raptop changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.10.0 KSP2 NaN | Rules: tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.pnghttps://i.imgur.com/gBoLsSt.png | "chanlog" to see what people are talking about | C/2020 F3 NEOWISE bright in northern predawn sky
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<JVFoxy>
any adventures lately or we all burnt out?
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<Althego>
maybe mars launch in 12 hours 10 minutes
<darsie>
Load them in separate tabs and cycle through the tabs.
<flayer>
i've seen that too
<flayer>
on minmus
<Mat2ch>
The last time I got so close with a ship to a planet the game swallowed that ship
<flayer>
you mean you crashed into some mountains
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<Mat2ch>
flayer: no, I was above the highest point
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<darsie>
Maybe the map was wrong.
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<Mat2ch>
I don't know
<Mat2ch>
I was in an equatorial orbit, I did several orbits without problems (and without getting into physics warp), then I took my lander and landed, had too few fuel to get back up, started a rescue mission and when that got there my huge space tug was gone.
<Plaid>
packbart: I've done some digging into that code, it's rough.
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<packbart>
yeah, I think I might look at that stability thing some more. sometimes it just doesn't roll. https://formularfetischisten.de/~packbart/temp/foo4.mp4 (the rover also shouldn't tip over so much, could use some CoM-adjustment)
<packbart>
also, KER's impact predictor suddenly stopped working. the problem with mods is that you might spend more time testing bugs than playing, if you're not careful ;)
<kmath>
YouTube - Live streaming for the launch of H-IIA Launch Vehicle No.42
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<deadmind>
darsie I've had an elevated number of crashes with 1.10 on Windows as well.
<deadmind>
that said, there were performance improvements, which means I have had to restart KSP fewer times per gameplay hour, so maybe I'm just doing longer sessions at a time :)
<packbart>
deadmind: I noticed more crashes on Windows than Linux. otoh, I use lots more mods and higher graphics settings on Windows. I think quite a few crashes are caused by mods like Scatterer
<Althego>
didnt notice more crashes, but lately the video card usage is increased, now i can hear fan noise, previously it was around zero
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<umaxtu>
could just be dust if your fans are audible more
<Althego>
no, it started when the planet surface revamp happened
<umaxtu>
ah
<JVFoxy>
oof... scatterer. I had massive slow down issues with that in earlier versions of KSP, much sadness
<darsie>
JVFoxy: The KSP window/screen disappeared.
<JVFoxy>
darsie ah ok.. ya hate that. Now crash report
<JVFoxy>
*no
<umaxtu>
is it just me or is the dish painted black?
<Althego>
that's a pleasant japanese voice :)
<darsie>
I keep failing my 'bring 450 units of ore from the surface of The Mun and land it on Kerbin' mission. This time I got through the atmosmphere, but one chute wasn't enough.
<darsie>
Hmm, maybe crashing on land is more benign than splashing down.
<darsie>
I have a Terrier and FL400 tank as crumpling zone.
<umaxtu>
stage recovery gives a useful estimate of the landing speed of the different sections of a vehicle in the VAB
<packbart>
RCS Build Aid calulates touchdown speed with parachutes, too
<darsie>
I found a nice 0.1° landing site on The Mun.
<JVFoxy>
... wait.. he said 500 million mile journy.. mars isn't quite /that/ far...
<darsie>
Marked by my ore mining/refining truck.
<Althego>
but the course is not straight either
<darsie>
0.1° inclination.
<JVFoxy>
ok.. 500 million km.. still mars isn't quite that far. its like 1/10th
<umaxtu>
packbart, true, but Sr does it for each stage
<Althego>
hohmann transfer
<JVFoxy>
its about 105 at most.. 34 closest.. roughly
<JVFoxy>
sorry.. anyways
<Mat2ch>
Althego: uh, how far in the countdown are we?
<Althego>
minutes
<Althego>
i dont see a counter
<Althego>
maybe 1 minutes or less
<umaxtu>
i assume that the one voice has been counting down continuously for awhile now
<kmath>
YouTube - Live streaming for the launch of H-IIA Launch Vehicle No.42
<Althego>
sparks
<deadmind>
<darsie> Hmm, maybe crashing on land is more benign than splashing down. < it 100% is. when you hit the water, parts just disappear, which means every part whose max impact speed is lower than your velocity will just disappear
<deadmind>
meaning above 10m/s most cockpits will die
<deadmind>
on land you have explosions acting as crumple zones
<deadmind>
I might do a video on this eventually - i've completely gone out of the habit of including parachutes in my return capsules for this reason, it's not necessary :D
<Althego>
ii forgot the parachutes from a recovery probe. but it is going to circularize and an other one is is going to take up the parachutes
<deadmind>
oh neat, that actually makes your mission more interesting instead of just having to revert
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<Althego>
cant revert, too many other missions in parallel
<JVFoxy>
didn't save state?
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<Althego>
one thing is for sure, i am not going towatch the spacex launch tomorrowű
<Althego>
that is too late too
<deadmind>
you mean the scrub? :D
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<deadmind>
it's also worth turning on the aero forces and finding an attitude that decreases your vertical speed just before impact
<deadmind>
with a slim rocket if you just point it prograde you will have a much higher terminal velocity than if you are slamming the air with the side of the rocket
<deadmind>
*retrograde
<darsie>
My only RWs were in the hecs. and I had 3 m/s left for the Terrier.
<darsie>
Hmm, I could have broken the symmetry of the airbrakes and opened only one. But they're not effective at 14 m/s.
<deadmind>
oh, if you were already down to 14m/s there's no point anyway :)
<packbart>
I think I'll put lgg
<darsie>
lgg?
<packbart>
wrong key ;) I meant, I think I'll put linuxgurugamer's twitch stream on in the background and head to bed. maybe
<packbart>
bearded man talking about KSP
<deadmind>
he has a twitch stream? :o
<deadmind>
wth
<packbart>
yeah, I sometime watch him fix mods (I think that's tomorrow's stream)
<packbart>
you can see your pull request being handled live