<SporkWitch>
he posted that 3 hours ago and no one's noticed but me lol
<SporkWitch>
who was it that does a lot with kOS? I'm wondering if there's a way to use it to output interesting flight data. I notice it has telnet support, so I'm thinking I can probably send that to a splunk instance and generate some interesting info about things like dynamic pressure, gee forces, etc.
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<SporkWitch>
it uses periods instead of semicolons... that's going to drive me nuts lol
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<Izaya>
hmm, if I'm going to be doing stuff on the Mun, I'm gonna need a ute.
<Izaya>
SporkWitch: it has some built-in stuff to log data to a CSV file
<Izaya>
telnet is only meant to be used interactively, unfortunately
<SporkWitch>
perfect! can you point me to the right section of the documentation?
<SporkWitch>
csv's fine, i have a forwarder set up on the gaming computer too
<Izaya>
speaking of kOS, today I wrote a script to do a constant-altitude ascent
<Izaya>
constant altitude descent is also an interesting thing to investigate but I'm not 100% sure how I'd want to do that, it seems more complicated
<SporkWitch>
the new job is doing tech support for splunk enterprise, so I'm setting up stuff at home to give me more to play with and practice on.
<SporkWitch>
for some reason employers don't like you goofing around on production instances :P
<Izaya>
is it bad I sort of want to hook my flight data up to grafana or collectd?
<SporkWitch>
that's literally what i'm planning to do, just with splunk instead
<SporkWitch>
it's almost certainly not the RIGHT tool for it, KSP flight data would just be an interesting source of data to manipulate with it for practice
<Pinkbeast>
... wouldn't a constant-altitude ascent take a while by virtue of not ascending?
<SporkWitch>
yeah, gotta say, not sure what you mean by constant-altitude ascent or descent; pretty sure that's called a hover, WITHOUT the slam lol
<Izaya>
ah, but the goal isn't to ascend, but to go sideways fast enough to make orbit
<SporkWitch>
how is that different from just going straight up then burning slightly off-prograde
<SporkWitch>
(nevermind that it's just terribly inefficient)
<Izaya>
this wastes the minimum amount of fuel counteracting gravity, basically
<Izaya>
the optimal version wastes zero fuel counteracting gravity during ascent
<Izaya>
by using wheels
<SporkWitch>
even at RSS scales, you'd never get the accelleration necessary for that, since if your acceleration exceeds that of gravity then unless you're launching off a ramp or something similar, you're back to a component of the thrust being canceled by gravity, because you leave the ground
<SporkWitch>
now what you're talking about IS the general idea behind things like spinlaunch or mass drivers: provide an initial acceleration sufficient to break atmosphere then circularize, without having to carry any weight to get you to that point first
<SporkWitch>
SporkWitch: destroying dreams with logic since 1985
<Izaya>
I do burn at 45 degrees until the spacecraft is 15m above the ground, to avoid obstacles, but once it does that the angle is decided by acceleration / (acceleration - gravity)
<SporkWitch>
i see what you mean now, and i was mostly destroying the wheels plan
<SporkWitch>
and yeah, if that's all you're looking for then it should be as simple as that.
<Izaya>
wheels would be the platonic ideal CAB ascent
<Izaya>
like the ideal descent is to flip at the instant you reach both the ground and zero horizontal velocity
<Izaya>
neither is necessarily practical
<Pinkbeast>
I could be misunderstanding that Academy post but I think the idea is not literally constant altitude (since then you wouldn't go up/down at all) but as far as possible to describe a straight-line trajectory which is tangent to the body's surface
<Pinkbeast>
?
<Izaya>
I don't into maths but that sounds about right
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<SporkWitch>
Pinkbeast: that's correct.
<SporkWitch>
basic trig that even i understand, and i suck at trig
<SporkWitch>
(yet I'm really good at pool....)
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<SporkWitch>
Izaya: out of curiosity, is there any kind of hub for sharing kOS scripts? Normally I would just try to figure things out myself, but my current goal isn't so much learning kOS as it is getting data FROM it, that I can feed into splunk, so I can learn splunk better for my new job
<SporkWitch>
I have to assume SOMEONE has written some decent ones for exporting flight recording data to a file
<SporkWitch>
(main thing with splunk is that without data coming into it, it's hard to really mess around with it; there's some generic data generation tools for it, but using it to manipulate and investigate KSP data would be more interesting, and also more practical application)
<Althego>
lol seamoth, it really looks like it
<SporkWitch>
right?! i saw the thumbnail and it was my first thought lol
<SporkWitch>
i'd honestly be surprised if the maker wasn't at least partly inspired by it when designing it lol
<SporkWitch>
then again, maybe an early concept had been posted prior to subnautica's adding the seamoth; it could have been subnautica got the idea for the design that way, but as I remember the timeline, I suspect subnautica was first
<Althego>
or the game took inspiration from actual small submarines, which are also built around that bubble "cockpit" or whatever it is named
<SporkWitch>
there really aren't many like that; i think that's the first i've ever seen. You'll see ROVs with somewhat similar designs, but as in the video in question here, most small submarines are still the usual sausage shape.
<SporkWitch>
really though it's the "wings" that are distinct, because you just don't see that anywhere else; it's almost purely aesthetic, which you just don't see
<SporkWitch>
likewise that's what gave the seamoth that unique shape: the wings
<SporkWitch>
now i should go and watch Seaquest again lol. It wasn't wrong, especially when it came out: we really do know more about space than the very deep oceans heh
<SporkWitch>
(if anyone's never heard of it, it was kind of built as a "star trek, but underwater")
<Althego>
oh yes seaquest
<Althego>
still listen to the intro music from time to time
<SporkWitch>
huh, didn't realize the same guy the did Farscape did Sequest, no wonder I liked it. Farscape is one of my favourite series of all time, right up there with Babylon 5 (which I would have to say is my pick for best sci-fi series of all time)
<SporkWitch>
huh, how is seaquest not on my plex server...
<SporkWitch>
apparently it's on NBC's free w/ ads tier, no account needed (thank you plex for linking to stuff like that now ^^)
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<Izaya>
SporkWitch: not that I'm aware of besides y'know, github
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* Althego
kikkerikiis in german
<raptop>
german-german, or austrian-german?
<darsie>
Germany-German?
<darsie>
nm
<SporkWitch>
Germany and Austria are close-but-not-the-same, though at times they've been one country
<raptop>
AFAIK, the phoenix is australian* [citation needed][disuputed - discuss]
<Althego>
that joke is over
<Althego>
she stopped it
<raptop>
fair enough
<Mat2ch>
Say Oachkatzlschwoaf!
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<Izaya>
SporkWitch: from a reddit post I just saw: > - 8x anti-aliasing has a huge performance impact, but 4x is completely fine.
<SporkWitch>
probably still not going to bother because at 2560x1440 i honestly couldn't tell any meaningful difference between 8x and none. Like I mentioned, it actually seemed slightly better, as I was getting some z-fighting with it on
<SporkWitch>
(which went away when i turned AA off)
<Izaya>
Might have to try it if it helps with the memory usage, I'm getting situations where KSP is using all 32GB of my RAM
<SporkWitch>
wow... that's like chrome levels of usage
<Izaya>
yeah
<Izaya>
Thinking I'll grab a copy of the Windows build next time I open Steam, abuse CKAN into managing it, set up Lutris to run it, and see how it goes
<SporkWitch>
shouldn't be hard, ckan just needs you to point it at a path
<Izaya>
yeah I'm hoping it won't even notice it's not managing a native version
<SporkWitch>
i don't see any reason it would; CKAN is fairly rudimentary. It's just looking at the path, the version number from the dedicated file for it, and then the gamedata path. The structure is the same on both linux and windows. I'd honestly be surprised if there's any meaningful difference in the codebase between the windows and linux versions of CKAN
<Izaya>
Wonder if I can just drop the executables and stuff into the same dir
<SporkWitch>
no reason you couldn't
<SporkWitch>
we're talking OS-level stuff now, that's my wheelhouse
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<Izaya>
hmm, the gamedata on the windows version is different
<SporkWitch>
structure should be the same
<Izaya>
Also it has a KSP_x64_Data folder whereas the Linux version is just KSP_Data
<SporkWitch>
if it differed then mods would have to be explicitly released for windows and linux separately, which isn't the case, with very few exceptions that use .net
<Izaya>
I wonder if it's the same data
<SporkWitch>
i still see Game_Data in the usual spot on my windows install... same place as on linux. i do see that _x64 folder, but i don't believe that's used by mods
<packbart>
it's important when compiling mods
<packbart>
I just use a symlink on my Linux KSP install
<darsie>
I create a .desktop file to launch KSP.x86_64. Making .desktop files sucks.
<SporkWitch>
eh, i just copy and edit an existing one, saves the trouble of remembering the syntax lol
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<Izaya>
now loading with my linux instance's gamedata folder
<Izaya>
nothing has exploded yet
<SporkWitch>
must not be working right, then
<SporkWitch>
it's KSP after all, there SHOULD be explosions lol
<darsie>
SporkWitch: Did you read RFCs?
<Althego>
hehe reminds me of old simulation software. you could see that something was wrong when there were not enough errors in the log
<packbart>
darsie: well, with a good reason, it is allowed to forgo explosions
<packbart>
it doesn't say there MUST be explosions
<SporkWitch>
darsie: context? When trying to confirm how things SHOULD work or what fields mean and how they should be formatted, yes, I've consulted RFCs before. If you're talking something KSP-specific, no.
<Izaya>
memory usage at the main menu seems lower, interesting.
<packbart>
Key words for use in RFCs to Indicate Requirement Levels
<SporkWitch>
ah, heh
<SporkWitch>
i didn't draw the connection so formally, it's just kind of standard means of providing emphasis, and those particular definitions in 2119 are fairly common-sense.
<SporkWitch>
Althego: well it's like the classic rule about when you're putting something together: if there are no parts left over, you're missing parts.
<Izaya>
huh
<Izaya>
so I'm using less system memory, but I've run out of VRAM
<SporkWitch>
actually run out? or it's just filling it up? I feel like most stuff maxes out VRAM to reduce disk reads, similar to how modern operating systems try to predictively load stuff into system memory to reduce disk reads
<SporkWitch>
(or more accurate, do the reading BEFORE it's needed, so it's not being waited on)
<Izaya>
I'm getting uncharacteristic stutter, so I'm gonna say full
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<Izaya>
the post mentioned running out of VRAM with full-res textures also
<Izaya>
KER is showing blank windows where I'm pretty sure there should be text, so that's ... odd
<Izaya>
let's see how scatterer does
<Izaya>
uh, parallax
<Izaya>
hmm, the idea may be to export my mod list then re-import it in to a clean Windows copy
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