@ZeusSpaceAgency basically, lite versions are just simple versions with the most basic stuff and the rest is locked, usually free so that players can test the basics of the game before deciding if they wanna buy the full paid game or not
for JNO i'd assume the lite version would just have a few basic parts (one capsule, a fuel tank, an engine or two, parachute, maybe some fins too, alongside reduced part customizability maybe?) and only Droo as the planet
i might make some of my own tbh
at the moment though, my ipad isn't connected to the internet due to an oversight (should be fixed today, for now i'm just typing this on my phone), which is also why i couldn't post the last 3 better templates yesterday like i planned
yeah the assymmetrical poles (usually caused by billow or multiridge noise, FBM makes them normally) are really annoying even tho they could look really cool, especially the flowy veiny one (it is possible to only make those ones appear, but that likely needs 2 seperate noises, lots of filtering where the noise should and shouldn't appear, etc)
aside from that, i think it'd be cool if you made a guide to craters, they share some similarities with the remap curve (that being their shape, allowing for higher or lower ridges, a flatter or sloped bottom, and even central peaks, which end up looking either absolutely spectacular or a turd, there's no in-between)
if you ever get to releasing your NH lore, would you be okay with me making a comparison it of it and my Hypernova? (not a "which is better" kind of thing, but a comparison of things like the future scifi tech used, time span it takes place in, and so on)
@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)
Fosoni: a (mostly) habitable world with towering mountain chains that create different "cells", each with a unique ecosystem exclusive to that cell isolated from all others, and the only way for terrestrial things to cross to other cells would be to risk climbing the mountains or cross through a valley area that can be found semi-rarely
hmm...
this is a simple one, but you could take any existing plane, rocket (or just vehicle in general) and try to make it look like if it were AI-generated (for example, make a basic F-15 or whatever and then distort its cockpit, inlets, wings, etc)
another idea i've got is a "clichémobile", simply take many stereotypical scifi tropes (fusion reactors, cryo sleeping pods, warp drives, laser weapons, treating spacecraft like naval ships for whatever reason, etc) and jumble them into one spacecraft
my technique is to use the fog shader on the atmosphere, and set the scale height to a high number (like, 50) so it covers the whole surface then increase brightness/intensity as needed
it looks fairly realistic this way, but the only downside is that you visually won't be able to see any patterns on the surface though you'll still see them in the minimap
you can sort of make a throttleable solid rocket engine, here's how:
1. take out a standard liquid rocket engine
2. set up the size, nozzle, etc. beforehand
3. go into tinker panel (if you have it enabled) and at the bottom there's "edit hidden properties"
4. on the top arrows, click them until you find RocketEngine or something similar
5. find the fuel type, replace the "LOX/RP1" (or LH2 or CH4, depending if you use kerolox, hydrolox, or methalox respectively) with "Solid"
6. click apply, your rocket engine should now use solid fuel
7. if you wish to change a parameter it will revert it back to normal, so you will need to repeat the process once you're done
@SheriffHackdogMCPE @Aviator01 cheers, i'll be doin' some mass reporting both here and over on the SP site, we've dealt with dealt issues before and surely we can deal with them now too :thumbs_up:
is it only in the 999 beta? the PlanetStudio_ToggleTerrainGenerationAdvancedSettings command doesn't show up or even get recognized for me
if it is currently in the beta right now, it's no problem for me, since i plan to release ZG 2.0 (which includes a majority of the celestial bodies i want to add clouds to) only after 999 or 1.0 releases, plus i still have a bunch of VB stuff to release before it
i actually had some ideas for new docking port styles so i thought i'd share them here Basic - literally just what we have right now Sleek - a smoothened, futuristic design, essentially it is a flat cylinder that tapers down to a smaller radius and then to the actual docking part, basically it looks like an oversized rcs nozzle Expander - when docking is enabled it extends via some sort of telescoping mechanism, which can prevent collisions between docked crafts due to the port not being far enough Slot and Connector - one-way docking port, obviously inspired by SR1
keep in mind that planet sizes in the game (both in site and game) are always given in radius, so be sure to remember that
- start from the main menu
- go to the button with the control panel button (it has little buttons and knobs and whatnot on it)
- scroll down a bit, open all drop-down menus
- you should see "planet radius" or something like that with almost always a non-decimal number in one of the later drop-down menus, that's the radius
- edit said number to change radius
yeah i'm pretty sure its smth to do with COPPA, though really that whole thing could be avoided if all websites didn't spy on us in the first place regardless of age or origin or account
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 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
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
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
you might have collisions on the ramp enabled (which is understandable, as when working with anything that moves semi-independently of the main craft, disabling collisions is basically required to prevent glitches), if this is the cass then enable collisions on the ramp pieces and try to make it rotate just enough so it doesn't bug
if collisions switched on/off aren't the case, well in that case i can't help you, sorry
try to enable Fuel Line in advanced properties on the fuel tank, engine, and battery, and anything that connects those parts, this will ensure that resources will go to their destination regardless of connections
okay, okay, the Jundroo Machine made me smile more than it should have - that said, i forgot to even write a review for your games lol, will do in the future though :)
@ZeusSpaceAgency basically, lite versions are just simple versions with the most basic stuff and the rest is locked, usually free so that players can test the basics of the game before deciding if they wanna buy the full paid game or not
+2 1.2 years agofor JNO i'd assume the lite version would just have a few basic parts (one capsule, a fuel tank, an engine or two, parachute, maybe some fins too, alongside reduced part customizability maybe?) and only Droo as the planet
we are so back
+2 1.2 years agoi might make some of my own tbh
+2 1.2 years agoat the moment though, my ipad isn't connected to the internet due to an oversight (should be fixed today, for now i'm just typing this on my phone), which is also why i couldn't post the last 3 better templates yesterday like i planned
yeah the assymmetrical poles (usually caused by billow or multiridge noise, FBM makes them normally) are really annoying even tho they could look really cool, especially the flowy veiny one (it is possible to only make those ones appear, but that likely needs 2 seperate noises, lots of filtering where the noise should and shouldn't appear, etc)
+2 1.2 years agoaside from that, i think it'd be cool if you made a guide to craters, they share some similarities with the remap curve (that being their shape, allowing for higher or lower ridges, a flatter or sloped bottom, and even central peaks, which end up looking either absolutely spectacular or a turd, there's no in-between)
nah fam
+2 1.3 years agoi need that RSS scale, ingame 1/5th scale is cool but i'm too used to real scale already
@ChaseWilsons yes
+2 1.3 years agoit's on hold for hecks sake
i'm b u s y
"me irl" isn't relatable enough to describe this
though for me it's not really the reason why i'm not posting, right now i'm just playing Terraria lmao
+2 1.3 years ago@Seeya aight, cheers
+2 1.3 years agoif you ever get to releasing your NH lore, would you be okay with me making a comparison it of it and my Hypernova? (not a "which is better" kind of thing, but a comparison of things like the future scifi tech used, time span it takes place in, and so on)
+2 1.3 years ago@Seeya i'm sure i have it, gimme a second
+2 1.4 years ago@GMDFrostBite yeah i also only found those
+2 1.5 years ago@chillymations i guess
+2 1.5 years agojust keep the iconic bits
i know you've posted some revamped versions of some planets so i kinda want something like those
can you return to your very first system (Kolven) too? that thing was hella nostalgic
+2 1.5 years agoThe Return Of The King
when are you going to publish these lol
+2 1.6 years ago@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 1.6 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 1.6 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)
Fosoni: a (mostly) habitable world with towering mountain chains that create different "cells", each with a unique ecosystem exclusive to that cell isolated from all others, and the only way for terrestrial things to cross to other cells would be to risk climbing the mountains or cross through a valley area that can be found semi-rarely
+2 1.7 years agohmm...
this is a simple one, but you could take any existing plane, rocket (or just vehicle in general) and try to make it look like if it were AI-generated (for example, make a basic F-15 or whatever and then distort its cockpit, inlets, wings, etc)
another idea i've got is a "clichémobile", simply take many stereotypical scifi tropes (fusion reactors, cryo sleeping pods, warp drives, laser weapons, treating spacecraft like naval ships for whatever reason, etc) and jumble them into one spacecraft
+2 1.7 years agomy technique is to use the fog shader on the atmosphere, and set the scale height to a high number (like, 50) so it covers the whole surface then increase brightness/intensity as needed
+2 1.8 years agoit looks fairly realistic this way, but the only downside is that you visually won't be able to see any patterns on the surface though you'll still see them in the minimap
@Wenhop i'm still working on that but it'll take a while since i'm simply so busy with both JNO/SR2 and other games
+2 1.8 years ago@SamTheFox ehhh kind of
+2 2.0 years agoat least you can do it on mobile
as a wise person once said...
weight reduction bro
+2 2.1 years agoyou can sort of make a throttleable solid rocket engine, here's how:
+2 2.1 years ago1. take out a standard liquid rocket engine
2. set up the size, nozzle, etc. beforehand
3. go into tinker panel (if you have it enabled) and at the bottom there's "edit hidden properties"
4. on the top arrows, click them until you find RocketEngine or something similar
5. find the fuel type, replace the "LOX/RP1" (or LH2 or CH4, depending if you use kerolox, hydrolox, or methalox respectively) with "Solid"
6. click apply, your rocket engine should now use solid fuel
7. if you wish to change a parameter it will revert it back to normal, so you will need to repeat the process once you're done
yeah, i fall into this category too, i make crap stuff and here i am with like 12k useless internet points :/
+2 2.2 years agocan also confirm, JunoRockets2 became a meme the moment this stage of the logo transition appeared
+2 2.2 years ago@SheriffHackdogMCPE @Aviator01 cheers, i'll be doin' some mass reporting both here and over on the SP site, we've dealt with dealt issues before and surely we can deal with them now too :thumbs_up:
+2 2.2 years agoall jokes aside JunoRockets actually sounds pretty cool
+2 2.2 years agois it only in the 999 beta? the
+2 2.2 years agoPlanetStudio_ToggleTerrainGenerationAdvancedSettings
command doesn't show up or even get recognized for meif it is currently in the beta right now, it's no problem for me, since i plan to release ZG 2.0 (which includes a majority of the celestial bodies i want to add clouds to) only after 999 or 1.0 releases, plus i still have a bunch of VB stuff to release before it
@FrankX yeah, i've suggested custom loading screens for custom systems too, i hope it gets added sometime tbh
+2 2.3 years agoi actually had some ideas for new docking port styles so i thought i'd share them here
+2 2.3 years agoBasic - literally just what we have right now
Sleek - a smoothened, futuristic design, essentially it is a flat cylinder that tapers down to a smaller radius and then to the actual docking part, basically it looks like an oversized rcs nozzle
Expander - when docking is enabled it extends via some sort of telescoping mechanism, which can prevent collisions between docked crafts due to the port not being far enough
Slot and Connector - one-way docking port, obviously inspired by SR1
mad respect for comparing the two as unbiased as possible
+2 2.4 years agoat least you didn't read your own words incorrectly
+2 2.4 years agowhile writing this i literally read "progress" as "poggers" once
@Ylias
keep in mind that planet sizes in the game (both in site and game) are always given in radius, so be sure to remember that
+2 2.4 years ago- start from the main menu
- go to the button with the control panel button (it has little buttons and knobs and whatnot on it)
- scroll down a bit, open all drop-down menus
- you should see "planet radius" or something like that with almost always a non-decimal number in one of the later drop-down menus, that's the radius
- edit said number to change radius
big pog
+2 2.5 years agoyeah i'm pretty sure its smth to do with COPPA, though really that whole thing could be avoided if all websites didn't spy on us in the first place regardless of age or origin or account
+2 2.5 years agothere'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 2.5 years ago@geotorum
that other site is specifically designed for writing (though less buggy) so it makes sense
+2 2.5 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
the legacy one ( ͡° ͜ʖ ͡°)
+2 2.5 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 2.6 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
Nebra: epic water, epic colors, epic views, epic for flying
+2 2.6 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
you might have collisions on the ramp enabled (which is understandable, as when working with anything that moves semi-independently of the main craft, disabling collisions is basically required to prevent glitches), if this is the cass then enable collisions on the ramp pieces and try to make it rotate just enough so it doesn't bug
+2 2.7 years agoif collisions switched on/off aren't the case, well in that case i can't help you, sorry
try to enable Fuel Line in advanced properties on the fuel tank, engine, and battery, and anything that connects those parts, this will ensure that resources will go to their destination regardless of connections
+2 2.7 years agoyeah, that works, but it's difficult to get accurate gravity values with that
+2 2.8 years ago@Ylias
yes, but make it toggleable so people won't have to update their builds
+2 2.8 years agothat is a legendary roast towards humanity, is it okay if i screenshot it?
+2 2.9 years ago@TronicOrbital
some people have made interstellar systems before (with differing amounts of realism regarding distances between stars) so i'm sure it's possible
+2 2.9 years ago"too many planets, too little effort"
+2 2.9 years agoam i a joke to you
@plane918273645
congrats :)
+2 2.9 years agoi don't think i'll reach it soon xd
okay, okay, the Jundroo Machine made me smile more than it should have - that said, i forgot to even write a review for your games lol, will do in the future though :)
+2 3.3 years agosomething similar to Titan would be cool, with a THICC atmosphere and some lakes scattered around
+2 3.3 years ago