yes, DSC is the "new space center"
and no, the satellites are like little communications dishes scattered around the planet, best way to find them is to just open droo in planet studio and find them using the structure menu
@geotorum
there's a few communication satellites scattered around Droo, and also some weird unreadable cursive text on a block and a bench near the new space center
@geotorum
that's an "easter egg" (video game slang for a hidden secret area by game developers), it is the old version of the current base from older versions of the game, you can load the game in the classic version of the star system, and in that version of Droo you can find the same base
that other site is specifically designed for writing (though less buggy) so it makes sense
it also means my profile's post will be a bit cluttered, and maybe even helps to save server space (over here at least)
@TronicOrbital
hah, i don't even with bother with capsules, just slap a chip on the top
i'm doing it the full lotus way
simplify and add lightness ftw
@HorizonsTechnologies
from my experience, expressions are the most complicated part of PS planet building, you can do lots of mathematical things, there's things like pow, smoothstep, clamp, etc etc
one thing that makes them infamous though is that messing even the slightest bit of the expression up will make your planet go all random, usually resulting in spikes, holes, repeated patterns, etc.
unfortunately there's no guide for expressions i know of, and even the built-in mini-guide barely talks about them
and really, i reccommend you stay away from them unless you use them for simple cases, i mean i consider myself a mid-high-end planet builder (below the likes of Ylias, eyov2, or chillymations, but above most others) and i still barely use them
i like it, yes, but there's no way in alpha centauri that my laptop will be able to run it even at minimum graphics at anymore than 10 seconds per frame
you need to go into tinker panel's "edit hidden properties", go to the parachute section, and increase the value of "snapTresholdMultiplier" to whatever you wish (higher numbers make it more resistant to cutting off, lower numbers will make it easier to cut off)
if you enjoyed SP and want a "modern version" of it, along with additional space content, then yeah do buy it, it's worth it imo
the flight physics are a little sloppy compared to SP but you can make a snappy craft if you know how, and both have built-in XML editing , but SR2 has far better parts (a lot of which are highly customizable) plus some of the annoyances can be minimized or eliminated completely (e.g. auto fuselage resizing)
i believe for bloom to actually work you need to turn the HDR setting as well, thats what i did and im pretty sure thats what made the bloom actually do anything
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
man, that bring back memories
3.0 years agoand i only downloaded ESS a year ago
@Luckwut
yes, DSC is the "new space center"
3.0 years agoand no, the satellites are like little communications dishes scattered around the planet, best way to find them is to just open droo in planet studio and find them using the structure menu
@geotorum
that's the mountain village, it was added somewhat recently
3.0 years ago@geotorum
there's a few communication satellites scattered around Droo, and also some weird unreadable cursive text on a block and a bench near the new space center
+2 3.0 years ago@geotorum
that's an "easter egg" (video game slang for a hidden secret area by game developers), it is the old version of the current base from older versions of the game, you can load the game in the classic version of the star system, and in that version of Droo you can find the same base
+1 3.0 years agocutting
+1 3.0 years agoi can only make brokenly overpowered unrealistic crafts anyway
there's probably a mod for it somewhere, but there isn't any in the stock game
3.0 years agothat other site is specifically designed for writing (though less buggy) so it makes sense
+2 3.0 years agoit also means my profile's post will be a bit cluttered, and maybe even helps to save server space (over here at least)
@TronicOrbital
hah, i don't even with bother with capsules, just slap a chip on the top
+1 3.0 years agoi'm doing it the full lotus way
simplify and add lightness ftw
@HorizonsTechnologies
i'm pretty sure it is just an image added to the original photo via some editing software
3.0 years ago@Malamuteaerospace
no
3.0 years agoit's completely seperate and unrelated to SR2
@TronicOrbital
from my experience, expressions are the most complicated part of PS planet building, you can do lots of mathematical things, there's things like pow, smoothstep, clamp, etc etc
3.0 years agoone thing that makes them infamous though is that messing even the slightest bit of the expression up will make your planet go all random, usually resulting in spikes, holes, repeated patterns, etc.
unfortunately there's no guide for expressions i know of, and even the built-in mini-guide barely talks about them
and really, i reccommend you stay away from them unless you use them for simple cases, i mean i consider myself a mid-high-end planet builder (below the likes of Ylias, eyov2, or chillymations, but above most others) and i still barely use them
vizzy is too complicated for me tbh
3.0 years agoi don't like trying to find which id out of the 500 i need to pick
@SamTheFox
the legacy one ( ͡° ͜ʖ ͡°)
+2 3.0 years agothe XML editor doesn't show anything that would allow me to change input
3.0 years ago@SamTheFox
how exactly do you change it? is it the same as in SP?
3.0 years ago@SamTheFox
i know about that one, but i specfically need the little thrusters that normally produce thrust with rotation and translation controls
3.0 years ago@SamTheFox
go faster
3.0 years agoi like it, yes, but there's no way in alpha centauri that my laptop will be able to run it even at minimum graphics at anymore than 10 seconds per frame
3.0 years agoyou need to go into tinker panel's "edit hidden properties", go to the parachute section, and increase the value of "snapTresholdMultiplier" to whatever you wish (higher numbers make it more resistant to cutting off, lower numbers will make it easier to cut off)
+1 3.0 years agoif you enjoyed SP and want a "modern version" of it, along with additional space content, then yeah do buy it, it's worth it imo
+3 3.1 years agothe flight physics are a little sloppy compared to SP but you can make a snappy craft if you know how, and both have built-in XML editing , but SR2 has far better parts (a lot of which are highly customizable) plus some of the annoyances can be minimized or eliminated completely (e.g. auto fuselage resizing)
i believe for bloom to actually work you need to turn the HDR setting as well, thats what i did and im pretty sure thats what made the bloom actually do anything
3.1 years agoyep, 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 3.1 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 3.1 years agomost certainly just a coincidence
+1 3.1 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
3.1 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 3.1 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
3.1 years agok
3.1 years ago@HorizonsTechnologies
and i still don't know what that word means-
3.1 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
3.1 years agoTITAN MASTER RACE
+1 3.1 years ago@HorizonsTechnologies
Nebra: epic water, epic colors, epic views, epic for flying
+2 3.1 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
3.1 years ago@SamTheFox
but it's supposed to be dark teal, not rusty/orange color, since the grass is also dark teal
3.1 years ago@SamTheFox
i really like the fog in the 2nd picture, i think you did alright considering the level you're at
3.1 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 3.1 years ago@BeastHunter
yeah those can mess things up too
+1 3.1 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 3.1 years agobruh i only just now have realized that i wrote "relevant" instead of "related"
3.1 years agookay, i'll see
3.1 years ago@SpaceElectron
penthrite is PETN, however i didn't even know there was jetpack fuel, what is the code for that?
3.1 years ago@SpaceElectron
is it game crashing or what?
3.1 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
3.1 years agopog
3.2 years agoyea me neither
+1 3.2 years ago@OverCAT
btw, what does the cyan text mean compared to the white one?
3.2 years agopog level: Yes
+1 3.2 years agopog
3.2 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
3.2 years ago@NebulaSpaceAgency