@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)
@CoolGuy124 it's not "secret", it's just that planet studio isn't fully mobile compatible so they made it only available through dev console for mobile so that there are less bugs and whatnot
you will need to edit it in Planet Studio's system editor, i'll tell you how to get there
1. open menu (top of main screen)
2. tap settings
3. go to "controls"
4. tap the button with three dots at top right
5. tap "open dev console"
6. write "pl" into the dev console, PlanetStudio will pop up, click that
7. tap "execute", you will now be in Planet Studio menu
8. tap "load system"
9. find the Juno System and tap load, you can then edit it
in SP that's made with hollow fuselage + fuselage cutting
in SR2/JNO there is no proper fuselage cutting, though that clamp distance thing in the hidden properties menu has a similar function (you'll need to trial and error it unless you have some mod)
Io and Europa look absolutely fire (ironically, for the former), though i think the height/steepness of the spikes on Callisto are a little too extreme but that's probably just me
yes, in theory
i saw a mod once (can't remember if it was on the SP site or on here) that did let you convert SP crafts to SR2, so it is possible, however i don't know where to find it or if it even works with newer versions of the game
always appreciate it when some complicated scripting/programming thing gets to be explained simply and easily, regardless if it's by original developers or by large third-party sources
takes note, roblox. this is why JNO/SR2 is officially my favourite game now
@CloakPin yeah i've been wanting to suggest a "grip" option (as a slider, like the tire track strength) for biomes for a while now but never got to suggesting it
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
ah, wing wobble
this is a fixable issue, though i don't know the exact steps, if i remember correctly you gotta increase or decrease the mass and/or drag of the wing (the actual functional one, not the cover)
@NikolaiUlshikov2006 ah, so it's the landing that's the problem? my only suggestion is to simply increase the power of the engine(s) used for landing (either by increasing size or other parameters or via XML) so that you can reduce your descent speed at a higher rate for a softer landing
i would suggest taking a look at the game's tutorials, especially the ones relating to orbiting, since things like Hohmann transfers are commonly used for getting from one celestial body to another, although i don't know if any of the ingame tutorials cover that
another thing you could do is find an automated craft that does the journey for you, observe what it does from start to finish then you could try to replicate it manually (i only suggest this if you have good memory though)
i'm not the best at advice like this but i'm sure other people will comment more useful tips eventually
@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)
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 :/
1.6 years agowhat
1.6 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
1.6 years ago@Brixxter
1.6 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 1.6 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:
1.6 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 1.6 years agojust plain short and simple: ZSX
+1 1.6 years ago@ChaseWilsons yes but i keep forgetting about everything :skull:
1.6 years ago5 ideas i have right now:
+1 1.6 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?
1.6 years agocries in mobile
+3 1.6 years agobut hey, at least this suggestion is fulfilled now
@Drood1538408 alright, thanks
1.6 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 1.6 years ago@HorizonsTechnologies fr
1.6 years ago@HorizonsTechnologies fr though
1.6 years agoi'm confused
@Monkey13 oh yeah lol my bad
+1 1.6 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 1.6 years ago@TheMakerOfThings aight
+1 1.6 years ago@PlanetFloof alright, i'll post unlisted and tag you on it soon
+1 1.6 years agoedit: just did
@Pedro ah, nice, i expected that to be the case so i guess i was right about my assumption
+1 1.6 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?
1.6 years agoayy nice congrats to y'all
+1 1.6 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 1.6 years ago@SmarsoAero also same lol
1.6 years ago@FoxtrotTheSergal same
+1 1.6 years ago@CoolGuy124 it's not "secret", it's just that planet studio isn't fully mobile compatible so they made it only available through dev console for mobile so that there are less bugs and whatnot
+1 1.6 years agoah, so that's why you were absent
+1 1.6 years agocan't wait for the new stuff
you will need to edit it in Planet Studio's system editor, i'll tell you how to get there
1.6 years ago1. open menu (top of main screen)
2. tap settings
3. go to "controls"
4. tap the button with three dots at top right
5. tap "open dev console"
6. write "pl" into the dev console, PlanetStudio will pop up, click that
7. tap "execute", you will now be in Planet Studio menu
8. tap "load system"
9. find the Juno System and tap load, you can then edit it
@SmarsoAero yeah lider is the mod i meant lol
1.6 years agoin SP that's made with hollow fuselage + fuselage cutting
1.6 years agoin SR2/JNO there is no proper fuselage cutting, though that clamp distance thing in the hidden properties menu has a similar function (you'll need to trial and error it unless you have some mod)
@Dereric oh, sorry, someone already solved it previously (they only posted an unlisted and tagged me on it) but thanks anyways
1.6 years agoIo and Europa look absolutely fire (ironically, for the former), though i think the height/steepness of the spikes on Callisto are a little too extreme but that's probably just me
+1 1.6 years ago@Supermatmike cheers
1.6 years agoyes, in theory
1.6 years agoi saw a mod once (can't remember if it was on the SP site or on here) that did let you convert SP crafts to SR2, so it is possible, however i don't know where to find it or if it even works with newer versions of the game
always appreciate it when some complicated scripting/programming thing gets to be explained simply and easily, regardless if it's by original developers or by large third-party sources
1.6 years agotakes note, roblox. this is why JNO/SR2 is officially my favourite game now
@CloakPin yeah i've been wanting to suggest a "grip" option (as a slider, like the tire track strength) for biomes for a while now but never got to suggesting it
1.6 years agoFosoni: 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 1.6 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 1.6 years ago@AlphaAreospace lol true it does
1.7 years ago@ChinmayShukla oof, no idea then, sorry
1.7 years agoah, wing wobble
1.7 years agothis is a fixable issue, though i don't know the exact steps, if i remember correctly you gotta increase or decrease the mass and/or drag of the wing (the actual functional one, not the cover)
if you mean the RSS solar system, then that tag already exists (in fact it is the only tag available for systems)
1.7 years ago@AlphaAreospace YES
Polyphemus Hyper Super Duper Turbo Ultra Giga Mega Max Pro Gold Deluxe Limited Extra Collector's Final Edition
1.7 years ago@RenkoUsami oof, sad
1.7 years ago@NikolaiUlshikov2006 ah, so it's the landing that's the problem? my only suggestion is to simply increase the power of the engine(s) used for landing (either by increasing size or other parameters or via XML) so that you can reduce your descent speed at a higher rate for a softer landing
1.7 years agoi would suggest taking a look at the game's tutorials, especially the ones relating to orbiting, since things like Hohmann transfers are commonly used for getting from one celestial body to another, although i don't know if any of the ingame tutorials cover that
1.7 years agoanother thing you could do is find an automated craft that does the journey for you, observe what it does from start to finish then you could try to replicate it manually (i only suggest this if you have good memory though)
i'm not the best at advice like this but i'm sure other people will comment more useful tips eventually
@AlphaAreospace pl
1.7 years ago