yep, i've made it already, it's ridicilously filled with lore too, i'm sure you can't wait to see it, its just that you'll need to wait until ZG 1.2 comes out as it contains some parts of Mortan and thus i need to release Mortan 1.5 first, then release all of the ZG planets and then finally the ZG system itself
i've also been on a bit of a break recently so i couldn't communicate on the internet a lot
@chillymations
most certainly just a coincidence
even if this is an older version of the craft, the design style and/or paint scheme aren't something that only i use, i'm sure there's some crafts that may end up looking similar
@IceCraftGaming
for the noise types:
Cellular: also known as cracks noise due to being used for generating terrain cracks, it uses "cells" as seen by the name and has a variety of options which i won't explain
Cubic - virtually never used, can't say much
Cubic Fractal - rarely used, it looks somewhat natural but is incompatible with power noises
Perlin - can be used for some basic shapes (e.g. on asteroids) but its fractal version is typically preferred over it
Perlin Fractal - the most used one, it looks natural and is compatible with all fractal types
Value - artificial looking square-like terrain, not reccommended
Value Fractal - somewhat commonly used, but has the downside of having manmade-looking square-like terrain
Value Fractal with Derivative - generates "bulges", generally not used often but does see some usage in unique terrain (e.g. the "spikes" in the venusian template)
White Noise - its basically the no signal tv screen being used as a noise, should only be used on stars or gas giants as terrain generated with this type has buggy colliders
for the 3 main fractal noise types:
FBM - generic and natural looking
Billow - puffy, bulging out
Ridged Multi - opposite of Billow, very sharp mountain-like edges
Powers: ranging from V1 to V3 (and a "Ridged Multi V2", without powers), these adjust some sections of the noise, with the "Power Exponent" parameter adjusting how harsh the modified sections are
Ridged Multi V2 generally results in even sharper edges compared to its normal variant
EDIT: adding my interpretations of what was also mentioned (or not) below
Seed: this is basically what gives it the randomness, its just a random number (can be any number of digits, but randomizing it will always result in it being multidigit)
Frequency: the "size" of the noise, higher numbers will make it smaller and more dense, and vice versa of course, reccommended to keep it at 0.25-1 for large terrain, 1-3 for normal terrain, and 2-10 for small and high detailed terrain
Strength: adjusts how "harsh" the noise is, for example if the noise is used to generate mountains then higher strength will make the mountains taller, most celestial bodies have between 0.1-5 for normal stuff, but some have even lower values (e.g. 0.01) on high detailed creations to remove messiness and spikes
Octaves: its essentially like a "round" in an arcade game or boxing match but with different parameters, which will be explained below, in general more octaves usually result in better looking terrain but also needs more computing power to use, most planets have 4-10 for most normal terrain, with sometimes 12 being used for extreme detail, and anything above 12 is not really worth it because it can take a while to load
Lacunarity: this multiplies the "Frequency" parameter per each octave, this is 2 at default (e.g. with frequency 1, it goes from 1 in octave 1, to 2 in octave 2, to 4 in octave 3, etc.) but can be adjusted to any number (reccommended to not go above 3 as it can cause bugs)
Gain: this multiplied the "Strength" parameter per each octave, this is 0.5 at default (e.g. with strength 1, it goes from 1 in octave 1, to 0.5 in octave 2, to 0.25 in octave 3, etc.), but it can also be adjusted to any number (recommended to not go above 1 as it can be buggy or just generally super spiky sometimes)
(keep in mind Lacunarity and Gain are useless with only 1 octave)
however if you do have a lot of octaves you can actually set them to negative values too and they will work too with some really interesting results though most are just spikes everywhere to hell and back
Domain Warping: this is too complicated to explain here, and is generally used by medium experienced players (like me) and by planet studio pros, but essentially it adjusts the terrain further than what is capable without it
yeah we got a new update and they thought of maybe changing the name but eventually they just kept it because it would be too much work to rebrand the whole thing, otherwise not much
Nebra: epic water, epic colors, epic views, epic for flying
Taurus: titan ripoff so its an automatic pog, kinda fun to fly in (even with the dense atmo), and also haha liquid methane bath goes brrr
Jastrus: sick views
yeah it can be hard at first, i do suggest you watch Jastro's tutorials (somebody alr linked them below) since they're fairly easy to understand imo
@BeastHunter
yeah those can mess things up too
either way, for now just stick to basic stuff like noises, generate height, update height, craters, etc.
@BeastHunter
yeah, or like some sunken area (due to a weird terrain bug, idk where the problem even originates from), thats kinda what gave me the swampy/marshland feel tbh
@NebulaSpaceAgency
not everyone has a pc to run modded SR2, plus a decent percentage of players (including me) come from SP which had weapons built into it from the start
@AeroplaneBuilder
if you mean that they just glow but don't give off any light, then it's the emission parameter on the paint selector
if they do give off light effects then idk, they probably just hid a mini light inside the thing
yeah, just put a flat panel on hinges or rotators, or use the reverse thrust on jets (on default, hold brakes until throttle bar goes down, then it will enter reverse thrust mode, then due to the throttle lowering to 0 it will go back to 0 thrust, no idea why they made it like this but you can rebind it)
ouchies, looks like the chat filter shredded you :(
mind you, it was designed by a person whose brain does not exist, i mean even mine exists, it's just that you need an electron microscope to see mine
hmm... that gives me an idea
SimpleRockets: Reimagined
after all, it is a completely different game that still has its roots from the original but makes those roots far better
@jrzspace
i can't tell if you're referring to the legacy mage engines or the procedural ones, either way here's my explanation for both: legacy mage engine: this and also all of the other engines use the same system as the ion engine and thus can be configured to have zero fuel consumption procedural engines: on these, the "mass flow" value shows the amount of fuel used, in kilograms/second, you can edit this to a low value such as 0.0001 (add as many zeroes after the decimal as you wish), however i don't reccommend setting it to 0 as it may cause bugs with the isp, while numbers on it above 0 are still mostly stable
i say keep it, the game's been around for many years and the majority of the playerbase certainly won't welcome such a massive change
and while yes, people have made some incredible stuff, the game is just as usable for simple stuff as it is for those things, since nobody is mandated to building in only a certain building style/complexity.
staying in the path of your roots sometimes is just the best answer (cringy metaphor but ya'll get the point)
yep, i've made it already, it's ridicilously filled with lore too, i'm sure you can't wait to see it, its just that you'll need to wait until ZG 1.2 comes out as it contains some parts of Mortan and thus i need to release Mortan 1.5 first, then release all of the ZG planets and then finally the ZG system itself
+1 2.9 years agoi've also been on a bit of a break recently so i couldn't communicate on the internet a lot
@chillymations
solution: drive to the end of the runway with a ground vehicle, line it up, save the launch spot, and boom you have the launch location
+5 2.9 years agomost certainly just a coincidence
+1 2.9 years agoeven if this is an older version of the craft, the design style and/or paint scheme aren't something that only i use, i'm sure there's some crafts that may end up looking similar
@IceCraftGaming
everywhere i go, i see his face
2.9 years agoadding onto @SamTheFox comment:
for the noise types:
Cellular: also known as cracks noise due to being used for generating terrain cracks, it uses "cells" as seen by the name and has a variety of options which i won't explain
Cubic - virtually never used, can't say much
Cubic Fractal - rarely used, it looks somewhat natural but is incompatible with power noises
Perlin - can be used for some basic shapes (e.g. on asteroids) but its fractal version is typically preferred over it
Perlin Fractal - the most used one, it looks natural and is compatible with all fractal types
Value - artificial looking square-like terrain, not reccommended
Value Fractal - somewhat commonly used, but has the downside of having manmade-looking square-like terrain
Value Fractal with Derivative - generates "bulges", generally not used often but does see some usage in unique terrain (e.g. the "spikes" in the venusian template)
White Noise - its basically the no signal tv screen being used as a noise, should only be used on stars or gas giants as terrain generated with this type has buggy colliders
for the 3 main fractal noise types:
FBM - generic and natural looking
Billow - puffy, bulging out
Ridged Multi - opposite of Billow, very sharp mountain-like edges
Powers: ranging from V1 to V3 (and a "Ridged Multi V2", without powers), these adjust some sections of the noise, with the "Power Exponent" parameter adjusting how harsh the modified sections are
Ridged Multi V2 generally results in even sharper edges compared to its normal variant
EDIT: adding my interpretations of what was also mentioned (or not) below
Seed: this is basically what gives it the randomness, its just a random number (can be any number of digits, but randomizing it will always result in it being multidigit)
+2 2.9 years agoFrequency: the "size" of the noise, higher numbers will make it smaller and more dense, and vice versa of course, reccommended to keep it at 0.25-1 for large terrain, 1-3 for normal terrain, and 2-10 for small and high detailed terrain
Strength: adjusts how "harsh" the noise is, for example if the noise is used to generate mountains then higher strength will make the mountains taller, most celestial bodies have between 0.1-5 for normal stuff, but some have even lower values (e.g. 0.01) on high detailed creations to remove messiness and spikes
Octaves: its essentially like a "round" in an arcade game or boxing match but with different parameters, which will be explained below, in general more octaves usually result in better looking terrain but also needs more computing power to use, most planets have 4-10 for most normal terrain, with sometimes 12 being used for extreme detail, and anything above 12 is not really worth it because it can take a while to load
Lacunarity: this multiplies the "Frequency" parameter per each octave, this is 2 at default (e.g. with frequency 1, it goes from 1 in octave 1, to 2 in octave 2, to 4 in octave 3, etc.) but can be adjusted to any number (reccommended to not go above 3 as it can cause bugs)
Gain: this multiplied the "Strength" parameter per each octave, this is 0.5 at default (e.g. with strength 1, it goes from 1 in octave 1, to 0.5 in octave 2, to 0.25 in octave 3, etc.), but it can also be adjusted to any number (recommended to not go above 1 as it can be buggy or just generally super spiky sometimes)
(keep in mind Lacunarity and Gain are useless with only 1 octave)
however if you do have a lot of octaves you can actually set them to negative values too and they will work too with some really interesting results though most are just spikes everywhere to hell and back
Domain Warping: this is too complicated to explain here, and is generally used by medium experienced players (like me) and by planet studio pros, but essentially it adjusts the terrain further than what is capable without it
T pls idc anymore
2.9 years agok
2.9 years ago@HorizonsTechnologies
and i still don't know what that word means-
2.9 years ago@HorizonsTechnologies
yeah we got a new update and they thought of maybe changing the name but eventually they just kept it because it would be too much work to rebrand the whole thing, otherwise not much
2.9 years agoTITAN MASTER RACE
+1 2.9 years ago@HorizonsTechnologies
Nebra: epic water, epic colors, epic views, epic for flying
+2 2.9 years agoTaurus: titan ripoff so its an automatic pog, kinda fun to fly in (even with the dense atmo), and also haha liquid methane bath goes brrr
Jastrus: sick views
yeah true lol
2.9 years ago@SamTheFox
but it's supposed to be dark teal, not rusty/orange color, since the grass is also dark teal
2.9 years ago@SamTheFox
i really like the fog in the 2nd picture, i think you did alright considering the level you're at
2.9 years agoyeah it can be hard at first, i do suggest you watch Jastro's tutorials (somebody alr linked them below) since they're fairly easy to understand imo
+1 2.9 years ago@BeastHunter
yeah those can mess things up too
+1 2.9 years agoeither way, for now just stick to basic stuff like noises, generate height, update height, craters, etc.
@BeastHunter
hmm... those weird rifts are most likely caused by an "expression" modifier, until you get good stay away from those things, they are scary
+3 2.9 years agobruh i only just now have realized that i wrote "relevant" instead of "related"
3.0 years agookay, i'll see
3.0 years ago@SpaceElectron
penthrite is PETN, however i didn't even know there was jetpack fuel, what is the code for that?
3.0 years ago@SpaceElectron
is it game crashing or what?
3.0 years ago@StarDominatorIIVV
you need to go into the system's XML file and edit the SMA numbers there, i believe it's measured in meters though
3.0 years agopog
3.0 years agoyea me neither
+1 3.0 years ago@OverCAT
btw, what does the cyan text mean compared to the white one?
3.0 years agopog level: Yes
+1 3.0 years agopog
3.0 years agoyeah, or like some sunken area (due to a weird terrain bug, idk where the problem even originates from), thats kinda what gave me the swampy/marshland feel tbh
3.0 years ago@NebulaSpaceAgency
i don't even care about upvotes
3.0 years ago@Aviator01
what i said in SP also applies to what i do in SR2, so, sorry, but no.
+1 3.0 years ago@Aviator01
probably due to the other gases, idk tho
+1 3.0 years ago@SamTheFox
blue is also nitrogen+oxygen like on earth
3.0 years agoyellow could be sulfur i guess? (or nitrogen in the case of titan)
F
3.0 years agoyeah, fair point
3.0 years ago@AeroplaneBuilder
not everyone has a pc to run modded SR2, plus a decent percentage of players (including me) come from SP which had weapons built into it from the start
+3 3.0 years ago@AeroplaneBuilder
i think i can make that, the wording was completely understandable
3.0 years ago@chillymations
i'll try, can't gurantee everything though :)
3.0 years ago@SocialistRepublicKarelia
idk if i can make that, someone made a literal dice as a celestial body before and that was hella complex
3.0 years ago@SocialistRepublicKarelia
if you mean that they just glow but don't give off any light, then it's the emission parameter on the paint selector
3.0 years agoif they do give off light effects then idk, they probably just hid a mini light inside the thing
PS uses radians, but the inspection panel in flight view shows degrees, simply use a converter to get the values you want
3.0 years agoidk if i can do the first one but can defo make the second one
+1 3.0 years ago@Aviator01
yeah, just put a flat panel on hinges or rotators, or use the reverse thrust on jets (on default, hold brakes until throttle bar goes down, then it will enter reverse thrust mode, then due to the throttle lowering to 0 it will go back to 0 thrust, no idea why they made it like this but you can rebind it)
3.0 years agoouchies, looks like the chat filter shredded you :(
3.0 years agomind you, it was designed by a person whose brain does not exist, i mean even mine exists, it's just that you need an electron microscope to see mine
hmm... that gives me an idea
3.0 years agoSimpleRockets: Reimagined
after all, it is a completely different game that still has its roots from the original but makes those roots far better
@jrzspace
o7 lets all salute bois
+3 3.0 years agoyes, that one
+1 3.0 years agolower numbers = less fuel used, and vice versa
@WiTriNo
for the procedural one then, simply change the mass flow to a low number
3.0 years ago@WiTriNo
i can't tell if you're referring to the legacy mage engines or the procedural ones, either way here's my explanation for both:
3.0 years agolegacy mage engine: this and also all of the other engines use the same system as the ion engine and thus can be configured to have zero fuel consumption
procedural engines: on these, the "mass flow" value shows the amount of fuel used, in kilograms/second, you can edit this to a low value such as 0.0001 (add as many zeroes after the decimal as you wish), however i don't reccommend setting it to 0 as it may cause bugs with the isp, while numbers on it above 0 are still mostly stable
me who bought both games at full price: wazowsky
+1 3.0 years agoi say keep it, the game's been around for many years and the majority of the playerbase certainly won't welcome such a massive change
+3 3.0 years agoand while yes, people have made some incredible stuff, the game is just as usable for simple stuff as it is for those things, since nobody is mandated to building in only a certain building style/complexity.
staying in the path of your roots sometimes is just the best answer (cringy metaphor but ya'll get the point)