Althego changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.12.3 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 | JWST deployment status: https://webb.nasa.gov/content/webbLaunch/whereIsWebb.html
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<Izaya> Huh.
<Izaya> So I converted my flag to DDS in GIMP and included mipmaps and now it's flipped. Anyone have any idea what's going on there?
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<packbart> Izaya: that's the way it works
<packbart> so you need to flip your image before converting it to DDS
<Izaya> so it seems
<Izaya> Any idea why it's like that or is it just another mystery of KSP? :p
<packbart> no, I think that's just the way DDS files are defined
<packbart> not sure, though
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<Izaya> very odd
<Izaya> I have other DDS files that went in fine, for the suits and such, without flipping
<packbart> hm. now *that* is odd ;) even the instructions for "FlightGear" include flipping. https://wiki.flightgear.org/DDS_texture_conversion
<packbart> and every other site I found in a quick search
<packbart> sure those are not just PNG files with a .dds extension? :)
<Izaya> yeah I saved them as DDS in GIMP and everything
<Izaya> very ???
<packbart> hm. oddski. tbh, I don't really know much about it. I only used a few customised textures with Texture Replacer
<darkie> gn
<packbart> if in doubt, ask the forum :) https://forum.kerbalspaceprogram.com/index.php?/forum/15-modelling-and-texturing-discussion/
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<darkie> 1339
<Althego> hehe
<darkie> :)
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<sandbox> 1337
<darkie> .
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<raptop> ;mission add You update your threat model.
<LunchBot> raptop: Added mission: You update your threat model.
<bees> raptop: You embark on a journey to the toilet. You violate causality but don't care because of the speed achieved.
<Althego> Jurassic Park - When you gotta go you gotta go.flv
<SporkWitch> lol
<darkie> What's better, doing a plane change for Dres at Dres where I'm slow in my transfer orbit with Dres' low Oberth effect, or at departure, with Kerbin's high Oberth effect, but at a high speed in the transfer orbit.
<darkie> At Kerbin that would be a combined prograde and plane change burn.
<SporkWitch> combining burns should generally be more efficient. Corrections farther from the destination will also necessarily have greater effect.
<SporkWitch> The trick to plotting those combined burns, I've found, is to focus on the normal/antinormal portion first and once you notice the rate of change slowing, now work on prograde and you should notice a significant adjustment to the ascending and descending nodes. Keep an eye on WHERE in your orbit those nodes are, as well, and if it's moving significantly away from where the burn is planned,
<SporkWitch> consider multiple burns
<SporkWitch> Takes a bit of fiddling, but it should result in greater efficiency than a pure plane change followed by your escape burn.
<SporkWitch> darkie: hope that helped. If you think about it, it makes sense: Kerbin orbit is, functionally, the apoapsis of your planned orbit relative to Dres, and inclination changes are more efficient with higher apoapsis (DeltaV = v*sin(alpha), where alpha is the desired change in inclination)
<bees> darkie: boring answer - it depends.
<bees> some small amount of plane change is always better during departure, because it is almost free too run 2000+200 instead of 2000
<bees> most optimal would be launching to properly inclined Kerbin orbit first, but that is usually outside of casual planning scope
<SporkWitch> you'll generally want a minor corrective burn once you leave kerbin's SOI, as well, due to how gravity works and orbits are calculated in KSP, there's always some error in the projection past the SOI change
<bees> not anymore i think
<SporkWitch> oh?
<bees> there was some magic done in late patches
<SporkWitch> maybe i just need to play with the display modes, then, it's possible i'm misreading the default
<bees> now orbits are inaccurate only if your ship is possessed by kraken or you are trying to plot 5th intercept at jool
<SporkWitch> i do have my conics maxed, but generally haven't tried more than one or two gravity assists on a single trip
<SporkWitch> took a month or so break hopping around other games, might have to settle down and figure out the performance issue with waterfall and get playing again. Semi-torn with how frustrating building (outside of the VAB/SPH) is and waiting on KSP2 lol
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<darkie> Well, I did a pretty elaborate departure. Near escape equatorial orbit, adjusted plane at Ap for Dres inclination, then final departure burn at Pe. Inclination changed to 0.0, but the burn was too much outwards.
<darkie> Lacking a little bet fuel for return.
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<raptop> The CSB has determined that the cause of the accident was poor interface design https://www.reddit.com/r/KerbalSpaceProgram/comments/rveyp7/excuse_me_engineers_why_is_there_a_very/
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<SporkWitch> darkie: how short are you on delta-v and do you have RCS? It's painful, but you can sometimes get that bit you need from RCS. Don't discount aerobraking, either.
<darkie> SporkWitch: No fuel left. I can make it half way between Duna and Kerbin.
<darkie> I think if I execute my original departure properly it'll work out.
<SporkWitch> do you have an engineer on board? any parts you can cut off?
<darkie> Ant, OscarB, small RW, okto2, communotron16, barometer or so.
<darkie> 3 solar panles
<darkie> battery?
<SporkWitch> oh, it's unmanned
<darkie> mhm
<SporkWitch> well worst case you just transmit the data
<SporkWitch> you also don't necessarily need to deorbit, can always send something up to pick it up
<darkie> SPOILER ALERT! LOL at Dres anomaly :)) https://i.postimg.cc/rVgb1tng/screenshot478.png
<darkie> ^
<darkie> No battery, it seems.
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