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<Raidernick> SirKeplan, you around?
<SirKeplan> Raidernick: what's up
<Raidernick> SirKeplan, is there any particular reason why realfuels is showing the ASL thrust in the editor now
<Raidernick> instead of vac
<Raidernick> it's stupid and confusing
<SirKeplan> Raidernick: i don't know why, it is really annoying yeah
<Raidernick> when did that start happening
<SirKeplan> with 1.2
<Raidernick> is it a ksp change?
<SirKeplan> KSP 1.2
<SirKeplan> i don't know
<Raidernick> is there no way to fix it?
<Raidernick> does nathkell know about it?
<SirKeplan> don't know, i have mentioned it in here before
<Raidernick> is there anyone else who works on realfuels that can look into it besides nathan
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<Raidernick> if it is a stock behavior we may be able to override it
<SirKeplan> probably open an issue on the github.
<Starwaster> KSP 1.2? Not 1.2.2?
<SirKeplan> probably 1.2.2
<SirKeplan> yeah
<Starwaster> even if that can be confirmed, it's not getting fixed. Not unless someone has a KSP 1.2 compatible branch around that they could make changes in
<Starwaster> meaning I don't think the current branch is compatible
<SirKeplan> honestly i don't know pecisely when it changed but on KSP 1.1.* it was ok
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<SirKeplan> i think i have pinpointed the RF bug
<SirKeplan> this sets the EngineThermodynamics to atmo conditions before reading the thrust.
<blowfish> SirKeplan: yeah, that should probably be vacuum
<SirKeplan> blowfish: yeah that what it used to be according to github blame :P
<blowfish> or wait, actually that line should just be removed
<SirKeplan> what was it trying to fix?
<blowfish> changes in SolverEngines API
<blowfish> but clearly I did it wrong
<SirKeplan> ah
<SirKeplan> oh i see that gets set to standardconditions earlier too
<SirKeplan> so simply removing the line fixes it?
<SirKeplan> can't break anything....
<blowfish> I'm going to implement a real fix which is creating a method to get vacuum conditions in SolverEngines
<SirKeplan> Ok, cool
<blowfish> I think it's about time for a release of both anyway
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<Starwaster> blowfish, not quite yet please
<Starwaster> still trying to iron out some boiloff-analytic bugs
<blowfish> cool, no worries
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<Starwaster> blowfish wouldnt mind another set of eyes on that either. It's something stupid-simple but I can't seem to find it. When CalculateTankLossFunction() is called in analytic mode it's not actually resulting in mass or flux being lost
<Starwaster> changes are already pushed
<Starwaster> oops crap, might also have some debug spam so definitely dont update with THAT :P
<Starwaster> btw, white corn popcorn + coconut oil + salt + curry powder = yum
<Starwaster> blowfish (and anyone else) want to direct your attention to this: https://www.dropbox.com/s/pglbjmm5a0lchj0/PhysicsGlobalsTweaks.cfg?dl=0
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<blowfish> not even sure I have a working RO install at this point in time...
<Starwaster> doesnt matter; works in stock too
<Starwaster> it changes two things: conductionFactor = 0.025 (YES) and skinInternalConductionFactor = 8.3333333333333
<Starwaster> it drastically cuts down part-part heat conduction and raises skin-internal
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<Raidernick> blowfish, thanks for fixing it
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<github> [RealismOverhaul] raidernick opened pull request #1591: RN iss leonardo fix (master...master) https://git.io/vSRlS
<github> [RealismOverhaul] raidernick pushed 2 new commits to master: https://git.io/vSR8e
<github> RealismOverhaul/master 48dcd5f raidernick: RN iss leonardo fix...
<github> RealismOverhaul/master 183cf2a raidernick: Merge pull request #1591 from raidernick/master...
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<zilti> How weird is that. The exact same KSP install with the exact same mods takes 13.5GiB of RAM in Windows and 7.2GiB in Linux
<riocrokite> different amount of heap allocated by both systems?
<riocrokite> also have my ryzen running :)
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<zilti> riocrokite: yay, congrats! :)
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<riocrokite> ksp performance is same, but man it's an texture baking monster
<riocrokite> 'a
<riocrokite> I'm doing about 100-150 bakes for my atlas
<riocrokite> and this is a huge time saver
<zilti> That's nice. Well, I did notice a performance increase in ksp for me, but then again my previous CPU was a 6 year old AMD :P
<zilti> And yeah, my CPU compiles like a boss now
<zilti> riocrokite: and it's more like, if I add one more mod the game crashes with a mono.dll access violation on Windows ^^
<riocrokite> lol
<zilti> So now my dilemma is basically that on Windows, I can't really get the game to work, and on Linux, I can't get Principia to work
<waerloga> you downloaded the right version of principia?
<waerloga> you can't use the same one on both
<zilti> It complains about libc++3.5, which I compiled by hand and placed in the same directory as principia.so
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<soundnfury> zilti: probably putting it in . is no good, it needs to be in /usr/{,local/}lib maybe?
<zilti> soundnfury: Tried that as well, with both 3.5.0 and 3.5.2
<soundnfury> elefino then
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* darsie waits for RO and RP0 for KSP 1.2.2.
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<zilti> soundnfury: Tried that as well, with both 3.5.0 and 3.5.2
<zilti> Ohwhoops, sorry
<zilti> That's what happens when you press Ctrl+Tab, Arrow-up, Return without thinking
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<Iskierka> I installed the libc++ in apt and it worked immediately. would presume this applies for any package manager
<waerloga> that's what I'd expect to do
<waerloga> but I've not tried installing principia in awhile
<Iskierka> it did install a lot of dependencies. Have you verified that libc++ is actually *working*, zilti?
<zilti> Iskierka: Well, I don't know any other software using it, so, not really. Though the protobuf I built with it works.
<Iskierka> apt-cache is being unhelpful with reverse dependencies that could identify functionality and synaptic doesn't seem to think libc++ exists
<waerloga> iirc it's libc++1
<Iskierka> found that now, yes. And apparently only dependents are more libc++ stuff and the android sdk
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<xShadowx> zilti: both OS have ups and downs, in the end though ram is cheap and cpu is what matters at bottleneck time, from testing i usually get roughluy 20% higher part count on windows
<xShadowx> granted not a huge indepth test though
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<waerloga> originally I did ksp on linux because 1: it's my primary os anyway, 2: when I started, win was 32bit only and ram was hard limited to not quite 4GB for the game :P
<xShadowx> i used win32 for my entire play until 1.1 brought 64 :D all that manually pruning files to fi stuff, but then i cheated, 2 installs, 1) all the parts for VAB only play > save craft > put caft file into 2nd install 2) RSS and all the goodies, only tjhe parts used in currently active craft
<waerloga> heh
* xShadowx is happy those days are over
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<Aepelzen> hey guys
<Aepelzen> my orbit lines in map views are flickering weirdly, is there a way to fix that?
<Aepelzen> ksp 1.2.2 on linux btw
<regex> Can RO 1.2.2 work without Test Flight?
<zilti> Aepelzen: Only the orbit lines?
<Aepelzen> yes
<Aepelzen> they are jumping around, like sometimes when ksp can't decide between 2 predictions for orbits (on encounters for example)
<zilti> Ah, like that. Hmm, I never had that...
<Aepelzen> i am also getting spam of nullReferenceExceptions, not sure if that is related
<Aepelzen> that seems to be a kopernicus problem
<Thomas> logs logs logs logs logs logs logs logs logs
<Aepelzen> that might take a while, i just removed all mods to investigate the null ref exceptions
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<Agathorn> regex: absolutely not. Life doesn't work with TestFlight
<Agathorn> but seriously , yes it can
<xShadowx> that depends on what you consider RO
<xShadowx> engines will be fakey and never fail without TF
<xShadowx> to me that isnt RO
<Agathorn> which is why it is listed as a requirement but you can physically run without, it won't cause errors to do so
<xShadowx> i think any mod in RO can be taken out, and still works? i mean sure RSS needs kopernicus, some mods need mods, without em the concept of RO wouldnt be ther, but almost everything is fairly standalone as far as being able to run ksp without errors
<regex> Can you guys fuck off and answer the question seriously?
<xShadowx> he did
<regex> or just shut the fuck up?
<regex> so it's a requirement, thank you.
<xShadowx> [10:47:55] <@Agathorn> but seriously , yes it can
<regex> okay, great, thanks.
<Agathorn> regex it is marked as required for gameplay reasons but on a technical level you CAN run without it
<regex> thank you
<Agathorn> it won't cause errors to do so
<Agathorn> well nothing breaking anyway, maybe some benign config errors
<regex> is there any way in-game, in sandbox, to tweak engine running times?
<Agathorn> not really because it is controlled by configs. You can, in the TF options set everything to be max reliability if you want but the run times would still be the same
<xShadowx> tweaking fuel load / how fast it uses fuel, else no
<Agathorn> now you could probably with a simple patch make the runtimes longer, or even enable some of the more advanced features RO doesn't use such as engine cool downs, or burntime based on throttle
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<Agathorn> apparently it isn't realistic, but TF has the ability for example to reduce the burn time used when an engine is shut down, EG between coasts. RO just doesn't use that feature
<Agathorn> you can also make it so that an engine at say 50% throttle only accrues burntime at 50% of the normal
<Agathorn> or go completely unrealstic and make it so that at 100% throttle it only accrues at .1% of normal :p
<Agathorn> but the actual rated burn times are config so don't change..just how that time is accrued or decayed is - not sure if that makes sense
<regex> Just wondering, that's not really how my headcanon workls when I play. None of Test Flight really bothers me, I found it pretty intriguing, but I'm building fantasy rockets.
<regex> Also not playing progression anymore.
<Agathorn> we tried to mak the burn times be a bit longer than real life to not force replicas, but yeah I can see it being a restriction
<Agathorn> I haven't really looked at my code in ages, but it might be easy to add an option to igniore burn times
<regex> I could say something like "I'll take a look at it during my project time and add the feature I want" but I know that's 99% not likely to happen.
<Agathorn> Just like I could say the same :D
<Agathorn> I'd like to be accomdating but i'm really stuck in a maintenence mode at the moment..almost forced into it by just not having touched the code in so long I'm afraid to break it
<regex> Oh dude, I'm in your corner. Burn out is a real thing.
<Agathorn> I couldn't even get RSSTimeFormatter recompiled this weekend without Xamarin thwing weird errors at me
<Agathorn> Everytime I try to get back into KSP something makes me mad and I jst don't bother heh. So I try not to abondon you guys completely but adding new features is just not high on my list right now sorry
<Agathorn> too busy working on my own game, and my novel at the same time
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<zilti> Huh, what does xamarin have to do with KSP?
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<regex> zilti: Xamarin is an IDE for C#, I used it when I modded too.
<zilti> regex: ah, I see. I'm more of a JVM guy, so I assumed xamarin was just that mobile stuff
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<Agathorn> MonoDevelop that comes with Unity is just a dumbed down Xamarin actually
<Agathorn> On Mac I prefer using Xamarin straight up - though it was a lot better before MS got their hooks into it
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<zilti> Agathorn: stuff like this is why I try to stay away as far as possible from MS stuff. They try to "improve" stuff, they try to control everything you do.
<zilti> (Google as well, for that matter)
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<Agathorn> zilti: yeah but MS came in and bought them after I had been using it for years :(
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<soundnfury> sigh, can't figure out from BA's website whether I'm allowed to take rollerblades in carry-on baggage
<soundnfury> I'll have to phone them in the morning and ask
<Agathorn> as long as they fit in your allowed carryone sized bag I dont' see why they would be anything special
<soundnfury> Agathorn: so one would hope, but airline/airport rules are often crazy
<soundnfury> (at least I'm not flying to the US, so no TSA...)
<soundnfury> anyway, zzz now
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<waerloga> soundnfury: as long as they can fit...yes you can
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