Deddly changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.9.1 KSP2 NaN | Rules: tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png | "chanlog" to see what people are talking about |
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<Outsoldier> hello
<Mod9000> Hello, Outsoldier
<Mod9001> Hello, Outsoldier
<Outsoldier> so is this a place where you can chat about ksp?
<raptop> yes, it is
<Outsoldier> oh ok
<raptop> note to self: ask deddly why we have two greeters now
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* raptop has unfortunately been mostly eaten by work stuff
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<kmath> YouTube - Nothing Else Matters - Folk / Medieval Style - Bardcore
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<Althego> lol, there is a flux capacitor in it https://twitter.com/EvaFoxU/status/1274432165338587137
<kmath> <EvaFoxU> @elonmusk @PPathole @Tesla Damn it, Elon what are you doing with us? This beast is the most amazing car in the worl… https://t.co/a5SeSwRB20
<Althego> i still hate its looks though
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<iSHELLraptop> hello
<Mod9000> Hello, iSHELLraptop
<Mod9001> Hello, iSHELLraptop
<iSHELLraptop> Deddly: why are there 2 of them?
<Althego> hehe lol two
<Althego> what is an ishell?
<Deddly> Wut
<iSHELLraptop> Althego: a spectrograph on the IRTF (a 3 m telescope on Mauna Kea, Hawaii)
<iSHELLraptop> All hail remote observing
<Althego> hehe
<Deddly> The bot appears to be self-replicating. Is this something we should be concerned about?
<iSHELLraptop> Deddly: uh, it's your bot, right?
<iSHELLraptop> well, bots
<Deddly> How long has 9001 been around?
<Deddly> Yeah, but I have no idea why there are two
<iSHELLraptop> not sure, noticed earlier tonight
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<iSHELLraptop> Bah, you could have ghosted Mod9000
<iSHELLraptop> <_< >_>
<Althego> that quitmsg
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<Deddly> Uh oh
<Althego> lol
<Deddly> OK, I'll have to do this from within the shell account. Sorry, I can't do it now
<Althego> you puny human, you cant defeat the superior intelligence
<Deddly> Who are you calling human?
<Deddly> uh, no
<Deddly> Sheesh, I'm too tired for this
<Deddly> hello
<Mod9000> Hello, Deddly
<Deddly> At least that's a temp fix
<iSHELLraptop> heh
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<kmath> YouTube - Star Wars: Squadrons – Official Gameplay Trailer
<Althego> hmm
<Althego> looks nice
<Althego> oh wait it is ea
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<Althego> leet time
<Althego> (locally)
<darsie> 1337
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<Maddog59> What the heck is going on with KSP? Last night I flew a plane successfully - everything working as expected. This morning I pulled up the same plane, made no changes, went straight to the runway and now the elevons and horizontal stabilizers are working against each other: pull back to go up and the elevons go down, and vice versa.
<JVFoxy> mass shifted
<JVFoxy> or sometimes I noticed control surfaces reverse if the center of mass is too close to where the control surfaces are, game gets confused
<Althego> or just the game does whatever it wants. there are cases when control surfaces changed direction for me without reason
<JVFoxy> ya happens here too
<Althego> sometimes i had to switch them back and forth sevral times
<JVFoxy> but I generally notice it when its to do with elevator settings being too close to center of mass
<Maddog59> You'd see that between iterations of the same plane? Like I said, I flew this thing right off the runway yesterday without trouble ... pulled up exactly the same plane, put it on the runway just like yesterday and crashed. When I reverted and checked and the controls, they'd changed.
<JVFoxy> I've had elevator controls reversed but roll control was fine
<JVFoxy> I've seen it switch on me between reverts even
<Maddog59> between reverts????!!! Yowch!
<JVFoxy> mostly with delta winged designs though
<JVFoxy> ... or when I use control surfaces as flaps
<Maddog59> Yeah, this is a basic swept wing design. CoM is in front of the elevons, and the CoL is pretty much lined up. Like I said, flew beautifully last night for a long range contract around the world and to the south pole.
<Maddog59> Well, I'm going to ry limiting pitch to the horizontal stabilizer; roll to the elevons; and yaw to the rudder, and see what happens.
<JVFoxy> not sure you'd want CoM with CoL centered with each other
<JVFoxy> want at least mass ahead of lift just a tiny bit
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<Maddog59> Nice to know that this isn't something I'm doing wrong, or imagining.
<Maddog59> CoL is behind the CoM ... I didn't explain myself properly.
<JVFoxy> ok
<JVFoxy> also
<JVFoxy> don't restrict pitch and roll to same control surfaces only
<JVFoxy> when I do delta wings.. I have it split, inner is pitch only, outer roll but I can also have it as pitch. that way you can still have control if you have to pitch full up
<Maddog59> Ah, very good tip ... when I start using deltas. Thanks!
<Maddog59> Yep, restricting the control surfaces to a single action seems to have fixed it ... just gotta be careful of the angle of pitch on take off or I rip off the tail! lol
<JVFoxy> pulled out an recent delta/box wing design I did.. forgot how crazy this thing is flying..
<Althego> i usually restrict them to one action, like on most planes
<Althego> i relaized they have bigger deflection in that case
<Blu3wolf> Lotta new planes dont do that Althego - computer flight control systems are pretty sophisticated these days
<Althego> i know
<Althego> but ksp allocates fixed amount for each control
<Althego> if i get rid of thse that dont apply anyway
<Althego> the maxium deflection is increased
<Blu3wolf> The bit that still blows my mind is how they took the speedbrakes off the super hornet... and it just dirties up the flight controls when the pilot uses the speedbrake control in the cockpit
<JVFoxy> fly by wire is nice but I noticed loose a sense of things
<Blu3wolf> would be really nice to have a mod for that. Code your own fly-by-wire. I was super disappointed to discover AFBW is not in fact exactly that mod.
<packbart> isn't that what kOS and Red Onion are for?
<packbart> code your own flight computer
<packbart> inputs, right. hmm. that could work, though. have to read again
<Blu3wolf> would either of those let me position control surfaces? So that flaperons for example, were scheduled based on stick position and angle of attack?
<JVFoxy> thoughts on this SSTO design? I mean it works pretty good so far: https://imgur.com/a/48lPEBt
<JVFoxy> its a box wing.. 3 whiplash engines in between on each side
<packbart> well, theoretically they do have access to every part and module, iirc
<packbart> what I don't know is if they can override control inputs
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<JVFoxy> ok.. weird just noticed something about the MK3 cockpit...
<JVFoxy> it doesn't light up.. there's a toggle but doesn't say what it does. That been fixed in 1.9?
<Althego> it should
<Althego> it works in 1.9
<Althego> .1
<JVFoxy> ah ya.. see it was resolved according to bug tracker
<JVFoxy> oh.. 8 months ago. oof
<JVFoxy> slow morning, just messing around with things
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<darsie> Got another Kerbal that can't stop thrusting when I activate the jetpack :(.
<JVFoxy> I hate the whole, in orbit, it puts camera a certain orientation. Go EVA, kerbal spins around after turning on jetpack
<JVFoxy> I wanted to go one direction after letting go, kerbal decides to do 270 degree spin the other direction first. Jetpack ends up throwing him quite a ways from the craft. :(
<darsie> Can stop it with time warp on/off, but won't orientate to camera when thrusting.
<Blu3wolf> isnt there a mod for that? unlocking the camera orientation and RCS stuff?
<JVFoxy> I haven't tried changing camera view mode while on EVA to see if kerbal will also re-orientate.
<Blu3wolf> they did back in 1.3 at least. Should still do so now.
<JVFoxy> the way it changes to the 'sideways view' when you establish a stable orbit..
<packbart> I disable the "EVA rotates to camera" setting. now the kerbal can jetpack forward with a camera view from the side
<JVFoxy> non too worried about that one
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<darsie> I have intersects while being quite well within the target orbit. 0.3° inclination: http://bksys.at/bernhard/temp/screenshot378.png
<darsie> packbart: Is that a new option?
<darsie> I'm on 1.7.3
<packbart> it's been in the global settings as long as I can remember. just right next to "retain control point on IVA"
<darsie> Ah. So it can't quickly be changed back and forth.
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<JVFoxy> speaking of retain control point.. that has to do with which probe/command pod is running the ship, which orientation is used sorta thing?
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<darsie> I spoke about EVA.
<Blu3wolf> I have not done a mun transfer for some years, and have yet to install KSPTOT; someone take pity on me, and advise rough duration of a munar hohmann transfer orbit? Im planning a flyby with a battery powered probe :)
<Althego> one day to mun
<Blu3wolf> like, 1 kerbin day? ~6 hrs?
<Blu3wolf> excellent, Im already overprovisioned for power then :)
<darsie> I'm on a 7 Kerbal rescue from orbit mission and accidently rendezvoused with an empty pod.
<Althego> hehe
<Blu3wolf> oh no!
<darsie> I loaded the last save.
<Althego> around 6 hours, but you can make is shorted with non hohmann
<Blu3wolf> already plenty short, much obliged! 4 days worth of battery on board :)
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<Blu3wolf> first playthrough with principia, been to orbit once so far... should have done it in sandbox rather than career
<darsie> why?
<Blu3wolf> just lamenting the time Ive spent on working up to orbital stuff, where the mod shines. Ive spent all this time doing the sort of stuff Im used to in KSP
<Blu3wolf> rather than exploring the mod :)
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<darsie> 4
<darsie> 5
<darsie> 6
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<darsie> 7
* darsie picked up 7 Kerbals in orbit: http://bksys.at/bernhard/temp/screenshot379.png
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<darsie> landed.
<darsie> I have 27 Kerbals now, 7 active and can still hire more.
<Blu3wolf> nice work!
<darsie> thx :). Would have collected more, but no more contracts for it came.
<darsie> Also, I could get no more than 16 contracts, total.
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