy bloom though.
<GregroxMun> In 0.16 and 0.15, there was bloom.
<GregroxMun> But it's the same kind that SE currently has, and didn't look good enough.
<TonyC> interesting
<TonyC> i wonder actually in what way the current SE bloom is worse and the newer one seems better. I mean, i can notice the difference, but i wonder what makes it specifically improved
<Sigma88> I don't think I've ever visited the VAB so many times
<Sigma88> >_>
<TonyC> Sigma88, you're revamping the VAB textures ?
<Sigma88> I'm just trying to change them for now
<Sigma88> the textures of the view outside the VAB actually
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<GregroxMun> http://forum.kerbalspaceprogram.com/index.php?/topic/163109-13x-alien-space-programs-10-take-ksc-and-push-it-somewhere-else/
<GregroxMun> Alien Space Programs 1.0
<Sigma88> ksp is trolling me
<Sigma88> :D
<GregroxMun> omg
<Sigma88> but that should not be a problem
<Sigma88> kopernicus changes the green bits there
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<Sigma88> !c bool b
<Sigma88> !c b
<Qboid> false
<Sigma88> !c b = null
<Qboid> (1,6): error CS0037: Cannot convert null to `bool' because it is a value type
<Sigma88> !c bool.TryParse("ccc", b)
<Qboid> (1,7): error CS1502: The best overloaded method match for `bool.TryParse(string, out bool)' has some invalid arguments/usr/lib/mono/4.5/mscorlib.dll (Location of the symbol related to previous error)
<Qboid> (1,23): error CS1620: Argument `#2' is missing `out' modifier
<Sigma88> !c bool.TryParse("ccc", out b)
<Qboid> false
<Sigma88> !c b
<Qboid> false
<Sigma88> !c b = true
<Sigma88> !c b
<Qboid> true
<Sigma88> !c bool.TryParse("ccc", out b)
<Qboid> false
<Sigma88> !c b
<Qboid> false
<Sigma88> !c bool.TryParse("true", out b)
<Qboid> true
<Sigma88> !c bool.TryParse("false", out b)
<Qboid> true
<Sigma88> !c b
<Qboid> false
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