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HarbingerDawnDate: Wednesday, 27.01.2016, 22:38 | Message # 421
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When the HTML manual is finished it will then be converted to PDF format.




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FireintheholeDate: Thursday, 28.01.2016, 22:05 | Message # 422
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Why are comets so common in red dwarf systems?




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HarbingerDawnDate: Thursday, 28.01.2016, 22:12 | Message # 423
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I don't think they're more common in red dwarf systems, it's just that they're closer to their stars. I think it has something to do with how the engine generates semi-major axes of worlds with respect to the size of their suns.




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LookAtDatDakkaDate: Friday, 29.01.2016, 02:41 | Message # 424
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Why are orange giants more common than red giants in 0.9.7.4 patch 8? surprised




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Edited by LookAtDatDakka - Friday, 29.01.2016, 02:43
 
HarbingerDawnDate: Friday, 29.01.2016, 02:57 | Message # 425
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Quote LookAtDatDakka ()
Why are orange giants more common than red giants in 0.9.7.4 patch 8?

That's something I've been wondering myself, I'd love to know the answer. I don't think I've found a single procedural red giant.





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PlutonianEmpireDate: Friday, 29.01.2016, 05:18 | Message # 426
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I destroyed life on Earth and gave it procedural textures and clouds as part of an ongoing personal world building project. Is there a reason why the cloud twists point the wrong way? cry This happens even at standard temperatures.


Attachments: 2323068.jpg (249.8 Kb)





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Edited by PlutonianEmpire - Friday, 29.01.2016, 05:21
 
HarbingerDawnDate: Friday, 29.01.2016, 20:53 | Message # 427
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Quote PlutonianEmpire ()
Is there a reason why the cloud twists point the wrong way?

Do they? They look ok to me. Have you tried changing the twist values?





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PlutonianEmpireDate: Friday, 29.01.2016, 22:11 | Message # 428
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Yeah after posting that, I realized I was using Rodrigo's mod (which includes clouds), and when I exported the script, I noticed a bug, where twistMagn is set to 0, both in the script file and in the in-game editor. (I now see this both with and without cloud mods, and on every single planet.)

Regardless, I am referring to the "twist" appearances of the Earth Clouds Map, and the procedural ones, where with completely default Earth, the cloud patterns "point" to the left, with North being up, giving a "trailing" appearance with respect to the planet's rotation:



But with procedural clouds, the patterns "point" to the right, with North again being up, giving a "leading" appearance with respect to the planet's rotation:



I remember being able to set a "negative" value for twistMagn, which would make procedural clouds "point" left, in older versions of SE (0.971, specifically). Now, trying to set custom twistMagn, both positive and negative values, doesn't work, again with or without cloud shader mods. SE uses it's own procedural twistMagn.

Attachments: 7649975.jpg (345.3 Kb) · 8573784.jpg (275.6 Kb)





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Edited by PlutonianEmpire - Friday, 29.01.2016, 22:16
 
nmoavinisDate: Saturday, 30.01.2016, 13:01 | Message # 429
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I have a question:Why can't i post new threads.Is it not allowed anymore?
 
HarbingerDawnDate: Saturday, 30.01.2016, 16:16 | Message # 430
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Quote nmoavinis ()
I have a question:Why can't i post new threads.Is it not allowed anymore?

You must make 10 posts in existing threads before being allowed to create a new thread. This cuts down on the amount of spam and redundant threads on the forum. For almost any topic you might wish to post about there is probably an existing thread already, so this shouldn't be a problem. Use the forum's search function to sort through existing threads.





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VostokTheROBOTDate: Friday, 05.02.2016, 17:57 | Message # 431
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Is there any way I can turn off the gravitational lensing effect when using the hyperdrive/hyperjump in 0.9.7.4? Now that ships are visible in interstellar space I want to hyperdrive through galaxies/nebulae and watch the stars and gas go by. Kind of hard to see anything when it's distorted so heavily.
 
DoctorOfSpaceDate: Friday, 05.02.2016, 19:55 | Message # 432
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Quote VostokTheROBOT ()
Is there any way I can turn off the gravitational lensing effect when using the hyperdrive/hyperjump in 0.9.7.4


I have attached a blank ship_warp.glsl shader to this post

Make sure it is named ship_warp

Put it in System/Shaders

Attachments: 9561291.glsl (0.0 Kb)





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VostokTheROBOTDate: Friday, 05.02.2016, 20:51 | Message # 433
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Nice, that worked! Thanks for your help. Time to sail through nebulae FTL style.
 
huishbDate: Saturday, 06.02.2016, 20:48 | Message # 434
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How do i add images to comments? I have some really cool images i would like to share!

I do know about the img icon above the word "images" i typed, and it asked for a url. I tried adding my images from my screenshot folder, but it wouldn't let me copy the image url (if that's even correct) I just don't know how to do it!

Any help please?





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MosfetDate: Saturday, 06.02.2016, 21:11 | Message # 435
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use the "Attachment" option below:



then use the code assigned, like in my case $IMAGE1$, to embed your image into the message.

Attachments: 8141631.png (40.1 Kb)





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Edited by Mosfet - Saturday, 06.02.2016, 21:13
 
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