<GregroxMun>
I kind of want to make procedural versions of the stock planets similar to UL but actually representing the stock system instead of being the alternative system that UL does.
<GregroxMun>
have you considered letting the mod change orbits?
<GregroxMun>
it should at least change mean anomaly at epoch
<Thomas>
Yes, that's something I want to do
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<pkmniako>
Hello!
<GregroxMun>
o/
<GregroxMun>
Thomas, I'm going to try PD with UL
<pkmniako>
I'm officialy a noob at Planet Making lol
<GregroxMun>
sure, yeah, what's up
<pkmniako>
Surface looks pixelated with a custom heightmap
<GregroxMun>
yes
<GregroxMun>
you need to reduce heightmap resolution or add more noise to coverup the blockiness
<pkmniako>
Resolution Recommendation?
<pkmniako>
It's a 0.25 Kerbin Radii Planet
<GregroxMun>
What really matters is the resolution relative to the min/max levelk
<GregroxMun>
I'm assuming you haven't changed those
<GregroxMun>
what's the template planet?
<pkmniako>
Laythe
<pkmniako>
I can give you the cfg
<GregroxMun>
For 0.25 kerbin radii i recommend 2048x1024 should be fine with minLevel = 2 and maxLevel = 8
<GregroxMun>
min/max level goes in the PQS{} node, but not the Mods node
<pkmniako>
Yeah I know about minLevel and maxLevel
<GregroxMun>
oh ok
<GregroxMun>
it's not exactly beginner level info as far as I know
<pkmniako>
I was using a 8196x4098 map
<GregroxMun>
yeah thats too much
<GregroxMun>
note that if you have small details (that you're ok with being a bit pixelated?) you could put those on a second heightmap (or a map decal) and the larger features get made on a smaller, smoother heightmap.
<pkmniako>
Noted
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<Kopernicus>
[Kopernicus] StollD pushed 1 new commit to master: https://git.io/v53Qz
<pkmniako_>
Is there any good example of a planet .cfg with a heightmap that is done nicely?
<pkmniako_>
Also, don't mind the other pkmniako
<Qboid>
Starting build #112 for job Kopernicus-Dev (previous build: SUCCESS)
<GregroxMun>
Thomas do you have any idea what these bits from the 1.3.1 pre changelog relating to celestialBody have to do with planet modding? "CelestialBody GetRelSurfacePosition now calling correct methods." and "Restored CelestialBody.theName methods (marked as deprecated)." I assume they're relating to planet modding on account of the CelestialBody. I mean
<GregroxMun>
it might just be irelevant but I'm just curious.
<Thomas>
I want to slap that guy with a dictionary
<Thomas>
Also, he made an IRC chat, a discord server, 2 wikis, one website, a github repository, a spacedock entry, a curse entry and a dropbox download for a mod that is basically a 20kb config file
<GregroxMun>
i am confus
<GregroxMun>
wait no im not
<GregroxMun>
I was him once
<GregroxMun>
Jumbo32
<GregroxMun>
I was crazy about that shit
<GregroxMun>
it was just 6.4x with different numbers and a few tweaks
<GregroxMun>
but I advertised the mod to the annoyance of many community members,
<Kopernicus>
[Kopernicus] BryceSchroeder commented on issue #209: I respectfully disagree.
<Sigma88>
!tell Gregrox* no, you need to use SigDim2, unless you mean PQS changes, in which case you can't find them in the cfg since I've moved them to plugin
<Qboid>
Sigma88: I'll redirect this as soon as they are around.
<Sigma88>
thomas, regarding licensing chages I have no objections
<Thomas>
yeah, but one person already said no, so the whole question is void :P
<Thomas>
but thanks
<Sigma88>
to be honest his objections sounded valid
<Sigma88>
but I'm not sure if he was exagerating
<Thomas>
They are valid, but I doubt they have much relevance for the ksp community
<Qboid>
System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) [0x0005e] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Number.ParseInt32 (System.String s, System.Globalization.NumberSt
<Qboid>
yles style, System.Globalization.NumberFormatInfo info) [0x00014] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Int32.Parse (System.String s) [0x00007] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) [0x00032] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at <InteractiveExpressionClass>.Host (S
<Qboid>
ystem.Object& $retval) [0x00016] in <945dc5d490ea444d83cfefa767a5ba4b>:0 at Mono.CSharp.Evaluator.Evaluate (System.String input, System.Object& result, System.Boolean& result_set) [0x0003e] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at QIRC.CSharp.CSharp.Evaluate (ChatSharp.IrcClient client, System.String input, System.String user, System.String source, System.Boolean admin, System.Boolean quit
<Sigma88>
I hate scatterer
<Sigma88>
thomas, could you suggest me a quick way to do this via cfg?
<Thomas>
Sigma88: Qboid uses a newer .NET version than KSP
<Sigma88>
ah
<Sigma88>
well
<Sigma88>
the code above seems to work
<Sigma88>
wait, the scatterer assembly name is "MBWindow" ????
<Sigma88>
wtf
<Thomas>
Sounds like blackrack
<Sigma88>
actually, if I run through all assemblies with a plugin, it prints "scatterer" as the name
<Sigma88>
thomas if I input "null" into a collectionparsers would it return null?
<Sigma88>
or throw an error?
<Thomas>
You mean in SetFromString?
<Sigma88>
yes
<Thomas>
It would throw I think
<Thomas>
Yes, it would throw
NathanKell|AFK is now known as NathanKell
NathanKell is now known as NathanKell|AFK
NathanKell|AFK is now known as NathanKell|AWAY
NathanKell|AWAY is now known as NathanKell
<Kopernicus>
[Kopernicus] HebaruSan commented on issue #206: Cool!... https://git.io/v5sUp
<Kopernicus>
[Kopernicus] StollD commented on issue #206: Sure, feel free to update them. I will probably just forget it when I make the next release.
<Kopernicus>
[Kopernicus] StollD commented on issue #206: Sure, feel free to update them. I will probably just forget it when I make the next release. https://git.io/v5sTq
<Kopernicus>
[Kopernicus] HebaruSan commented on issue #209: Just in case this is still a live question after Bryce's response, I consent to having my (minor) contributions published under LGPL, MIT, GPL, or public domain. https://git.io/v5sI8
<Qboid>
Sigma88: I'll redirect this as soon as they are around.
NathanKell is now known as NathanKell|AFK
<Kopernicus>
[Kopernicus] HebaruSan opened pull request #210: Update shaders with changes from #206 (master...ring-shader-cleanup) https://git.io/v5stO
<Kopernicus>
[Kopernicus] HebaruSan commented on issue #206: Sounds good, I submitted them in:... https://git.io/v5sta
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<GregroxMun>
\o
<Qboid>
GregroxMun: Sigma88 left a message for you in #Kopernicus [27.08.2017 16:11:37]: "no, you need to use SigDim2, unless you mean PQS changes, in which case you can't find them in the cfg since I've moved them to plugin"