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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<SporkWitch> boooo, just shy of orbit, and not enough fuel to rendesvous. guess i'll have to do smaller loads :(
<SporkWitch> correction, it was more like 60 tonnes lol
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<SporkWitch> it just occurred to me that i almost never go to the mun; minmus is just so much easier to land on and worth more science lol
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<Izaya> Really leaning into the soviet-style stuff now https://shadowkat.net/tmp/c844.jpg
<SporkWitch> damn commie :P
<Izaya> gonna have to build some landers like this
<transhohmann> :outcome add Izaya has built so many commie rockets that the ussr has been summoned to Kerbin. *Patrioticheskaya Pesnya begins to play*
<SporkWitch> they may be evil murderous bastards, but the USSR anthem _is_ awesome sounding lol
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<SporkWitch> grrrr, something bugged out and it reset 2/3 of the construction progress on the addition to my station >_<
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<FLHerne> transhohmann: just for you, LunchBot now actually works if you use :command :p
<Althego> :mission
<LunchBot> Althego: You embark on a journey to the toilet. BOOM!!!
<Althego> hilarious
<Althego> must have been some gas
<transhohmann> wow
<transhohmann> also what nowFLHerne
<transhohmann> must love those methane explosions
<FLHerne> [04:12] <transhohmann> :outcome add Izaya ... <- don't think that was the first time either
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<darsie> ;mission
<LunchBot> darsie: You press the red button. You conclude that jet engines can live on Laythe.
<UmbralRaptor> Okay, but they're an invasive species
<Althego> must be the fault of jpl. some jet engines were held in inhumane conditions, and they escaped into the wild
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<SporkWitch> kspi keeps thinking the deinonychus engine running on methalox is a radiation hazard and turning itself off lol
<transhohmann> lol
<transhohmann> ;command
<transhohmann> ;outcome add Izaya had built so many commie rockets that the USSR has been summoned to Kerbin. Patrioticheskaya Pesnya begins to play.
<LunchBot> transhohmann: Added outcome: Izaya had built so many commie rockets that the USSR has been summoned to Kerbin. Patrioticheskaya Pesnya begins to play.
<SporkWitch> you added that last night...
<transhohmann> it didn't add
<transhohmann> I used : rather than ;
<transhohmann> ;mission
<LunchBot> transhohmann: You do a Crazy Ivan to search for suclearnubs. This is counterproductive.
<transhohmann> ;outcome add This won't be the last time, either.
<LunchBot> transhohmann: Added outcome: This won't be the last time, either.
<transhohmann> ;mission add You accept a contract asking you o take atmospheric pressure readings on Jool at an altitude of -200 meters
<LunchBot> transhohmann: Added mission: You accept a contract asking you o take atmospheric pressure readings on Jool at an altitude of -200 meters
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<SporkWitch> huh, a random asteroid hit minmus and one of my seismic sensors picked it up lol
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<SporkWitch> anyone know of a way to kill rotational momentum? deploying some new construction is bugging out and making my station spin like crazy. it doesn't fully break apart, but once it finally stabilizes the parts are "stuck" partially disconnected. leave and load back and it explodes...
<Althego> yoyo despin :)
<SporkWitch> i just went through and set rigid attachment on all the station parts, i'm hoping that, combined with the unbreakable joints toggle in the cheat menu, will prevent the offset/dislocation issue and leave me something stable at the end.
<SporkWitch> i think the construction mod is doing weird things with mass distribution as i deploy it. annoyingly, it's the one part of the construction process WITHOUT a pause button, so i can't even just have it to do 10 seconds, pause, stabilize while the rotation is minimal, repeat
<SporkWitch> and it just exploded itself despite unbreakable joints...
<SporkWitch> i think it teleported me into interstellar space and several multiples of C...
<Althego> hehehe
<SporkWitch> vertical speed is 29,855,604,762,150,4... (it doesn't display further...)
<Althego> that is starting to get int odanny territory
<SporkWitch> normal warp in orbit disables physics, right? so in theory if i use time warp while it deploys, it shouldn't affect spin?
<Althego> if it can deploy without physics
<SporkWitch> ... that worked. i just wasted half an hour trying different things, and all it took was manually clicking time warp (it apparently did disable the keyboard shortcuts for normal time warp while it was deploying, but i was able to click the arrows over the clock
<SporkWitch> it is a fairly large addition to the station, but logically it shouldn't cause it to spin, it's just construction lol
<SporkWitch> hence no issues cheating to make it behave, since it's literally just working around non-realistic limitations
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<X> KSP2 ETA?
<Althego> no set date
<darsie> Free demo eta?
<Althego> hmm did the ksp twitter die?
<sandbox> twitter died
<sandbox> nothing works
<sandbox> "Something went wrong, but don’t fret — it’s not your fault."
<raptop> The whole take 2 financial statement said April 2022 to April 2023 IIRC
<raptop> But there could be another delay
<sandbox> (it's working now)
<Althego> lol that is a year long interval
<raptop> yep
<Althego> they could have said: when it's done
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<Mat2ch> I hope they get Danny as tester
<Mat2ch> and other youtubers who built huge contraptions
<Althego> whether they want him or not, they will get him :)
<Althego> kikkerikii
<Mat2ch> hrhr
<UmbralRaptor> Definitely a phoenix
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<SporkWitch> hmmm... i can't figure out how to get the tokamak reactors started...
<UmbralRaptor> hah
<Althego> we neither :)
* UmbralRaptor wonders how detailed the physics model of that mod is
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<SporkWitch> hmmm... teleported to orbit, and suddenly i get thrust... so confused right now
<SporkWitch> i wonder if it's treating it as a plasma engine even though it's a thermal nozzle... i think plasma engines are coded to only work in vacuum
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<Guest49443> I am looking for a solution when in the game we use a ground Anchor and then… when we come back the anchor has shift of a little height..What is wrong ? can we rewrite a file to avoid that ?
<Guest49443> I want to build a Mune base on this ground anchor.
<Guest49443> I find a topic on the forum ( https://forum.kerbalspaceprogram.com/index.php?/topic/206769-is-there-a-way-to-prevent-ground-anchor-jumping-upon-reloading-the-vessel/#comment-4086935 ) but the answer don't give the link
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