@LeMagicBaguette i am aware of my mental issues, i just don't really care about them, and it's too late to fix them anyways
essentially, i know it's a big issue, but won't do much about it because i'm lazy and useless
i won't claim i'm "immune" to my mental issues, i think we can both agree that that is kinda bullfeces, but i'll still be tanking them while i can regardless, if i can no longer tank it i'll just tell my parents or something and then go to a therapist etc etc
@JanusIndustries basically, go to atmosphere tab, hit the arrows where it says "sky" and there should be one where it's "terrain" instead of "sky", there will be noon color, sunset color, and ambient lighting for day/night respectively
out of those, adjusting the noon color will give the result you're looking for, however the daytime ambient lighting also works like this when closer to the surface
@JanusIndustries iirc the terrain gen tab is the one with two triangles/mountains, this button is also reused for the button for toggling between basic and advanced mode
if you want to change the spectral type, for the default star template, you need to go into advanced mode in the terrain tab and you should see "color gradient" or something like that, this defines the colors that the "surface" will use, you can define points with a given color and it will automatically have smooth transitions
you will also need to mess with the atmosphere and fog shader so that it matches the "surface" as well
if you want to get the color right, use a Hertzsprung-Russell diagram or a color chart like this one found in another wiki page
@Luckwut that clashes with number 4 though
as i said, i'm too lazy to make a planet with a quality higher than "severely modified template" or "generic altitude-based-biome planet"
i don't know if this is what you're looking for, but there is a "Time to Apoapsis/Periapsis" parameter, in the tab with the control panel icon, the second block "orbit (Apoapsis)" has a drop-down menu in which a "Time to Apoapsis/Periapsis" can be found, which you should be able to use with any kind of mathematical operation
it's a bit hard to explain, but you will need to make an extra set of craters and use its mask input to make it only show up near the equator
to get that, first get a "get position" and set the "Y" output into a non-zero value, and feed that into a "remap (curve)", then make it so that it has a peak in the center (very similar to what i described in your previous post)
after that, feed the output into the "mask" of the craters you're using for the equatorial craters
i don't know if this works or not, i haven't tested it lol
as always, if you want me to demonstrate it then i'll upload a planet for it
can you post the vehicle unlisted? that way we can download it and see what's wrong for ourselves and figure out a better solution
anyways, here are some general fixes i know of
- reduce steering angle of wheels
- steering should be on front wheels only, i won't go into detail but rear-wheel-steering-only cars are usually very slippery due to how physics work, if you know how easy it is to spin a normal car out in reverse then just take that but in the opposite direction (this also applies to real life)
- lower the centre of gravity via lowering the main body or raising the wheels, this may not help with spinning out but it will help with preventing it from rolling over
- add downforce by adding wings to the side and rotating them so they face downwards
- if all else fails, you can edit hidden properties and mess with their grip to make them sticky (look for the "extremum" and "asymptote" attributes, lower number is usually more grippy but that's not always the case), though of course it means you won't be able to use it in career mode unless you do more fiddling around in the hidden property editor
@TheMakerOfThings haha i can relate to the lore part, i have loads of my own lore for Hypernova as well (Zenith-tier & similar crafts, the entirety of Zenith Galaxy, and extra content) and i'm struggling to compact it to get it into a readable form for me to upload it on a random storytelling website while i upload all of the assets to here
you said sometime near deleting your old account that you'd be making a big project, may i ask if you have an estimated completion/release date? obviously you don't need to be too specific
(i assume said project is the planets and lore with the Alpha Centauri stuff that takes place in like the 2200s to like 2900s and whatnot)
@Brixxter
i noticed that too but didn't think much of it since i'm on ios only
though, now that i think about it, they're probably going to make a chart for the mod of what you can enter to make it generate stuff
so for example, enter 1 in this type of tag to generate trees and 2 to generate rocks, etc, enter R,G,B in another tag to determine the color, enter X,Y,Z in yet another tag to determine size, enter a number in another tag to set frequency, etc etc etc
that's the most likely plausible way i could imagine it happening
and even if the devs don't make an official chart, then a fanmade one is surely going to be made eventually as well
yes, most gas giants (including the stock ones) have it set at exactly 50000m (=50km)
though the actual crush altitude tends to be a little higher than that, usually around like 52000m from what i've seen
since it was mentioned that this will be available for custom planets too, i have one more question:
will players who cannot and do not have the mod (mostly mobile peeps of course) still be able to define and edit parameters for their planets' terrain scatter, even if they can't directly visualise it (since they don't have the mod)?
5 ideas i have right now:
- a planet that looks like it's artificially made (use value fractal noise) but is actually natural, can be any shape or color you want
- a neptune to saturn sized pale green gas giant with dark brown poles and rings that are very far out, and most of its moons are closer to the planet than the ring
- a small contact binary that could maybe be a moon of the gas giant above
- a super-earth terrestrial planet that is kinda habitable but is almost entirely covered in clouds (leave maybe a couple of sneak peek holes) and is also very foggy on the surface
- an oceanic moon that has completely dried up, leaving sand and rocks, maybe with a couple of protrusions where former islands used to be located (size is about that of Io, should have an atmosphere density of ~0.400 kg/m^3)
@Pedro i was also wondering, since this is a KSP modder we're talking about, i guess that partially confirms the two games and their communities are on good or atleast neutral-good terms?
@Monkey13 oh yeah lol my bad
i'm planning on making an extensive post about it eventually, hopefully with enough presence for someone to comment a working solution/fix
the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
we hit 200 upvotes les go
+4 1.7 years ago@LeMagicBaguette i think we got way too offtopic
+1 1.7 years agobut yes
@LeMagicBaguette i am aware of my mental issues, i just don't really care about them, and it's too late to fix them anyways
+1 1.8 years agoessentially, i know it's a big issue, but won't do much about it because i'm lazy and useless
i won't claim i'm "immune" to my mental issues, i think we can both agree that that is kinda bullfeces, but i'll still be tanking them while i can regardless, if i can no longer tank it i'll just tell my parents or something and then go to a therapist etc etc
@JanusIndustries yes
1.8 years ago@LeMagicBaguette what is complacency lol
+1 1.8 years ago@JanusIndustries basically, go to atmosphere tab, hit the arrows where it says "sky" and there should be one where it's "terrain" instead of "sky", there will be noon color, sunset color, and ambient lighting for day/night respectively
1.8 years agoout of those, adjusting the noon color will give the result you're looking for, however the daytime ambient lighting also works like this when closer to the surface
@JanusIndustries iirc the terrain gen tab is the one with two triangles/mountains, this button is also reused for the button for toggling between basic and advanced mode
+1 1.8 years agoif you want to change the spectral type, for the default star template, you need to go into advanced mode in the terrain tab and you should see "color gradient" or something like that, this defines the colors that the "surface" will use, you can define points with a given color and it will automatically have smooth transitions
+1 1.8 years agoyou will also need to mess with the atmosphere and fog shader so that it matches the "surface" as well
if you want to get the color right, use a Hertzsprung-Russell diagram or a color chart like this one found in another wiki page
@LeMagicBaguette my mental health has been like this for a few years, i've gotten used to it by now
1.8 years ago@RichGWall well yeah but i don't want babes or whatever that mojito drink is
+1 1.8 years ago@RichGWall ???
+1 1.8 years ago@RichGWall "a bit" of burnout, sure....
+1 1.8 years ago@Luckwut that clashes with number 4 though
1.8 years agoas i said, i'm too lazy to make a planet with a quality higher than "severely modified template" or "generic altitude-based-biome planet"
select the chair the drood is sitting in, there will be several blue buttons, click those and attach the selected limb to a part
1.8 years agoi don't know if this is what you're looking for, but there is a "Time to Apoapsis/Periapsis" parameter, in the tab with the control panel icon, the second block "orbit (Apoapsis)" has a drop-down menu in which a "Time to Apoapsis/Periapsis" can be found, which you should be able to use with any kind of mathematical operation
1.8 years ago@PlanetFloof alright, i'll upload it soon again
1.8 years agoedit: here
it's a bit hard to explain, but you will need to make an extra set of craters and use its mask input to make it only show up near the equator
+1 1.8 years agoto get that, first get a "get position" and set the "Y" output into a non-zero value, and feed that into a "remap (curve)", then make it so that it has a peak in the center (very similar to what i described in your previous post)
after that, feed the output into the "mask" of the craters you're using for the equatorial craters
i don't know if this works or not, i haven't tested it lol
as always, if you want me to demonstrate it then i'll upload a planet for it
@Spenzerointernational yep
1.8 years ago@Plasmeturia alright, nice
1.8 years agocan you post the vehicle unlisted? that way we can download it and see what's wrong for ourselves and figure out a better solution
1.8 years agoanyways, here are some general fixes i know of
- reduce steering angle of wheels
- steering should be on front wheels only, i won't go into detail but rear-wheel-steering-only cars are usually very slippery due to how physics work, if you know how easy it is to spin a normal car out in reverse then just take that but in the opposite direction (this also applies to real life)
- lower the centre of gravity via lowering the main body or raising the wheels, this may not help with spinning out but it will help with preventing it from rolling over
- add downforce by adding wings to the side and rotating them so they face downwards
- if all else fails, you can edit hidden properties and mess with their grip to make them sticky (look for the "extremum" and "asymptote" attributes, lower number is usually more grippy but that's not always the case), though of course it means you won't be able to use it in career mode unless you do more fiddling around in the hidden property editor
okay, that other post contained an email account and a request to email them
1.8 years agowhatever this is i don't wanna get scammed bro
i am total confused
+1 1.8 years agowhat is this
seriously what is this
someone explain pls
@TheMakerOfThings haha i can relate to the lore part, i have loads of my own lore for Hypernova as well (Zenith-tier & similar crafts, the entirety of Zenith Galaxy, and extra content) and i'm struggling to compact it to get it into a readable form for me to upload it on a random storytelling website while i upload all of the assets to here
+2 1.8 years agoyou said sometime near deleting your old account that you'd be making a big project, may i ask if you have an estimated completion/release date? obviously you don't need to be too specific
+2 1.8 years ago(i assume said project is the planets and lore with the Alpha Centauri stuff that takes place in like the 2200s to like 2900s and whatnot)
this is epic, but sadly the text editor i use no longer lets me access most of the files for the game, not even the settings or anything :/
1.8 years agowhat
1.8 years agoi've had this issue as well, no idea how to fix it, best idea i have is to just mess with the sliders and maybe it will work
1.8 years ago@Brixxter
1.8 years agoi noticed that too but didn't think much of it since i'm on ios only
though, now that i think about it, they're probably going to make a chart for the mod of what you can enter to make it generate stuff
so for example, enter 1 in this type of tag to generate trees and 2 to generate rocks, etc, enter R,G,B in another tag to determine the color, enter X,Y,Z in yet another tag to determine size, enter a number in another tag to set frequency, etc etc etc
that's the most likely plausible way i could imagine it happening
and even if the devs don't make an official chart, then a fanmade one is surely going to be made eventually as well
yes, most gas giants (including the stock ones) have it set at exactly 50000m (=50km)
+1 1.8 years agothough the actual crush altitude tends to be a little higher than that, usually around like 52000m from what i've seen
since it was mentioned that this will be available for custom planets too, i have one more question:
1.8 years agowill players who cannot and do not have the mod (mostly mobile peeps of course) still be able to define and edit parameters for their planets' terrain scatter, even if they can't directly visualise it (since they don't have the mod)?
@TheMakerOfThings aight, i'll reupload it with removed description in a moment
+1 1.8 years agojust plain short and simple: ZSX
+1 1.8 years ago@ChaseWilsons yes but i keep forgetting about everything :skull:
1.8 years ago5 ideas i have right now:
+1 1.8 years ago- a planet that looks like it's artificially made (use value fractal noise) but is actually natural, can be any shape or color you want
- a neptune to saturn sized pale green gas giant with dark brown poles and rings that are very far out, and most of its moons are closer to the planet than the ring
- a small contact binary that could maybe be a moon of the gas giant above
- a super-earth terrestrial planet that is kinda habitable but is almost entirely covered in clouds (leave maybe a couple of sneak peek holes) and is also very foggy on the surface
- an oceanic moon that has completely dried up, leaving sand and rocks, maybe with a couple of protrusions where former islands used to be located (size is about that of Io, should have an atmosphere density of ~0.400 kg/m^3)
@Pedro i was also wondering, since this is a KSP modder we're talking about, i guess that partially confirms the two games and their communities are on good or atleast neutral-good terms?
1.8 years agocries in mobile
+3 1.8 years agobut hey, at least this suggestion is fulfilled now
@Drood1538408 alright, thanks
1.8 years agoconsidering it's fairly old, i already have some ideas for what to make
can you give us more detail on the system? we could better know what kinds of planets to make that way
+1 1.8 years ago@HorizonsTechnologies fr
1.8 years ago@HorizonsTechnologies fr though
1.8 years agoi'm confused
@Monkey13 oh yeah lol my bad
+1 1.8 years agoi'm planning on making an extensive post about it eventually, hopefully with enough presence for someone to comment a working solution/fix
@Monkey13 what progress?
+1 1.8 years ago@TheMakerOfThings aight
+1 1.8 years ago@PlanetFloof alright, i'll post unlisted and tag you on it soon
+1 1.8 years agoedit: just did
@Pedro ah, nice, i expected that to be the case so i guess i was right about my assumption
+1 1.8 years agoextra congratulations to them :)
@PlanetFloof do you want me to make a basic planet with only the ridge i described above so you can try to copy it?
1.8 years agoayy nice congrats to y'all
+1 1.8 years agoi wonder what happens to the one who made the "BIG BLUE MEN" one, since it got 2nd in upvotes and 1st in creativity
the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
+5 1.8 years ago@SmarsoAero also same lol
1.8 years ago@FoxtrotTheSergal same
+1 1.8 years ago