raptop 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 | DART impact 2022-09-26T19:14 EDT (UT-4) https://www.youtube.com/watch?v=4RA8Tfa6Sck
<packbart> !mission
<LunchBot> You build a micro surfboard so you can surf the microwaves. You give a TED talk on your exploits.
<packbart> Science was done.
<packbart> !mission
<LunchBot> There's a kerman with a gun over there... You learn that the Super Nintendo does not have blast processing.
<packbart> so, no bullet-proof Nintendos
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<SporkWitch> Izaya: where was this taken? I just noticed the second moon in the background. at first i thought you were around the mun, but that doesn't quite look like minmus, and it's way too large even if you got the timing right, unless you're using very different mods for making distant planets visible
<Izaya> that's above the Mun
<Izaya> second moon? you mean the spots below Kerbin?
<SporkWitch> oh, that's kerbin on the right side?
<Izaya> yeah
<Izaya> looks like the clouds gave up though
<SporkWitch> the dark side is so bright and that white patch looked like ice lol
<SporkWitch> yeah, that's what made me think moon, because with EVE the clouds look REALLY good from orbit lol
<Izaya> There are normally clouds, they just seem to have not bothered to render >.>
<SporkWitch> the clouds and the light off of them is what made me take this screenshot earlier today lol https://cdn.discordapp.com/attachments/812736295814168623/1023712935048138852/unknown.png
<SporkWitch> i still can't figure out what exactly is giving the "clouds" on airless moons, though whatever i did when redoing my mods and settings seems to have helped some. I did apparently have lightning on minmus earlier lol. Maybe it's a bad scaterrer config and I can find another preset
<SporkWitch> moho has a massive corona around it, literally its own radius wide. looks like dust, as if the sun's ablating its surface off it
<SporkWitch> (that one's even visible from the map)
<Izaya> very volatile surface
* Izaya nods
<SporkWitch> it is SUPPOSED to have that, then? I'd never actually looked at moho before having the graphics mods in, so I don't know what it looks like stock heh
<SporkWitch> and yeah, that's more like what i'm used to kerbin looking like lol
<Izaya> no idea, but it amuses me
<SporkWitch> i really do need to start messing with kOS. I built three rockets today that mechjeb's ascent destroys almost as soon as it turns, yet flying manually with basic SAS I don't even struggle to fly them up lol
<SporkWitch> (I run into this a lot with smaller payloads for some reason; it's almost easier to build something big to carry something large and heavy, than it is to send up small satellites, just due to KSP physics lol)
<Izaya> most of my launches so far have been of <5t payloads
<Izaya> hell, <2t
<Izaya> my tiny 3-kerbal orbital transport pod weighs ~1.5
<Izaya> costs just under 10k to launch
<SporkWitch> i'll have to check what it weighs, but the main one I'm using right now is just perfect for minmus, not enough for mun. Has all the science i've unlcoked (up to gravioli and gamma spec), and brings the instruments back with me, plus just enough food and living space that the kerbals don't mutiny before they get back. Though the last mission was a close thing; accidental mun encounter, so instead
<SporkWitch> of burning off the last of the fuel in atmo to avoid multiple aerobraking passes on the return, i had to do 5 or 6 orbits.
<Izaya> this one is used almost exclusively to service stations and do tourist missions
<SporkWitch> related: ladders really should be physics-less parts. Given the way you have to position the damn things so they don't magically block the crew hatch, but still let kerbals actually USE them to get to the hatch, it keeps ending up sticking just barely enough out that no matter how i angle the reentry, the ladder blows up, making getting that extra science on the return to kerbin a PITA
<SporkWitch> ah, well, yes, that is quite dainty lol
<Izaya> so smol I don't even bother with a heatshield, the engine can take it
<Izaya> assuming I don't mind lowering my orbit from 100x100 to 70.05 to 70.05 first
<SporkWitch> yeah, i don't think i NEED the heatshield i have on this thing right now, but just as a matter of principle I use them anyway, since deadly reentry does NOT get along with KSPI (found a forum post about it, and removing it resolved a lot of apparent bugs in KSPI's nuclear and thermal stuff)
<SporkWitch> that said, I'm glad i had it on that last run, because with all those passes, it ended up using almost half of the ablator on the 2.5m heat shield. i've no doubt that the SERVICE BAY would have been toast, and all the science instruments lost (really makes a difference on the recovery value heh)
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<Izaya> I need to work out some way to predict which launch I should do next, repeatedly putting the LH2 tanker on the pad and running time forward to find out whether I get a launch window or have to execute a maneuver first gets old
<Izaya> This time they're at the same time so I can't do the launch and run the maneuver, it'll have to wait till next orbit >.>
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<SporkWitch> i think astrogator can do stations and stuff, not just moons and planets. It'll give you launch windows. That is the hardest thing, though, getting those timings. I honestly find it easier to just overengineer a little and make sure i have the spare ΔV for the plane change. For other planets, there's enough forgiveness due to distance that the launch window is pretty wide, and you can make
<SporkWitch> cheap, efficient mid-course corrections
<Izaya> I was going to have kOS run the clock forward an orbit and check the positions of the craft I care about (two LKO stations and a nuclear shuttle, for now)
<Izaya> my "launch window" is when the craft is 15 degrees west of the KSC, because that means I can get a transfer within one orbit
<Izaya> assuming the ascent isn't too long, anyway
<SporkWitch> i've started doing my stations at about 200km, since it's still LKO, but i like doing my launches to 100km (provides margin if the launch wasn't ideal and maybe i have to push the apoapsis up over 70 to still circularize). Still provides plenty of space for phasing to make a reasonably fast rendesvous, without checking first.
<Izaya> I have a kOS script to timewarp to the launch window :p
<Izaya> hmm okay maybe this calendar thinger will be harder than I thought
<Izaya> wonderful
<SporkWitch> just make sure to watch out for Y2K :P
<Izaya> the problem is the same as I was having with my landing script; normalising the relative positions of spacecraft and planets to their positions in the future
<SporkWitch> yeah, i understand it conceptually, but haven't actually messed around with it, so have no specific advice
<Izaya> the real solution would be "have enough of an understanding of maths to solve this problem sanely" but I am dumb
<SporkWitch> if i saw code i might be able to improve its efficiency, but you're not really needing to improve your code's efficiency, but rather the calculations to reach the answer
<SporkWitch> heh, basically what i just said, yep
<packbart> or some other part of MJ. There's maths everythere!11
<Izaya> aah!
<SporkWitch> mechjeb's ascent is less than awesome, and i've never gotten the rendesvous timing on it to work, even following the instructions from the dev lol
<packbart> it's a bit convoluted in parts, though
<SporkWitch> (never mind the fact that using the rendesvous ascent option requires doing a NON-rendesvous ascent to equatorial orbit, THEN revert to launch, THEN enable rendesvous, and it STILL jacks it up! lol)
<Izaya> this is potentially much simpler
<packbart> SporkWitch: Launch to plane works fine, launch to rendezvous is a bit weird because you need to set a target altitude
<packbart> I only use the fomer, if ever, tbbh
<Izaya> what if instead of walking time forwards, I instead measure how fast things are moving (angle-wise) and then give a rough estimate?
<SporkWitch> (and you have to do this every time! it's not like it remembers it for that particular saved ship, so you ALWAYS have to do the "training" launch, revert, then do the rendesvous launch)
<Izaya> simplicity itself, simple multiplication and division, no time-consuming calculations
<SporkWitch> couldn't say; i've never done the maths on this stuff, and most of it's trig and calculus, which I never had a good instructor for and never really learned
<SporkWitch> who was it that brought up SUSIE the other day? lol https://www.youtube.com/watch?v=V_sOrXaCfKs
<Izaya> stick that in my automatic rendezvous script just before each burn, so I know whether I have enough time to do whatever launch I want to do
<SporkWitch> i assume kOS let's you import from other files, so you don't have to manually copy it in, but rather can import and call it, like any normal programming language?
<SporkWitch> (gotta copy it to storage, yeah, but i mean import and call a function, rather than manually copying the code itself into the main launch file)
<Izaya> it does, in the worst way possble
<Izaya> (you run it, and the functions you create are put into the global environment)
<Izaya> I was just gonna run the whole script
<SporkWitch> they definitely made some weird syntax choices; i mentioned the other day that use of periods instead of semicolons is going to drive me absolutely insane lol
* SporkWitch writes a python interpreter in kerboscript...
<SporkWitch> lol
<raptop> . o O (writing a kOS compiler in kOS)
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<SporkWitch> raptop: why not? after all, remember the old definition of Windows? 32 bit extensions and a graphical shell for a 16 bit patch to an 8 bit operating system originally coded for a 4 bit microprocessor, written by a 2 bit company, that can't stand 1 bit of competition.
<SporkWitch> Izaya: https://www.youtube.com/watch?v=4OmOwSB7xP8 you'll like this, he apparently posted this earlier today. Video came out a bit ago, but I get the feeling he's going to share some of the maths and code used. Might help your project
<SporkWitch> (haven't watched any of it yet, literally JUST showed up on "suggested" when I hit refresh)
<SporkWitch> (when i say video came out a bit ago, i mean that video from like a month or so ago of him finally getting his model rocket to land spacex falcon style)
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<Althego> !outcome help
<LunchBot> Commands are: help, list, add <outcome>, del[ete] <search>, fixup s/<old>/<new>/, [get] [<search>]. I am operated by FLHerne.
<Althego> !outcome unionize
<LunchBot> No outcome found matching "unionize".
<Althego> !mission unionize
<LunchBot> No mission found matching "unionize".
<Althego> !mission union
<LunchBot> You attempt to fire your rockets without advance notice, against union layoff agreements.
<Althego> !outcome union
<LunchBot> No outcome found matching "union".
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<XXCoder> ;mission
<LunchBot> You taunt Scott Manley. Rocks fall from space, everyone dies.
<XXCoder> scott has godlike powers
<XXCoder> ;lunch
<LunchBot> Latkes.
<XXCoder> interesting
<Izaya> No godlike powers, just martian stealth composites
<Althego> do not taunt the magic boulder (and scott)
<XXCoder> lol
<XXCoder> is magic boulder secretly scott
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<Izaya> building rovers that can land vertically is ... difficult.
<Althego> still easier than landing horizontally on duna
<XXCoder> just crash and stay alive
<XXCoder> easiest of all
<Althego> lol
<Izaya> probably should've expected that I'd end up deploying two rovers instead of one, but this is fine too
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<Althego> local leet time
<Althego> too bad the dart impact is around midnight in euorpe
<Althego> but it is coming soon
<darsie> I'll be awake.
<Izaya> like 7AM here
<packbart> Izaya: do they need to take off again? but yeah, I found balancing and plume clearance a bit difficult for larger rovers
<packbart> hm. https://youtu.be/9C6RTfytKbs?t=47 old one
<Izaya> no, but as it was, it spins
<Izaya> instead I put two of them on hinges so I can deploy them from a more traditional lander
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<Guest73183> hi
<Guest73183> its jameskerman2011
<Guest73183> op gtg
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<Pinkbeast> He taught us so much
<Althego> lol
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