<GregroxMun>
Do you have a working config for Kopernicus Expansion glowing?
<GregroxMun>
config example
<Thomas>
No, sorry
<GregroxMun>
could you tell me how to make a working config?
<GregroxMun>
i found the old example config
<GregroxMun>
i assume that should work
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<GregroxMun>
SigmaIT are you there?
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<GregroxMun>
!tell Sigma* if you're not already gone to UK when you get this message, can you convert the texture EelooEmissive from the dropbox folder to be transparent such that it is its own alpha map? As in, the darker it is, the more solid it is, and the lighter it is, the more transparent it is.
<Qboid>
GregroxMun: I'll redirect this as soon as they are around.
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<Qboid>
2d 0h 0m 0s left to event #0: H-2A • Michibiki 3 [at 2017-08-11 07:00:00]. Say '!koundown 0' for details
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<GregroxMun>
o/
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<SigmaUK>
0/
<Qboid>
SigmaUK: GregroxMun left a message for you in #Kopernicus [09.08.2017 02:00:53]: "if you're not already gone to UK when you get this message, can you convert the texture EelooEmissive from the dropbox folder to be transparent such that it is its own alpha map? As in, the darker it is, the more solid it is, and the lighter it is, the more transparent it is."
<GregroxMun>
o/
<SigmaUK>
I'll do that
<SigmaUK>
I have my laptop
<SigmaUK>
But you'll need to wait tonight or tomorrow morning (CEST)
<SigmaUK>
So you want a full white texture with the alpha map that you provided me
<SigmaUK>
I assume
<GregroxMun>
Yes
<SigmaUK>
Ok
<SigmaUK>
How do you want it?
<GregroxMun>
it's for Lava Laythe's glow map
<GregroxMun>
i mean Lava Eeloo
<GregroxMun>
what do you mean by that question?
<SigmaUK>
Png? Dds rgb? Dds something else?
<GregroxMun>
png would be nice
<GregroxMun>
as long as it's transparent
<SigmaUK>
Ok
<GregroxMun>
Making heightmaps for terrestrial planets are the hardest.
<szyzyg>
well I experimented with Walking on the ceiling and… the animation bugs out
<GregroxMun>
walking on the ceiling?
<GregroxMun>
like, having a planet with negative gee or high rotation or something?
<szyzyg>
increas kerbin's rotation rate to < orbital period and things fall up
<GregroxMun>
right
<szyzyg>
Then use kerbal konstructs to have inverted runways
<szyzyg>
next step is to make a tiny planet, and make a ring of runways around it
<GregroxMun>
I've experimented with that
<GregroxMun>
fun stuff
<GregroxMun>
well, those separately
<szyzyg>
I want a proper sizes ring station and parts with physics just don't give the scale I need.
<GregroxMun>
Oh I see
<szyzyg>
So I can build a mini ringworld
<GregroxMun>
I guess kerbals will need wheel chairs to get around on such a world if they can not walk. :P
<szyzyg>
they stand on their head and can walk by tapping the keys, but if you hold them down they fall over.
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<GregroxMun>
I guess that makes sense. Same way to walk on Gilly without having to go through the whole walk cycle.
<szyzyg>
Does Kopernicus work if gravity is set to negative? I imagine it would break patched conics.
<GregroxMun>
It does break
<GregroxMun>
We also tried negative and imaginary semi-major-axes once, broke in interesting and boring ways respectively.
<GregroxMun>
imaginary was done using ModuleManager math, and iirc it just wouldn't load the body that had it done to it. Negative did some weird patched conics business that I don't remember the details of.
<GregroxMun>
if you try negative GeeASL, iirc, your soi ends up a negative number so when you launch you're flung into solar orbit.
<szyzyg>
SOmeone suggested you could decouble GeeASL and SOI in Korpernicus but didn't explain how.
<GregroxMun>
36 habitable-zone planets in a single system
<GregroxMun>
A bit too much for one modder to accomplish, so I have enlisted help from some other planet pack creators
<szyzyg>
oh right
<szyzyg>
hope there's some machine words in there to illustrate the fact that this is artificial
<GregroxMun>
I hadn't considered that, good idea.
<GregroxMun>
I might implement that as tiny worlds with high gravity, something I've long wanted to implement in a full scale planet pack.
<GregroxMun>
but it is Raymond's view that the type i and ii systems are possible to form naturally.
<szyzyg>
Angular terrain, lots of right angles and city lights visible in daylight
<GregroxMun>
I'd probably do city lights as Kopernicus Expansion glow map instead of E.V.E.
<szyzyg>
I think we can't rule out that they wouldn't form, but that's a long way from suggesting it's realistic that they could naturally form.
<szyzyg>
Have it with no atmosphere and an equatorial trench you can orbit in if you're a steely eyed missile man
<GregroxMun>
I like it.
<GregroxMun>
Instead of the Death Star, it's the Life Star.
<GregroxMun>
Genesatellite
<GregroxMun>
I think I could do four, each with a unique design.
<GregroxMun>
forced SOI so it's obvious the high gravity is an artificial phenomenon.
<szyzyg>
actually you could have one rotating at its own orbital velocity
<szyzyg>
since it's artificual and not shaped by gravity
<GregroxMun>
very good
<szyzyg>
shape one of them much closer to a cube, after all PQS implements them as cubes right
<GregroxMun>
PQS uses equirectangular maps, so I would need to find the old cube map export that Krag made ages ago
<szyzyg>
these don't need to be in main system, they can be interior or exterior, shepherding everything with their tech
<GregroxMun>
I'm not sure what you mean by that
<szyzyg>
they don't need to be habitable zone planets.
<GregroxMun>
ah right
<GregroxMun>
SigmaUK, is there a way with Kopernicus to hide an object's orbit line AND keep it from being selected by tabbing through the tracking station objects?
<GregroxMun>
or Thomas
<GregroxMun>
A heat ray rests exterior to the habitable zone, a (presently retracted) starshield rests interior to the habitable zone. Two terraforming satellites of less specific description orbit somewhere within the habitable zone, orbiting planets.
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<pkmniako>
Hey!
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<GregroxMun>
hey!
<pkmniako>
Hello!
<pkmniako>
It's been a long time
<GregroxMun>
I could make the tiny mecha-planets represent the classical elements: Air, Water, Earth, Fire.
<GregroxMun>
yes it has
<GregroxMun>
how is it going?
<pkmniako>
Back to planet creation
<pkmniako>
And I'm going to study maths at university starting this september :D
<GregroxMun>
cool
<pkmniako>
I've already done the planets textures
<pkmniako>
The next thing on the checklist are the configs
<GregroxMun>
what planet mods have you worked on in the past?
<pkmniako>
Other_Worlds
<pkmniako>
The only one
<pkmniako>
Bad quality
<pkmniako>
Some planets had 1024x512 height maps
<GregroxMun>
How would you like to join a multi-modder project called Ultimate Solar System?
<pkmniako>
I've seen that
<pkmniako>
But I want first to finish my new mod
<pkmniako>
That's actually a reboot
<GregroxMun>
very well
<pkmniako>
An amazing idea
<pkmniako>
Can you check out the textures for my planets?
<GregroxMun>
and here's something which will be useful if you're dealing with alien stars of different spectral types: https://academo.org/demos/colour-temperature-relationship/ Given the temperature, this calculator will compute the color of the star. Finding the accurate temperature for the star mass and radius is left to the user.
<GregroxMun>
I like Vassa, though I would suggest darkening the ocean.