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"
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<KerikBalm> o/
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<KerikBalm> I'm trying to replace the color map of duna with a color map I made
<KerikBalm> yet it just seems to add my color map on top of the old one not replace it
<KerikBalm> so that even if I specify a completely black color map, it looks just like normal duna
<KerikBalm> this is what I've got
<Sigma88> 0/
<Sigma88> KerikBalm: have you looked at the duna kittopia-dump?
<Sigma88> duna uses VertexSimplexNoiseColor not VertexColorMap
<Sigma88> sorry
<Sigma88> duna use VertexColorMapBlend
<Sigma88> so just add "Blend" at the end of "VertexColorMap" in your cfg
<KerikBalm> ah
<KerikBalm> so this should work?
<Sigma88> yes, I assume it will
<KerikBalm> testing now
<Sigma88> you might need to change the blend if you don't like how it comes out
<Sigma88> this is stock duna
<KerikBalm> ah i see that part now
<Sigma88> yes that's the file
<KerikBalm> hmmm, nope, I'm still seeing the old duna colors with my color map lain over the top
<Sigma88> then try removing the VertexSimplexNoiseColor
<Sigma88> and change blend to = 1
<Sigma88> or 0
<Sigma88> I don't remember which one it is
<KerikBalm> well, let me post the entire mods section so you can tell me if I'm doing other things poorly too
<KerikBalm> so I have the stock duna height map with a 2nd heightmap specified that deepens some valleys (so that they are filled with water in a continuous fashion)
<KerikBalm> What I've done for that works, but I'm not sure if I need that 1st heightmap thing, or if it should be @mods or %mods
<KerikBalm> etc
<Sigma88> try this
<Sigma88> if it doesn't work use blend = 0
<KerikBalm> ok, trying now
<Sigma88> if that doesn't work, I have no idea
<KerikBalm> well, its an improvement, trying blend = 0 now
<KerikBalm> I don't suppose you've got much experience with scatterer oceans in 1.3
<KerikBalm> I added an ocean and scatterer config for it to a completely new planet and it worked fine
<KerikBalm> but when I tried to do the same with duna... well
<KerikBalm> from underwater it seems fine:
<KerikBalm> but from the surface... http://i.imgur.com/Ek1zrii.png
<Sigma88> no idea
<KerikBalm> hmmm, so if I have blend at 0, its just an all red duna, as before
<KerikBalm> blend at 1 makes it greener, but it still comes out yellowish
<KerikBalm> does it matter if I have % or @ ahead of the mods section?
<Sigma88> not here
<Sigma88> I mean
<Sigma88> use %
<Sigma88> and there's probably something coloring duna red
<Sigma88> you need to find that and remove it
<KerikBalm> well, my guess is its the stuff in landcontrol
<KerikBalm> like : color = 0.470149279,0.180532217,0.0969888344,0
<Sigma88> either that or the materials in the pqs
<KerikBalm> and noiseColor = 0.335820913,0.19791387,0.120942496,0
<Sigma88> try and see
<Sigma88> Thomas: is there any way to remove the feature that hides the skybox during the day on atmospheric planets?
<Thomas> Yes, delete atmosphere from ground :P
<Sigma88> hmm I tried that
<Sigma88> wait, maybe I know what's going on
<Sigma88> nope
<Sigma88> didn't work
<Sigma88> let me try on a simpler cfg
<KerikBalm> ah, ok, I got the config working now
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<Sigma88> Thomas: can logs help?
<Sigma88> I just removed the atmosphere and added a new one without AFG
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<SigmaBRB> !tell NathanKell* do you happen to know what handles the skybox dimming during the day on atmospheric planets?
<Qboid> SigmaBRB: I'll redirect this as soon as they are around.
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<Kopernicus> [Kopernicus] Sigma88 pushed 1 new commit to master: https://git.io/vQF4l
<Kopernicus> Kopernicus/master b31604f Sigma88: remove texture renaming altogether
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<Qboid> Starting build #99 for job Kopernicus-Dev (previous build: SUCCESS)
<Qboid> Project Kopernicus-Dev build #99: SUCCESS in 22 sec: https://jenkins.tmsp.io/job/Kopernicus-Dev/99/
<Qboid> noreply: remove texture renaming altogether
<GregroxMun> o/
<Sigma88> 0/
<GregroxMun> People thought Eve Space Program would be hard.
<GregroxMun> Oh they haven't seen anything.
<GregroxMun> INTRODUCING: KERBOL SPACE PROGRAM
<GregroxMun> just kidding
<GregroxMun> Jool Space Program is insane though.
<GregroxMun> It's slightly harder than RSS Earth.
<GregroxMun> Which means stock parts are not really up for the challenge
<GregroxMun> A massive SLS-style rocket barely made orbit. Just drops of fuel left in the tank
<Sigma88> how did you handle jool space program?
<GregroxMun> Remember, it's Kerbin the whole time
<GregroxMun> color map to make it green.
<Sigma88> I was wondering....
<Sigma88> it would be nice to find someone who can make the model of a floating city
<GregroxMun> It would be.
<Sigma88> so you can have ksc floating in jool's atmosphere
<GregroxMun> Right now I have it on a Pillar of Chlorine and Fairy Dust (tm)
<Sigma88> oh so it is floating in the air?
<Sigma88> oh wait, pillar
<GregroxMun> No, I have the map decal raise the terrain
<Sigma88> I get that
<Sigma88> yeah
<GregroxMun> 1750 m/s once you're in Low Jool Orbit to get up to Laythe.
<GregroxMun> Once you get to Laythe, hypothetically you can go anywhere you want with gravity assists.
<GregroxMun> But still you have to manage a launch vehicle that can bring a ship that has 1750 m/s into orbit. No small feat.
<GregroxMun> I'm recommending SMURFF be used with Jool Space Program.
<GregroxMun> Stockalike fuel balances for RSS, should work fine here too.
<GregroxMun> Jool also rotates pretty quick compared to orbital velocity, further reducing Delta V to orbit
<GregroxMun> surface velocity in orbit is 5333 m/s.
<GregroxMun> orbit velocity is 6500
<GregroxMun> that's at ~700,000 m altitude
<GregroxMun> another problem is that you want to land at the space center, or else you sink into the abyss.
<GregroxMun> I mean yes you'll land but like it's another five minutes or whatever.
<GregroxMun> But aiming for the KSC is not easy to do with a ballistic capsule.
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<Sigma88> you definitely need to do a spacex landing :D
<Sigma88> I'd say the best solution is to use spaceplanes
<GregroxMun> probably, spaceplanes can glide back and OH MY GOD THE NEXT DOCTOR
<Sigma88> wait
<Sigma88> is that a spoiler?
<GregroxMun> it's officially released
<Sigma88> why did they do it on a youtube video?
<GregroxMun> They often do so
<Sigma88> so we don't get a proper regeneration scene?
<GregroxMun> we do
<GregroxMun> this is a preview
<GregroxMun> like Capaldi's eyes in The Day of the Doctor
<Sigma88> ok
<Sigma88> so it's spoiler
<GregroxMun> Well good luck avoiding the news until christmas.
<Sigma88> at least I can try :D
<Sigma88> at least try to keep the secret on gender and skin color
<Sigma88> since there were talks of woman doctor or black doctor
<GregroxMun> I wish they didn't announce the doctor this far in advance though
<Sigma88> yeah that's my point
<GregroxMun> Or if they did they could have shown only a small part of him.
<Sigma88> I never even watch the "in the next episode" things
<Sigma88> thanks greg
<Sigma88> lol
<GregroxMun> I could have intentionally mislead you.
<Sigma88> yeah ok
<Sigma88> GregroxMun: joobin or joorbin?
<Sigma88> I kinda like joorbin
<GregroxMun> Joobin
<Sigma88> :D
<Sigma88> yeah it's probably simpler
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<NathanKell> Sigma88: I worked on that for 1.2. Wish I could remmeber the name. Lemme try.
<Sigma88> NathanKell: thank you
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