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<stratochief> anybody interested in testing, this might get rid of those silly nodes:
<acc> I'm in the middle of editing. sorry
<Rokker> stratochief: too busy looking at nsfw plane pics
<stratochief> Rokker: test planes?
<stratochief> anything that needs a military test pilot is NSFW, by definition, right? :P
<Rokker> stratochief: lol
<Rokker> naked F-86
<stratochief> a little more 'Buffalo Bill' NSFW than Hugh Hefner. Who tore the skin off?
<acc> uh, some naked big guns :>
<Rokker> acc: one of the few guns I haven't shot that I want to
<Rokker> tho I've shot a 1919, so not that far off
<acc> could be hard to handle that as hand gun :D
<Rokker> probably shoot that next time I get the chance
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<rsparkyc> stratochief, this got me closer with the interstage nodes: @PART[*]:HAS[@MODULE[KzNodeNumberTweaker]]:AFTER[RealismOverhaul]
<rsparkyc> {
<rsparkyc> {
<rsparkyc> %MODULE[KzNodeNumberTweaker]
<rsparkyc> %showInterstageNodes = false
<rsparkyc> }
<rsparkyc> }
<rsparkyc> they show up when you first drop the part, but after that they're off
<github> [RealismOverhaul] rsparkyc opened pull request #1571: Fixed IVA model for landerCabinSmall (master...master) https://git.io/vysDo
<stratochief> rsparkyc: I got the same result without the :AFTER part, I linked the pastebin while you were offline :)
<stratochief> rsparkyc: have you had a chance to test that IVA fix yet, to see if I was right?
<rsparkyc> yep, that fixed it
<rsparkyc> the interior is a little weird, because it's outside the bounds of the exterior model
<rsparkyc> but nothing complains
<rsparkyc> so until we can build a proper model (more likely, modify the old one), this is probably good enough for now
<stratochief> woo, I guessed right :)
<stratochief> rsparkyc: I think IVA's have a 'scale' option/factor now. so, if you adjust that, you could potentially bring it within the bounds of the part?
<TheKosmonaut> Hi stratochief
<rsparkyc> the real fix is probably duplicating the landerCabinSmallInternal, and adding another InternalSeat MODEL in there
<TheKosmonaut> (I think you pinged me earlier)
<rsparkyc> it may have a scale option, i can try messing with that for now
<rsparkyc> maybe 0.8?
<stratochief> TheKosmonaut: indeed I did, accidentally. none-the-less, hello :)
<rsparkyc> or if everything is already blown up by 1.6, maybe i need to set 1.2 or something?
<stratochief> rsparkyc: whatever you think might make it better :)
<stratochief> I don't mess with IVA's at all, same as with audio. I just remember the odd thing from time to time
<stratochief> I've got my LEO station beginnings planned, and my plans for a heavier Gemini-Direct and later Lunar Shelter designed and tested. Also, a ScanSat to map the Moon, Mars, and Venus
<rsparkyc> someone tagged me on the RO reddit, i should probably reply...
<stratochief> but most of that is waiting on new tech to unlock, since I rushed techs for Gemini Direct. now, to work out my future Mars lander to capture and liquify CO2 to start the road for ISRU
<stratochief> rsparkyc: which thread? link?
<rsparkyc> it's an old one
<rsparkyc> he sounded like he did his best not to piss people off by asking
<rsparkyc> I could just reply and say "ask /u/NathenKell"
<stratochief> lol
<stratochief> a month old thread isn't where a smart person would ask. but I'll give him a response :P
<rsparkyc> i'm writing one now
<rsparkyc> feel free to tack one on as well
<rsparkyc> i think i bean you
<rsparkyc> *beat
<stratochief> possibl-i
<rsparkyc> we pretty much said the exact same thing
<stratochief> I'd kind of like to have a carbon monoxide powered hopper on Mars, but that would further slow my progress towards Mars colonization :P
<stratochief> I wonder if you could hop around Mars, just by trapping CO2 in a reservoir, heating it with nuclear heat, then passing it back out through a nozzle
<rsparkyc> technically, i would think the answer would be yes
<stratochief> I... I think that someone downvoted your comment. I had upvoted it, and now it is at 1 point.
<rsparkyc> haha
<rsparkyc> i have enemies i guess
<rsparkyc> btw, I took your suggestion about scatter, so I have that running (and have updated the spreadsheet)
<rsparkyc> put a note in there about some settings i had to change to get rid of the halo around planets, I'm assuming it's because I'm on a mac
<stratochief> do you have any pic of the halo?
<stratochief> that sounds right, I don't think I had a halo
<stratochief> rsparkyc: and I'm glad you were able to get it working :) I might go with clouds again, once I've got things nice enough to start recording in 1.2.2
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<rsparkyc> not ATM, but i may be able to find a similar one online
<rsparkyc> stratochief: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip122-scatterer-atmospheric-scattering-v00300-22012017/&do=findComment&comment=2897943
<rsparkyc> similar to that
<stratochief> trippy
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<rsparkyc> do we have an official tabs vs spaces policy?
<github> [RealismOverhaul] rsparkyc pushed 13 new commits to master: https://git.io/vys7K
<github> RealismOverhaul/master c6d6d6e gavinIRL: Small fixes to Merlin config, fin radiator, etc....
<github> RealismOverhaul/master 719ff8c gavinIRL: Merge pull request #1 from gavinIRL/several-small-fixes...
<github> RealismOverhaul/master c690076 gavinIRL: Updated radiator mass
<acc> rsparkyc: as far as I'm concerend: people who use spaces instead of tabs should burn in hell forever :)
<rsparkyc> acc: well, i wouldn't take it that far…but point taken
<stratosleep> rsparkyc: I personally don't care; we takes what improvements we get. PhineasFreak's style is as close to a standard as we get to a standard :P
<rsparkyc> i told him to join the IRC, maybe i'll tell him i wont approve spaces until he comes in here to defend himself
<rsparkyc> either that or i'll issue PRs against all his branches swapping spaces for tabs
<rsparkyc> glad we got that newline issue worked out in that other PR
<stratosleep> did that get straightened out? good, good.
<rsparkyc> yeah, i had him fix the massMult issue elsewhere as well, and I merged it in
* acc gets some gas and a lighter, just in case
<acc> :D
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* xShadowx agrees with acc
<xShadowx> to me, tabs should always be used, as any decent text editor can configure how many spaces a tab is, so people who like 2 can go with 2, people who like 4 go 4, etc, spaces is fixed amount like 'no fuck you use it my way'
<acc> exactly
<xShadowx> the only valid argument i ever seen for spaces, is for matching alignment with a line above, such as mymethod(arg1, <next line> arg2, both arg allign
<acc> yeah, that's valid
<xShadowx> my prefs dont care for that, and i'd still use tab=4, but still valid point
<acc> and it saves sapce
<xShadowx> be nice if there were established case rules for editors, tab unless lala
<acc> space
<xShadowx> so even if i tab, a rule would cause allignment
<acc> (space in terms of HDD space)
<xShadowx> its text, i have 16tb of hdd space, how to put this .......i dont give a flying fuck at saving 2-3 bytes :P
<acc> but the interpreter/compiler maybe cares
<xShadowx> to me its 100% about readability heh
<acc> or takes longer to process
<acc> the more code, the more it's adding up
<xShadowx> most languages dont care for whitespace at start/end of lines, and just trim
<acc> but that trimming takes time
<xShadowx> and once compiled, no effect
<acc> after compiling yeah
<xShadowx> shite code is far more f a drain on a compiler :P
<acc> yes, and lots of other cases. my point was: it matters
<acc> even if you have tons of resources to store and process, it's a bad habit to waste anything of it
* Rokker hides a titan 3m in stratosleep's bed
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<blowfish> I suspect that parsing the syntax tree is a small portion of overall compile time
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<soundnfury> acc, xShadowx: as in all cases of code-formatting questions, the answers are in https://raw.githubusercontent.com/torvalds/linux/a78a136fa9337fdc25fdbaa2d253f9b4dc90ad44/Documentation/CodingStyle
<soundnfury> (unless Python, in which case https://www.python.org/dev/peps/pep-0008/ )
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<rsparkyc> I had an idea about shutting down avionics on parts that had no crew (for instance, escape pods on a space station, or the lunar decent module on an apollo like mission)
<rsparkyc> created a PR for that here: https://github.com/KSP-RO/RP-0/pull/622
<Qboid> [#622] title: Uncrewed (but with capacity) modules can now be shut down | line endings got weird, so you can look at this: https://github.com/KSP-RO/RP-0/pull/622/files?w=1 | https://github.com/KSP-RO/RP-0/issues/622
<rsparkyc> basically, before allowing avionics to be shut down, it makes sure that there are no crew members inside
<rsparkyc> and then adds a MM patch to let you disable crewed modules
<rsparkyc> it will also give a display message if you try to disable avionics on a part that's currently crewed
<rsparkyc> for now, initiating timewarp will also fire off that message
<xShadowx> soundnfury: people who believe tab should be 8 and only 8 should burn with those who believe in only spaces
<waerloga> xShadowx: haha, not only 8 spaces, but an actual tab character instead of 8 actual spaces...yes I worked with someone who did that :(
<xShadowx> o.o
<xShadowx> i feel sorry for you
<waerloga> yeah, that person was a stauch supporter of the tab side of the tab vs spaces war
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<stratochief_> rsparkyc: cool! I can't follow CS particularly well, but let me know once you've compiled and tested it :)
<stratochief_> rsparkyc: if you can make CS changes like that, you should put your mind to procedural avionics :P
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<rsparkyc> perhaps that will be next
<rsparkyc> stratochief_: the compiled dll is in the PR, i've tested it and it seems to work
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<acc> hullu
<regex> any thoughts on spaceflightinsider.com?
<regex> insofar as geenral news and launch schedules go?
<regex> First hit on Google with an RSS feed.
<rsparkyc> i've always used spaceflightnow
<rsparkyc> don't know if they have an rss feed though
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<soundnfury> xShadowx: all right-thinking people know that (a) Linus is right and (b) Linus is _right_.
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<Theysen> How to trigger your community 2k17 - Guide written by SQUAD lol
<rsparkyc> so, by the nature of what's changing, you would think that updating mods should be pretty straightforward
<rsparkyc> i'm curious to see how much stuff changed under the hood
<rsparkyc> that will break things that were not anticipated
<waerloga> Theysen: what'd squad do this time?
<rsparkyc> http://forum.kerbalspaceprogram.com/index.php?/topic/157215-win-prizes-and-explore-new-languages-localization-pre-release-out-on-march-16th/
<Theysen> waerloga, something about secret announcement turned out to be just the localisation pre release date they talked about for ages
<waerloga> ah
<Theysen> and a contest :⁾
<xShadowx> just false hype again, 5th time in a row
<Theysen> really don't know if I could care less
<Theysen> but I guess it's just my general boredom with the game itseld
<xShadowx> not boredom here, i like ksp, just everytime theres hype theres nothing worth the hype at the end, juist a marketting ploy
<waerloga> at least it's not KSH :P
<waerloga> (makers of Space Engineers)
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<regex> lmao
<regex> Squid gonna Squid
<waerloga> I'm honestly suprised SE has such a loyal fanbase
<regex> SE is kind of fun. i logged 100 hours
<Theysen> at least stratochief_ can download in german and learn it . I just cringe at it and have a good laugh when I see the game in german
<waerloga> SE as an idea is great
<regex> I'm all for the i18n, believe me
<waerloga> but it's such a bug filled mess
<waerloga> that it's unplayable
<waerloga> and every week they make it differently unplayable
<regex> lol
<regex> I haven't played it for a bit.
<regex> but then, I found FTB:IE Skyblock and, damn that's a time waster and a half...
<waerloga> heh
<regex> even derailed my modded KSP playthough that I was having so much fun with
<waerloga> I'm playing Gregtech New Horizions
<waerloga> was never a huge fan of skyblock maps
<regex> oooohhh
<regex> I'm mixed on them, but the recipes are more refined than Expert mode
<waerloga> I do not like ATM:ExpertMode
<regex> FTB:IE Expert.
<regex> I already played the crap out of FTB:IE with my coworkers.
<waerloga> Infinty Expert (not skyblock) was fine
<regex> I love the skyblock mechanics but I hate the fact that half the game is abusing my shift key
<waerloga> I'm thinking that an 'offical' rp0 release for 1.2.2 will derail my minecraft :P
<regex> and the very real need for a builder's wand
<regex> Yeah, I might go back to RO
<Probus> o/
<github> [RealismOverhaul] raidernick opened pull request #1572: RN fix zenit engine plume (master...master) https://git.io/vynY9
<Probus> What is the name of that mod that makes a trail of sparks when you re-enter?
<Theysen> Reentry Particle mod
<Theysen> voila http://forum.kerbalspaceprogram.com/index.php?/topic/143040-12-reentry-particle-effect-11-2016-10-24/
<Probus> Thanks Theysen. That's the one!
<acc> Probus: definetly a must have. looks so awesome :)
<acc> especially when there is not only one vessel reentering and you see the trails of the other stuff
<github> [RealismOverhaul] raidernick pushed 2 new commits to master: https://git.io/vyn3v
<github> RealismOverhaul/master cdfe0a2 raidernick: Merge pull request #1572 from raidernick/master...
<github> RealismOverhaul/master dfebb35 raidernick: RN fix zenit engine plume...
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<Probus> Are RSB pre-built craft supposed to be in the 100's of thousands of dollars to build in RP0?
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