Deddly changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.12.2 http://bit.ly/ksp112update | Rules: http://tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png | KSP coming to PS5 & XBox X/S, with kb & mouse support https://bit.ly/3Abadja
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<packbart> the bulky war tug can't even make a short 10ly jump to the mechanics shop and would need to go the long way around
<XXCoder> cant do halfway leap ir something? (i dont play that game)
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<packbart> nah, for some weird reason of physics, wormholes can only be opened from one system to the heaviest star in another. no halfway jumps in between
<XXCoder> hmm too bad heh
<XXCoder> reminds me of that book
<XXCoder> they are stuck with same system basically, but turns out theres set limit on machines. guy knows that couple days can be added to transit time, but its very dangerous as much past that ships dont come back out of hyperspace
<XXCoder> it was long and nasty jump and everyones skins was getting very itchy when they finally come out at unexpected star
<XXCoder> that book discription of hyperspace is strange one too. ship is just above white surface, black sky, what looks like white clouds pass by them slowly, sometimes go though but no effect, unknown random color flashes in "sky"
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<packbart> that looks harmless compared to the description
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<Althego> guerilla zombie in about 35 min, but apex...
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<Guest22726> Hello~
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<Althego> too late
<Althego> and the bot was not here
<Althego> or justn ot racting
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<Althego> (local) leet time
<Althego> peafowl singing
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<UmbralRaptor> x_x
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<FLHerne> The bot is still a net negative IMO
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<Mat2ch> FLHerne: well, the guest user quit anyway without the bot
<Mat2ch> we should do a test though. Have a week long the bot say Hello and another week not. And see what happens. :D
<Althego> double blind trial :)
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<Mat2ch> Althego: that will be hard to accomplish...
<FLHerne> Mat2ch: patch the web client so that it always says "Hello" to us, but half the visitors don't see it
<raptop> The guest's time in channel was only 23 seconds
<raptop> Like, unless we have paid greeters that get pinged by Guest##### joining, actually reaching them in time is nigh-impossible
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<SporkWitch> note to self: DO NOT leave traction control on auto, it's useless lol. manually cranked it to max and suddenly my mun rover is so wonderfully under control! lol
<Althego> too high torque is a flip hazard
<Althego> on the other hand
<Althego> on eve you cant gave enough toque
<Althego> although it eats through the battery like there is no tomorrow
<SporkWitch> the issue has been lack of grip on the mun. I used a MEM as the base, four grey wheels, and just have a battery and some physics-less science strapped to it
<SporkWitch> the repackable 2x3 solar panel, in case i do flip, to prevent damage
<SporkWitch> working great now i cranked it up
<SporkWitch> the probe core and reaction wheel from the sky crane survived detaching and just launching itself off with the last of its fuel, so i decided to send the engineer out to salvage them and weld them to the rover, so if i forget the parking brake (like i just did on the way to get it when i flipped it before turning up traction), i can drive it back to me / put the brake on lol
<SporkWitch> wish there was a setting to make double-tapping the brakes toggle them (there's probably a mod for that)
<SporkWitch> that rover has gone a little mad max. the girders also survived impact, so i welded them to the MEM to give the wheels more space lol
<SporkWitch> sadly it's just barely too low to the ground for me to set the reaction wheel underneath :(
<Althego> it is best to keep the center of mass low
<SporkWitch> yup! and it is
<Althego> but you can use the offset tool to move stuff, so you could make place for the reaction wheel
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<SporkWitch> i think the MEM was proving a good choice for the base, even though i originally did it just because i needed something marginally more aerodynamic since i didn't have a large enough fairing lol
<SporkWitch> i actually did lose control of the launch booster at a couple points, but i knew it was going to be a nightmare so i went overkill on delta-v and managed to get it into orbit anyway. had to eat a bit into the transfer and landing fuel (and forgot to empty the MEM's fuel, so i carried more than i had to lol >_<), but managed to land it only a couple km from the base the kerbals were waiting at. Left the probe-controlled
<SporkWitch> sky crane attached and carefully drove it over to the base (so i wouldn't have to HIKE 2km at 1m/s lol), then shot it off as planned, then immediately after it occurred to me i should have just had the engineer climb out and dismantle it for spare parts (which as you can see, i ended up doing anyway, picking up the parts that survived impact)
<Althego> remaining processing power is insufficient for one real-time thread. cannot postpone the scheduled downtime any longer
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<SporkWitch> am i understanding correctly that the class that initiates or collects a science experiment doesn't affect its value? If the data itself is returned it's worth the same, and if it's later put into a lab that's worth the same as well? scientist level ONLY affects research rate at the lab?
<SporkWitch> (basically trying to figure out if it makes more sense to send the scientist to collect new samples, or let him continue research while the engineer goes exploring for more stuff
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<packbart> I think that's how it work, yes
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<SporkWitch> gah, my science outpost terrifies me every time i load to it; it's on a slight slope and it "hops" when i switch to it lol
<raptop> aaaa
<flayer> haha
<SporkWitch> trying to get teh traction and such right on these wheels. I'm gripping nicely to the ground, now, but I have no torque to make it up hills :(
<flayer> is this on minmus?
<flayer> minmus is only really suitable for very heavy rovers
<SporkWitch> mun
<SporkWitch> minmus i gave up on wheeled rovers until i can do the heavy stuff lol
<flayer> yeah
<SporkWitch> the science lab with cupula that I welded wheels too work passably lol
<flayer> i think you should always try to fit 6 or 8 wheels
<SporkWitch> (my first attempt at eva construction, i'd packed parts to build a rover on site, but forgot to test it before i was out there; waste not want not, weld the batteries, panels, and wheels to the science lab, then use the RCS i had to stabilize its landing to flip it onto the wheels :P)
<flayer> i succeeded in landing on eve with a rover, but a few of wheels are broken now
<flayer> after some driving around
<SporkWitch> my current frankenstein is linked above. I didn't have a large enough fairing yet, so to help with aerodynamics, instead of an open rover seat, i went with a MEM and bolting things to that. not thinking before I detached the skycrane and had it launch itself off to crash safely (which was the plan), it occurred to me after that i could have salvaged the parts to make the rover better. 4 girders, the reaction wheel, and
<SporkWitch> the probe core that flew it all out, survived. So i welded those to the MEM, and moved the wheels to the end of the girders for better width
<SporkWitch> high gravity on eve, i'm guessing?
<flayer> yeah
<SporkWitch> i've been sticking to mun and minmus for now, don't even want to send a probe further out because i'm still working on getting reliably launch vehicles for these two and I want to ensure the missions i'm presented are limited to the areas i'm still getting comfortable working with
<SporkWitch> (though I have been getting brave enough to do other things while i have stuff in transit and taking advantage of the alarm clock)
<SporkWitch> gonna be a day for my probe-operated rescue craft to get to the mun and pick this ditz out of orbit, so set the alarm for the encounter and started the rover mad-max-ification lol
<SporkWitch> i just unlocked relay antennas, so i'm thinking setting up a basic network around the Mun and Minmus will be next, so I don't lose (most) of my control when kerbin is occluded. Luckily i make a point of pre-aiming for my maneuvers out of convenience coming out of time warp, or the "rover" i delivered to minmus wouldn't have made it (occluded at time of maneuver; thankfully probes can still do 100%/0% thrust toggling
<SporkWitch> without a signal). only ended up a couple km off target, and then just flew it the rest of the way on RCS
<SporkWitch> once it had signal again
<SporkWitch> definitely glad i rediscovered this game, and one that i'm so happy to see how much they've added over the years. can't wait for KSP2, hopefully the base-building and EVA construction is a little less janky heh
<SporkWitch> (sounds like it will be, though, since it's a primary planned feature from the start, this time)
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<flayer> SporkWitch, https://i.imgur.com/cC98Mc8.png
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<SporkWitch> translation: i'm not using nearly enough engines heh
<SporkWitch> i've been trying to start strapping more things radially, but it takes getting used to
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<SporkWitch> i blame model rocketry as a kid (also why the fixed-wing flight messes with me so bad in this, as I play a lot of DCS and grew up on other flight sims; then toss in CAP and serving in the USAF on top of it lol)
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<umaxtu> so you're really good at sitting in a chair?
<SporkWitch> bit more moving about when i was active duty, since i was combat comm, but the sims? yeah :P
<raptop> pffft
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<SporkWitch> lol, not even aiming for anything and i end up landing only a couple km from the KSC lol (on return from the mun; only burn was for escaping the mun and then to adjust reentry the instant the SOI changed)
<SporkWitch> does the separator piece from a fairing go away after deployment, or should i put the stack separator above it?
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