<SporkWitch>
it's my way of saying "you've given us literally no information, so you must want a psychic to help you"
<transit>
Oh sorry for being busy irl & having a delay in adding info? 🤨
<umaxtu>
how dare you!!!! /s
<transit>
Anyways, vessels seem to have no record of root part & auto strut connects strangely or not at all
<SporkWitch>
granted it's not discord's 2k character limit, but IRC still allows lots of room :P Once you send a message, you have to expect people will respond to it. Take your time, there's no rush, the nsend when done. Most of us are happy to help, if you help us help you
<umaxtu>
and if you send us bacon
<transit>
Vanilla no mods & 1.12.2 3142
<SporkWitch>
You need to set it on each part, it's a bit annoying. The game stores the ship as a tree, the root part is always the part you click to move the entire assembly.
<transit>
Spork I’ve been I’m aware
<transit>
Oops
<transit>
I’ve been active here since 2012
<transit>
So again, it’s like the craft each have multiple root parts. Including the part I’m trying to auto-strut
<transit>
Not sure why it started happening, but my launch vehicles have become noodly worms all the sudden
<SporkWitch>
what is making you think that's happening? is it drawing the lines weird / not at all? Any chance you can take like a 30 second recording of it to better demonstrate?
<Pinkbeast>
Perhaps after a KSP upgrade?
<raptop>
mmm.. noodles
<Pinkbeast>
(PS I agree re Miss Cleo; err on the side of hitting Enter after a full thought)
<transit>
If I don’t do anything to a saved craft, it seems like auto strut is active on one part of the vehicle and not the other part of the vehicle it’s very strange
* raptop
should probably mess around with autostrut more. At least there's always the whole manually strutting distant parts thing
<SporkWitch>
has there been a patch recently? I"ve never encountered anything like what's being described in 1.12, vanilla or HEAVILY modded
<transit>
I’ve never used any mods on this game ever
<Pinkbeast>
raptop: I discovered the joys of it given a vehicle with side-mounted _Orion_ pods
<SporkWitch>
my only kraken encounters post 1.12 have been heavily modded, mostly relating to using MKS to add large pieces to my space stations llol
<Pinkbeast>
... ie without autostrut lighting the engines made them just fly off
<SporkWitch>
autostrut and rigid attachment are massively useful, especially if you care at all about aesthetics
<Pinkbeast>
transit: You might de facto solve the problem by breaking your duck with Kerbal Joint Reinforcement
<SporkWitch>
vanilla is noodly by nature
<transit>
It’s not kraken, it’s just like the root part profile for the craft is broken
<transit>
Ok well. I’ll just try to figure it out on my own
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<SporkWitch>
if only we gave him suggestions on how to help us help him...
* SporkWitch
rolls eyes
<Pinkbeast>
Anyone know if KER measures pitch and heading from the root part not the "control here" part? Because if not something weird is going on.
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<Izaya>
re: RCS and fuel, Tantares adds a whole set of bipropellant ones that I've been using on my smol capsules. A Mk1 size pod, Poodle engine, two 5-way biprop RCS blocks, some parachutes, and a docking port, and you have a nice workable capsule for getting people to a LKO station
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<XXCoder>
;mission
<LunchBot>
You attempt to match your target orbit. More struts are required.
<XXCoder>
always. if it have too much struts, it needs more
<Pinkbeast>
Oh, not oops, I was reading the kOS screen
<Pinkbeast>
I had an excessively perfect rendezvous recently. Excessively perfect in position, that is, not velocity.
<Pinkbeast>
In other news it turns out two thousand tonnes of _Orion_ vehicle cannot change speed quickly in any direction except "forwards"
<SporkWitch>
so change which way "forwards" is? lol
<Pinkbeast>
Mmm. It also doesn't turn around very quickly.
<SporkWitch>
ah, now that would be a problem :P
<Pinkbeast>
Yes. A very brief problem, alas, for the poor kerbals on the life support stage it was meant to dock with
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<SporkWitch>
RIP
<SporkWitch>
Pinkbeast: what mods you running at the moment? i've been thinking of starting up fresh game
<SporkWitch>
(seen a LOT of update emails from the MKS github repo)
<Pinkbeast>
_all of them_
<Pinkbeast>
Not at my games machine, but the main ones that come to mind are MKS+USI life support (to make the problem of sending 12 kerbals on a grand tour rather more than just having a box to sit in)
<Pinkbeast>
Mk2 Expansion. Stockalike Station Parts. Kerbal Foundries. The MKS Karibou rover but I think that might be in MKS proper now.
<Pinkbeast>
CAMREC, the Campaign for Real Electric Charge. :-)
<Pinkbeast>
One of those ones that's all bits of pipe for making rollcages.
<Pinkbeast>
inline ballutes for getting _to_ Eve
<Pinkbeast>
Scatterer but just to make actual solid waves on Laythe
<Izaya>
OpenGL physics waves when
<Pinkbeast>
Oh, and Stockalike Project Orion (the most important) + DockRotate (which makes the transition from a tailsitter Orion getting off Kerbin into a bellysitter Orion landing on airless worlds feasible)
<Pinkbeast>
kOS
<Pinkbeast>
I think there might be B9 wings in the current Eve and Laythe ascent craft but I haven't revised them for a while.
<SporkWitch>
could i trouble you for the full modlist when you get home?
<Pinkbeast>
Sure. I probably will get home and sit down around 1900 UTC so that would be a good time to remind me
<Izaya>
How do you guys design your orbital propellant depots?
* Pinkbeast
coughs in Project Orion, I don't
<Izaya>
... Point taken.
<Pinkbeast>
Oh, scansat! Very important. And NF Construction.
<SporkWitch>
LOVE scansat
<SporkWitch>
it's just so satisfying lol
<Pinkbeast>
I'm working up to Elcano-ing everywhere that isn't Kerbin/Mun/Minmus and the one thing I've done in the non-testing save is to launch scansats everywhere I'm going.
<Pinkbeast>
I think last time I was doing orbital stations I mostly went for everything line astern, long and thin, so a tug can move it about as needed without the CoM being somewhere wildly inconvenient
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<SporkWitch>
yeah, i'm definitely going to need to figure out better station designs, unless those new MKS patches address the kraken attacks from building additions. I remember a few months ago I docked the construction container where I wanted the expansion, and when you deploy it before final assembly, it changes the phsyical size of the container. Well apparently the resizing applied a force which made
<Izaya>
This one is specifically for refueling nuclear inter-orbit shuttles so I'm low-key thinking about just ripping the engine off one and having it expand sideways
<SporkWitch>
the station start spinning... and spinning faster.. and faster... until it ripped itself apart lol
<Pinkbeast>
My main gripe right now is apparently everyone who designs landing legs makes them expand nice and quickly so if you have something that comes down on legs then folds them up to sit on its tummy, then when you extend them again for takeoff the entire craft goes BDOING up into the sky because landing legs just get bigger, they don't do any kind of spring physics
<Pinkbeast>
(KF has physics landing legs but alas they love the Kraken)
<SporkWitch>
yeah, it would be nice if more did slow expansion. it's not like you can't, you know, PLAN TO LAND lol
<Izaya>
Can split this design up into 5 pieces and use the Konstruction parts to make it into one big structure
<Pinkbeast>
plan> most of the time as soon as I get into vacuum I can put my gear down so it will be ready two years later
<SporkWitch>
certainly an option, since you're not in atmo
<SporkWitch>
it's surprising if you think about it, since MANY designs have reason to want to lay down on their belly and get up again
<Pinkbeast>
Fortunately I'm now in Lack Luster Labs drop-ramp bay (whose entire floor drops) and matching u-shaped legs and they go nice and slowly
<Pinkbeast>
It is a) extremely heavy (bother) but b) provides vast (but realistic) TWR and dV (hooray!) in c) structurally inconvenient pulses
<Izaya>
Not sure how the supply lines will look once I get mining equipment unlocked but for now I want somewhere with an insulated tank that I can dock a nuclear shuttle to to refuel
<Izaya>
Fueling it in LKO can be done with cheap normal tanks and I can just accept the boiloff
<SporkWitch>
OH!! nuclear pulse engines, gotcha
<SporkWitch>
does the implementation you use give usable burn estimates? the couple i'd message with you just need to eyeball it all lol
<SporkWitch>
*messed with
<Pinkbeast>
USI has an Orion too but the atmospheric isp is nerfed for balance which is er not really why one uses a Project Orion mod
<SporkWitch>
heh
<Pinkbeast>
burn estimates> not at all, but I have a kOS script that does that and dials down the final pulse of the maneuver so you're not trying to do everything in 15 m/s chunks, then switches on two NTRs to finish the last bit of the maneuver
<SporkWitch>
it's a very Ork method of propulsion, if you think about it: just set off a nuclear bomb and ride the shockwave lol
<Pinkbeast>
Also the USI one doesn't blow anything behind you up and doesn't provide the same sharp pulses of impetus.
<SporkWitch>
one of these days i will get modular fusion engines working (from interstellar). No matter what I do, they don't seem to generate heat for the engines
<Izaya>
Update: The direct rendezvous was better than expected. Within a km.
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<Althego>
lol scott is at eve fanfest, and he did a talk there
<SporkWitch>
filghty goon >_< lol
<SporkWitch>
*filthy
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<Pinkbeast>
Some of my best friends are goons. Well. One of them is.
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* raptop
should probably mess around with an SSTO-serviced space station at some point
<SporkWitch>
very viable, trick is payload capacity so you don't have to make 50 trips
<raptop>
Yeah
<SporkWitch>
definitely easeier with the near-future stuff. thermal engines are insanely good for SSTOs, since you only need to carry reaction mass for use once the atmo gets too thin
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<Althego>
kikkerikii
<raptop>
.
<Pinkbeast>
SporkWitch: http://www.chiark.greenend.org.uk/~damerell/games/mods.txt : if a part mod is on this list I probably use at least something out of it, but for a nonpart mod I maybe just installed it once in 1.0.3 and kept installing it in each new KSP release
<Pinkbeast>
Also missing Scatterer (since I only use it on Laythe) and CAMREC
<Pinkbeast>
oh and a massive bodge to Hangar so I can hide weird-shape almost-massless Hangars in the parts I actually want to use as a hangar
<Izaya>
wait, that domain
<Izaya>
that's the putty domain isn't it
<Pinkbeast>
Amongst other things, yeah
<Izaya>
neat
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<raptop>
!mission
<LunchBot>
You replace the mechanical Jeb with an electronic Jeb. Jeb accidentally drops the catalyst water into the ocean.
<raptop>
hmm
<darsie>
.
<raptop>
!mission add You confuse Isp with THAC0.
<LunchBot>
Added mission: You confuse Isp with THAC0.
<darsie>
define THAC0.
<raptop>
To Hit Armor Class 0
<raptop>
Very old DnD thing
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<XXCoder>
;mission
<LunchBot>
You readjust Eve's mountains' angle of repose. Your rocket suddenly stops and thinks: "To be or not to be?".
<XXCoder>
cursed eve rose my rocket to sapency!
<darsie>
hmm
<raptop>
...that feels like a mission that I'd add o_O
<raptop>
Implying either grossly altering the surface material or gravity of Eve
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<SporkWitch>
i will never forgive them getting rid of THAC0. If you couldn't do that basic maths, you've got bigger problems than learning to play D&D
<sandbox>
I've got bigger problems
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<Guest98576>
OK
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<darsie>
.
<FLHerne>
!
<XXCoder>
looks like it was ok to leave
<darsie>
He told us KSP is OK.
<darsie>
Topic: You have to wait more than 3 s for a reply.
<darsie>
Topic: You may have to wait more than 3 s for a reply.