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
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<Izaya> Does KSP mandate plugins be open-source or am I misremembering?
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<Izaya> I know the forums at least require a license to be specified, but actually requiring mods to be open-source might've been Factorio or RimWorld or something...
<raptop> Mods in general are not required to be some flavor of open-source, but they must be to be allowed to be distributed/advertised via the forum
<Izaya> ah I see
<Izaya> in other news, I now have 64GB of swap
<Izaya> this is your brain on KSP
<umaxtu> sounds like a job for Optane
<umaxtu> oh wait, its dead
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<raptop> Yay, now for all the- oh, swap, not RAM
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<Izaya> ngl I'm looking forward to the next 3 years or so
<Izaya> 7th gen boards won't run Windows 11 but do support Optane
<Izaya> gonna get me a machine with 512GB of non-volatile memory
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<raptop> !mission add You eat a silica gel packet.
<LunchBot> Added mission: You eat a silica gel packet.
<Izaya> mmm dehydrated kerbals
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<raptop> hm
<raptop> !outcome still w
<LunchBot> Inexplicably, it's still wet.
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<raptop> ...I don't remember the Ryugu probes working quite like that (cc: Izaya https://twitter.com/MASA_06R/status/1579321025183252480 )
<Izaya> no this looks right to me
<Althego> hehe
<Izaya> ... that time I managed to land on my solar panels. wonderful.
<raptop> meep
<Althego> i cant see a turkey
<Izaya> 3D printer has landed! https://shadowkat.net/tmp/3ed8.jpg
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<Althego> zombanwa
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<SporkWitch> Althego: is that a japanese zombie greeting? lol
<Althego> intended to be japanese but an indonesian zombie says it
<SporkWitch> hehe
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<raptop> Althego: on a random note, it was amusing that ollie has trouble pronouncing "auspicious", but not "amaterasu"
<sandbox> Okami :)
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<Althego> kikkerikii
<darsie> Is there still an issue with KSP from gog due to DRM?
<Althego> lol there was? the game doesnt even use drm from steam as far as i know
<darsie> I thought so.
<SporkWitch> yeah, pretty sure it's DRM-free, at least on Steam. I'm pretty against GoG these days. They're not as overtly evil and anti-gamer as Epic or EA, but they used to support Linux and DRM-free, now push standard BS and completely abandoned porting their launcher to Linux, after sringing us along and promising it for years.
<darsie> It's 39.99 EUR again.
<SporkWitch> Steam may not be perfect, but at the end of the day, they're pretty pro-gamer, and they're fairly anti-censorship in terms of game content.
<sandbox> they've taken a turn for the worse, or so I've heard
<sandbox> CDPR
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<SnoopJ> It's more like their "worse" has become more visible "lately", is the way I understand it
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<Pinkbeast> Can't you still get KSP direct from Squad or whatever they're called this week
<Althego> you can, at least they migrated my account
<Pinkbeast> They migrated mine but IDK what the arrangements for buying it are because I don't need to
<darsie> Do they have discounts?
<SporkWitch> goes on sale on steam sometimes, and as I said, pretty sure it's DRM-free
<SporkWitch> Steam also keeps things up even if the game is removed by the publisher or the publisher goes defunct. I can still download Shattered Horizon, for example, and that was abandoned and removed from Steam years ago (sad, too, it was a really cool zero-g FPS game)
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<Guest92623> hello. is this place where can shoot every KSP related questions? Like: "how to do this/that"?
<UmbralRaptor> Yes
<UmbralRaptor> (please note that people may be AFK, so sometimes slow to respond)
<FLHerne> Guest92623: yes, and please do :-)
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<Guest92623> I have no connection to my rocket on Launchpad
<Guest92623> Describing my case as good as can:
<Guest92623> 1) I have not played few years.
<Guest92623> 2) I got many mods and hope thy are not conflicting.
<Guest92623> i have "remote tech" mod and "KOS", whitch may affect question/answer, i believe.
<Guest92623> So, i am not able to get connection with unmanned rocket or do you call it probe...
<Guest92623> My rocket has "probodobodyne stayputnik"
<Guest92623> + both available antennas: "reflectron DP-10" and "communotron 16-S" (they must be active, because they have button option "deactivate")
<Guest92623> + "Z-100 battery pack"
<Guest92623> + "KR 2042 scriptable control system"(without any code).
<Guest92623> ..end
<FLHerne> RemoteTech defnitely alters that
<Pinkbeast> Has it run dry on electriccharge?
<SporkWitch> i'm not sure if remote tech is relevant since the introduction of stock commnet functionality, i could see that potentially causing issues if it hasn't been maintained.
<FLHerne> I haven't used it recently though
<SporkWitch> and yeah, battery is another strong culprit
<Pinkbeast> alters> but a vessel on the pad with a DP-10 will have comms
<SporkWitch> is the antenna deployed?
<FLHerne> yeah, I agree with both of the above
<Guest92623> my battery is full. draining slowly. just created ship and on launchpad first seconds
<Guest92623> they must be active, because they have button option "deactivate"
<FLHerne> is the antenna in a fairing, and does that matter?
<SporkWitch> looking at the remote tech page it REQUIRES an explicit antenna, it can't use the integrated one on the probe. Antennas don't work unless deployed, and even the first one has a deployed mode, it's not fixed like the relay antennas
<SporkWitch> it would, i'm pretty sure
<FLHerne> Does the DP-10 need deploying?
<Guest92623> in building house antennas have option retract. and then delpoy. i switched to deploy
<FLHerne> from the screenshot in RemoteTech docs it looks just like the stock grey antenna
<FLHerne> so I don't see how it would deploy really
<SporkWitch> what i'm really seeing here is that all remote tech really does now is disable the built-in antenna on probes, and make most antennas directional so you have to actually tell them what to target. Unless you're really stuck on having to do that last part (requiring an antenna you can just enforce yourself), I'd honestly remove remote tech and see if that resolves the issue.
<Guest92623> ok, i give that try. Would be very sad, if cant use remote tech
<FLHerne> with the CommNet stuff in stock now it doesn't add very much
<SporkWitch> everything else it does is actually part of stock now. You can toggle additional kerbin ground stations in the difficulty settings, as well as whether lack of signal allows for partial or no control of the probe (partial allows you to toggle between full throttle and zero, and to use SAS modes, but no manual piloting or precise throttle control; it also prevents you from creating maneuver nodes)
<FLHerne> CommNet is a bit more forgiving than RemoteTech, but only in cases where I at least found RT to just be annoying
<Guest92623> ok, years have made improvements, i guess :)
<FLHerne> (like very minor occlusions by random other bodies)
<SporkWitch> yeah, reading more, the one "neat" thing remote tech does that stock doesn't seems to be its light speed lag mechanic
<SporkWitch> yeah, stock has a tolerance built in, so it kind of "cheats" and you aren't occluded just because you're at the base of a mountain. This is also adjustable in the difficulty settings, I'm pretty sure.
<Guest92623> so i should start new game after changing mods?
<Guest92623> no cry there, because just starting anyways
<SporkWitch> there's no need to, though any saved ships or existing ones in the world will have their mod parts removed, obviously. If it really is fresh, might be less headache to restart. I usually do when I make significant changes to my mod setup, if only to get rid of all the warnings on the saved ships lol
<Guest92623> i had remote tech missions also. better new start, i guess. then will be sure, if that was to case here
<SporkWitch> also worth pointing out that "command stations" (as described on remote tech's page) are also a stock thing, now. Many (most or all?) multi-seat command pods can function as a probe control station if they have a second kerbal in them, so even if you don't have comms to the KSC, as long as the probe has comms to that manned craft, the probe is controllable
<SporkWitch> i honestly never much saw the use, though; it's so easy and cheap to set up a relay network, I may as well just turn commnet off lol. Main headache is early on, when you don't have probes with prograde/retrograde mode, so if your burn happens to be while you're occluded it can be a problem heh
<SporkWitch> also, commnet results in pretty at the tracking station lol https://media.discordapp.net/attachments/812736295814168623/1023454085178986577/unknown.png
<Guest92623> nice satellite network >(
<Guest92623> :)
<SporkWitch> the deep space ones are tedious to set up, heh. takes many in-game years
<SporkWitch> i did cheat on this save, though, since i've done it before
<SporkWitch> still need one more ring of 24 in really deep space for eeloo coverage
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<Guest92623> my test completed: You were correct!
<Guest92623> After removing that mod, launchpad vehicle has 100% connection
<Guest92623> thank you. as starting play... all is so forgotten. and good to get troubleshooted here
<SporkWitch> new GPU is so LOUD >_< lol
<SporkWitch> definitely need to get a water block for it and redo my cooling loop...
<SporkWitch> when you're running so many graphics mods that an RTX3080 is at 90% utilization... lol
<Guest92623> :)
<Guest92623> my gtx 1070ti seems to be anough for me
<SporkWitch> btw, I recommend either diabling or not going over 4x AA. Higher than 4x for some reason is a MASSIVE performance hit on KSP. Running at 2560x1440 on a 32" screen from about half a meter away, I notice no meaningful difference with it disabled, but it gave me an extra 20-30 FPS
<SporkWitch> I was using a GTX1060 before, it struggled, though I didn't figure out the AA thing until after the upgrade
<SporkWitch> recommended graphics mods: Parallax, Waterfall, RealPlume, EVE, PlanetShine, TUFX, and Astronmer's Visual Pack. Looks REALLY good: https://cdn.discordapp.com/attachments/812736295814168623/1023712935048138852/unknown.png
<Guest92623> ok, i keep eye on graphic options if start having issues. but i have simpler set and always i am ready to sacrifice some beauty to performance, if game is good
<Guest92623> i added EVE
<SporkWitch> https://cdn.discordapp.com/attachments/812736295814168623/1021185346421137428/unknown.png (the parts on that are from ScanSat, which is a mod that allows you to create maps, requiring you to actually put the mapping satellites in proper orbits, as they have limited fields of view and actually do the mapping in realtime)
<Guest92623> that last pic is very good
<SporkWitch> honestly you should be able to run all of that with your card; waterfall was the only one that made my GTX1060 really struggle, and that may have been fixable with AA disabled if I'd noticed sooner.
<Guest92623> ok. tx
<Guest92623> i try play 1h before sleep now. *Turning eyes towards space*: "The truth is out there..."
<SporkWitch> the "visual" map type (also does biome, altimetry, and resource). Also lets you export to disk for easy sharing or wallpaper ^^ https://cdn.discordapp.com/attachments/812736295814168623/1029144089314197524/Kerbin_visual_1920x960.png
<SporkWitch> oh, that might be neat to do... get all the planets mapps, then see about getting actual maps made that I can hang on my wall... that'd be cool
<SporkWitch> Izaya: you know if scansat can map the sun? i show it in the bodies list, but never tried...
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<SporkWitch> i might have just made the most kerbal lifter i ever have... but if it works, hey, efficient lol
<SporkWitch> as expected, it exploded lol
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<Pinkbeast> FLHerne: RemoteTech's speed of light thing is the main benefit in my view
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<Izaya> SporkWitch: you know, I've never tried
<Izaya> IIRC there's a cheat to map a body though
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<Izaya> hmm, from this KSPCF log, none of these mods are free of sin https://shadowkat.net/tmp/be5b.txt
<Izaya> Nor is vanilla >.>
<umaxtu> what is sin in this context?
<Izaya> memory leaks
<ZLSA> hah
<Izaya> It looks like every time I change scene half the mod I have installed add a new set of toolbar-related delegates
<Izaya> Among other fun things
<Izaya> plus
<Izaya> Allocated memory : 47.399 GiB (managed heap), 6.845 GiB (unmanaged)
<umaxtu> I've never actually looked into mod dev for ksp. despite having a few things I'd like to add
<ZLSA> umaxtu: it's really not great
<ZLSA> although I guess you could say the same for almost any game
<ZLSA> at least it's officially allowed?