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<xShadowx> RT2 antenna do, which imo is more realistic
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<stratochief> basic comms consume a bit of power yeah. transmitting pictures or other data heavy science consumes much more
<stratochief> xShadowx: the goal is to see how close to the RT antennas we can get the stock comms system to behave, for minimal effort
<xShadowx> stratochief: ditching RT2?
<stratochief> xShadowx: no, just giving people who don't use RT (like me) a bit more realism, since stock now has a comms system of its own
<xShadowx> why you no like RT2 :P
<stratochief> ass-tastic PID, delayed control BS. I don't like launching comms constellations for comms constellations sake
<xShadowx> the delay is configurable and disablable XD
<stratochief> I achieve the same by not having RT :P
<xShadowx> and stock comms still need constelations
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<xShadowx> idea for nightingale, upon contract completing for launching a sat, delete vesasel (already can do) but add effect to create RT 'station' at its coords
<xShadowx> surprised mars heats vessel so much o.o
<xShadowx> atmo so thin
<stratochief> xShadowx: coords, "in space" ?
<stratochief> xShadowx: what made you say that, about Mars' atmo?
<xShadowx> just its thin o.O chutes barely work unless massive, by which time their own weight nearly makes impractical, and i tend to stick to just engines
<stratochief> yeah, chutes aren't great for Mars, because you'd want to open then at hypersonic or supersonic speeds, and we haven't designed good, reliable versions of those yet. Ballutes and HAIDs might work, but we haven't invested sufficiently in R&D on those yet
<soundnfury> xShadowx: well lift and drag are ~ ρv² and heating is ~ ρv³, so you'd expect a thinner atmosphere to involve more heating I think
<stratochief> I find that having an off centre CoM is amazing for trying to land on Mars, and also mapping the altitude beforehand, so you can aim for low spots
<soundnfury> and looking at it another way, all your vessel's KE has to be turned into heat at some point
<soundnfury> and the thinner the atmosphere, the less the air can take that heat away
<stratochief> just like with Earth, you want to punch through the thinnest stuff as fast as is reasonably possible, do a lot of aero slowdown in the thickest air you can, and stay airborne long enough to slow down to mach 1 through 3
<stratochief> with the NAR MEM, I got to ~800 m/s 15 km above Mars, with "time to impact" of 56 seconds, chutes slowed me a lot from that, or I could have just landed propulsively
<stratochief> and that thing doesn't have a great L/D, it is like 0.06 or something
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<rio> hmmm, would be interesting to test trappist system in RO scale :)
<rio> it might be on par with ksp stock difficulty
<waerloga> trappist? oh right
<waerloga> sorry, I was thinking monks with beer
<UmbralRaptor> Mind the superearths
<rio> yeah waerloga it's a good beer from belgium ;)
<egg> TRAPPIST?
<Qboid> egg: [TRAPPIST] => TRAnsiting Planets and PlanetesImals Small Telescopes
<egg> waerloga: it's named by belgians :-p
<egg> see also:
<egg> SPECULOOS?
<Qboid> egg: [SPECULOOS] => Search for habitable Planets EClipsing ULtra-cOOl Stars
<rsparkyc> DOESTHATWORKFORANYTHING?
<rsparkyc> :( guess not
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<stratochief> FASA?
<stratochief> NASA?
<Qboid> stratochief: [NASA] => National Aeronautics and Space Administration
<stratochief> well, it got 1 of 2
<waerloga> TLA
<waerloga> TLA?
<waerloga> ah well
<stratochief> UFLA?
<stratochief> MASH?
<stratochief> TLI?
<stratochief> damn
<rsparkyc> well, I think I have procedural avionics working
<rsparkyc> all it needs now is tech node balancing
<rsparkyc> but that's all MM configs
<rsparkyc> I think I'm going to push my branch up to the RP-0 repo since I think the core code works
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<stratochief> rsparkyc: wow, very quick. so, once you have it on the RP-0 repo, you'll want testing/balancing feedback/help?
<acc> o/
<rsparkyc> stratochief: yep, found one bug where non-disableable avionics units don't have their drain applied
<rsparkyc> so going to try to fix that first
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<xShadowx> rsparkyc: now you can go down the joyful road of what features avionics can cover :P
<rsparkyc> also, need to hunt down another bug…why is my avionics mass limit variable not persisting when I load the craft…
<rsparkyc> [KSPField(isPersistant = true, guiName = "Tonnage", guiActive = false, guiActiveEditor = true, guiUnits = "T"),
<rsparkyc> UI_FloatEdit(scene = UI_Scene.Editor, minValue = 0f, incrementLarge = 10f, incrementSmall = 1f, incrementSlide = 0.05f, sigFigs = 2, unit = "T")]
<rsparkyc> public float proceduralMassLimit = 1;
<rsparkyc> always seems to reset to "7"
<rsparkyc> i think it's just in the editor though
<stratochief> so, RP-0 logic check. does it makes sense that the set of apollo couplers would/should be in the same tech node? like, the Apollo CSM and Apollo LEM docking system was designed all at once, not as part of 2 entirely different programs
<rsparkyc> that sounds logical to me
<stratochief> right now one is with the CSM, and the other is with the LEM. does anybody know if it is possible to have a part get unlocked by either tech being researched?
* stratochief opens up Notepad++ and starts dabling
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* stratochief reloads KSP, to see if he broke allthethings
<xShadowx> rsparkyc: saving a launched craft isnt saving the value or ?
<rsparkyc> testing with KRASH, when i revert back to VAB the value has changed
<rsparkyc> also, loading a saved vessel, it's reset in the VAB
<rsparkyc> though need to do some detailed testing, just loaded one and it didn't reset
<xShadowx> heh
<xShadowx> default > onawake > onload (read from save) > onstart
<rsparkyc> cool, i'll figure it out
<stratochief> xShadowx: knows things :)
<xShadowx> i know nothing
<xShadowx> :)
<stratochief> sooo, you can totally put a part under multiple tech nodes, which blows my mind, and might open interesting and useful doors
<rsparkyc> oh nice
<rsparkyc> i'll hack at this later, heading tou
<rsparkyc> *out
<stratochief> the game accepted a part that has multiple "TechRequired ="
<stratochief> o/ rsparkyc
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<xShadowx> Socrates — 'The ancient Oracle said that I was the wisest of all the Greeks. It is because I alone, of all the Greeks, know that I know nothing.
<stratochief> we need neimand303 back, or anybody else who had been interested in re-jiggering the tech tree
<xShadowx> stratochief: multiple nodes? where you see that?
<stratochief> xShadowx: the more you know, the more you don't know? as your knowledge increases, your knowledge of your ignorance grows at an ever faster rate
<xShadowx> i wouldnt have thought itd read both only first o.O
<stratochief> xShadowx: I know, from wanting to do it, then hacking it into RP-0's Tree.cfg
<stratochief> xShadowx: I thought the same thing, but there are no stupid questions, so I tried to see if it worked. a part appears under both nodes now
<xShadowx> neet :P
<xShadowx> though i dont know of any good uses
<stratochief> very neat. much potential application. at the very least, any pair of docking parts can be unlockable from either end
<xShadowx> i mean things that take 2+ techs i could understand, but not a or b
<stratochief> I wonder if I can slap a TechRequired = into an engine config, and force it to show up in the tech tree?
<xShadowx> dout it
<xShadowx> part class is prolly the exception due to the loader
<stratochief> I'll try later, this was a passing curiousity, and I shared it because the unexpected happened
<xShadowx> id like it more if was a and b, not a or b ;3
<xShadowx> i got a few places i could use a and b
<stratochief> you kids and your stinking co-requisites
<stratochief> back in my day, we only had pre-requisites
* xShadowx pushes the button to open the airlock while stratochief talks about old people things
<stratochief> in a vacuum, nobody can hear you harken back to the good ole' days
<stratochief> Tantares is doing an N1? shiny
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