<TheWanderingCosmonaut>
Comics aren't really my thing
<TheWanderingCosmonaut>
Only read two to completion
<TheWanderingCosmonaut>
One was "specialty" the other was all I had on a camping trip
<TheWanderingCosmonaut>
So not really my thing
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<xShadowx>
did ksp ever get higher part count limits? i know at what 2.x something they changed to a thread per vessel i think it was and i could get more, but anything since T2 took over?
<xShadowx>
have 12 ores, can a single vessel max out all 12 with physics yet? or has physics moved to gpu yet?
<Althego>
the physics is mostly single threaded
<Althego>
around 1.0 or a bit later there were some optimizations
<Althego>
so you can go up to 1000 parts realistically, a bit more with very slow
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<Guest91611>
test
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<Rolf>
test failed
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<darsie>
My spaceship turns slowly under 100 km Kerbin orbit with attitude hold/time warp.
<darsie>
Is that a bug or a feature?
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<James_Kerman>
Hello darsie. If you have warped time while you are in Kerbin's atmosphere then physics is still active (also holding alt while speeding up time does this).
<darsie>
There's no atmosphere >70 km.
<packbart>
does it really turn or does the camera rotate?
<darsie>
I'm in a 70.5/250 km orbit.
<darsie>
It turn. Turned the solar panels into the shade of the asteroid :(.
<darsie>
Gonna do a test to confirm the exact altitude it happens ...
<James_Kerman>
Are you using any mods?
<darsie>
KER, EER, dated quicksaves
<darsie>
James_Kerman: Are you violating rule 2.2.10?
<packbart>
only if he makes you Captain
<James_Kerman>
Lol.
<darsie>
bbl
<James_Kerman>
Okay. You can explain what 2.2.10 is when you get back.
<James_Kerman>
So I can figure out how to punish myself.
<packbart>
"Roleplay, e.g. acting as a Kerbal, creating fictional organizational hierarchy amongst users and/or interactions of fictitious entities of an oppositional nature;"
<James_Kerman>
Oh 2.2j. Actually I have no role on IRC besides user.
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<Guest35360>
wow I forgot this irc chat existed
<Guest35360>
very neat
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<darsie>
Yes, it's exactly at 100 km.
<darsie>
I set a 700000 m SMA, 0.00001 e orbit.
<darsie>
packbart: Ahh, live rules, not like the archived ones linked in the topic.
<darsie>
Why don't we use the live ones?
<packbart>
ah, right. I was wondering why it suddenly was "j" instead of "10" now
<James_Kerman>
Hmm are you using 1.7.1? I don't see this behavior in my game. Also does it suddenly start to rotate as soon as you hit 100km?
<packbart>
I hadn't thought of looking at the topic
<darsie>
1.7.0. Yes, right when I pass 100 km. Look normal for best effect.
<James_Kerman>
I'll test it in 1.7.1.
<darsie>
This has always happened, IIRC, I just investigated it now and was lucky to be in an orbit that crosses 100 km.
<darsie>
previously I thought the maneuver node moved.
<packbart>
now that you say it, I remember seeing orbits change unter time warp
<packbart>
I always thought it was a floating point fluke. computers really have problems with thise ;)
<James_Kerman>
I just tested from 86000m to 250000m and my craft is holding position relative to Kerbol. Do you mean the navball is moving?
<Wastl4>
It's not an orbit change, is it? Your craft just keeps pointing in the same direction while following its orbit.
<darsie>
James_Kerman: The stars rotate.
<darsie>
If you look up (normal)
<darsie>
slowly
<darsie>
If it holds position relative to Kerbol it rotates.
<taniwha>
it's the rotating reference frame
<James_Kerman>
I see what you mean now.
<taniwha>
when "near" kerbin, the universe rotates around kerbin
<taniwha>
(or any body, actually)
<James_Kerman>
Thanks taniwha!
<taniwha>
but when far enough out, the body rotates and the universe is (more) static
<taniwha>
it's so that there's no need to rotate the body's collider mesh when near enough for it to matter
<darsie>
It's annoying. I want my craft to keep pointing at the maneuver node. It's a 3600 t asteroid which is hard to turn back.
<taniwha>
(moving colliders not attached to rigid bodies is slow)
<darsie>
ic
<darsie>
Maneuver marker
<taniwha>
so use maneuver hold sas
<taniwha>
or MJ
<darsie>
Doesn't work during time warp.
<taniwha>
persistent rotation
<darsie>
k
<packbart>
SAS hold should work during physwarp, iirc. but that takes much longer, of course, and would just introduce different krakenbait
<James_Kerman>
I'm totally new to IRC. What are the 'live rules' and where can I read them (the link above does not work for me). Also I'd hate to have to report myself.
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<darsie>
It had strangely low drag. I initially aerobraked at 25 km.
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<packbart>
finally researched MechJeb Docking Guidance. I haven't destroyed any station parts while docking manually, yet, but docking is one of the most annyoing and automatable tasks, imo :)
<packbart>
MechJeb needs some guidance, too, though. some fiddling with parameters required
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<Guest49097>
I was wondering if any one is having trouble getting in to the program? When I try to go into the program the play button is there and I press it then it says downloading patcher. I left it to download at 3:30 P.M last night and came back at 9:00 A.M
<Guest49097>
and it still was not working am I the only one that is having this problem?
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<darsie>
Keep wondering.
<packbart>
I never used the launcher. Either I click the button in Steam or I run ./KSP.x86_64
<Mat2ch>
and it's impressive as usual! Go watch it!
<Eddi|zuHause>
i meant the MMX
<Mat2ch>
that's also impressive :)
<Eddi|zuHause>
music was a bit repetetive :p
<Mat2ch>
I expected the snare to be played, but that part is not finished yet :(
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<Eddi|zuHause>
well, the marble catcher seems to be ... unfinished :p
<Eddi|zuHause>
also completely unrelated, someone linked me https://io808.com/ earlier
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<packbart>
hmm. when I try to return an experiment container with just a parachute and heatshield, it always turns the chute into the plasma, not the shield
<Althego>
hehe
<packbart>
it survives, though it takes three passes to finally return from the Mun
<packbart>
just doesn't slow down enough in its bullet shape
* packbart
tried adding a battery between container and shield
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<Wastl4>
Have you tried adding fins?
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<packbart>
I was going to if I can't get the center of mass down towards the heat shield
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<packbart>
it launches under a payload fairing, anyway, so the reverse fins shouldn't matter on ascent
<Althego>
you can also add something that adds drag
<Althego>
on increase them ass of the heat shield
* packbart
taps the 0.625m shield - it's already full of ablator
<packbart>
the 3-part contraption survives either way
<Althego>
the science container is really tough anyway
<packbart>
it just doesn't look right ;)
<Althego>
high heat and hit tolerance
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<packbart>
the number of experiments doesn't increase container mass, or does it?
* packbart
flew the simulation with an empty capsule
<Althego>
aas far as i know only command seat kerbals increase craft mass
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<Eddi|zuHause>
oh, steam scheduled it to only 6 hours from now!
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<umaxtu>
so do I have to update the dlc as well?
<Eddi|zuHause>
no, steam should handle that in one go
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* UmbralRaptor
doesn't know how Steam does things
<packbart>
"Fix scanner arms being audible across the known universe." :)
<UmbralRaptor>
Scanner arms no longer exploit the EPR paradox
* packbart
goes to compile Kopernicus - I hate this stupid exact version dependency or else the mod deactivates itself
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<packbart>
sometimes I forget that I have this KIS/KAS stuff installed
* packbart
sends an engineer on EVA with a screwdriver to mount the lander's scanning arm in a more useful position
<Eddi|zuHause>
hm... my vassal collapsed because he had only one planet and that planet rebelled... now all the other systems he had are just empty space
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