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<JeeF> Hey Gaz
<JeeF> You around?
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<gazpachian> Yeah, good timing on ya
<gazpachian> Didn't catch much sleep yesterday, so pretty much dozed off right as I came home
<gazpachian> but messed up sleep schedule, so here I am awake four hours later
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<JeeF> hey sorry had to go deal with something
<JeeF> yeah, talk about messed up schedule. I haven't managed to fix mine for the past 12 years, lol
<JeeF> Have you had a chance to look at the code?
<gazpachian> I'm working at it now, gonna test it a bit to make sure I'm not pushing something broken. :)
<gazpachian> the bottleneck in testing is of course MM, since I'm not in the mood to set up a dedicated test bed for these things. :P
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<gazpachian> ah well, I get some results that look beautiful, so I assume that's as intended
<stratochief> ooh, RSSDateTime from 1.1 just works on 1.2? hmm. what changes does it need so CKAN knows it can grab it for 1.2?
<github> [RealismOverhaul] gazpachian opened pull request #1602: J58 plume update by JeeF (potentially trimmable config curves untouched) (master...master) https://git.io/v9fLA
<gazpachian> there we go, JeeF! :)
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<JeeF> Awesome Gaz
<JeeF> Sorry today has been a very busy day
<JeeF> Tomorrow I still need to configure the density spread curves for high altitude
<JeeF> since afterburner shouldn't spread much, if any
<JeeF> but shit happened and I won't be able to do it today
<JeeF> I assume we can modify the pull?
<gazpachian> yeah, you can copy the patch from the pull request and play around with it yourself
<JeeF> ty a lot for the help =)
<JeeF> you're a class act
<gazpachian> I try, I try! :)
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<github> [RealismOverhaul] raidernick opened pull request #1603: RN misc adds (master...master) https://git.io/v9fYy
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<BadRocketsCo> o/
<gazpachian> hullo
<BadRocketsCo> yeah okay I can not figure out what is wrong with my RO install
<BadRocketsCo> half of the engines that used to work do not work anymore
<BadRocketsCo> for example the 1kn thruster isn�t there anymore
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<gazpachian> Is this from upgrading from 1.1.3 to 1.2.2?
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<BadRocketsCo> it is 1.2.2
<BadRocketsCo> trying the dev version
<BadRocketsCo> the AIES engines do not have their right names and the LR89 from FASA does not have the correct thrust.
<gazpachian> What about their fuels? Do they get touched at all by RO?
<BadRocketsCo> the fuels are correct
<BadRocketsCo> looks like RO does do SOMETHING
<BadRocketsCo> but not the things it did back in 1.1.3
<gazpachian> Huh, well that just raises further questions.
<BadRocketsCo> yeah...
<gazpachian> I mean, if you really want to dig in to it nitty gritty you could compare the aies patches for instance between the two releases, see if they changed anything there
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<github> [RealismOverhaul] raidernick pushed 3 new commits to master: https://git.io/v9fuX
<github> RealismOverhaul/master ed471d6 raidernick: RN misc adds...
<github> RealismOverhaul/master 2145d70 raidernick: Merge pull request #1603 from raidernick/master...
<github> RealismOverhaul/master 094c620 raidernick: update masses
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<Theysen> good job, i just circulated at 135x135km.. why.
<HypergolicSkunk> ^^
<zilti> Is the only way to not have this tilt during reentry really "moar heatshield"? http://i.imgur.com/WRgpOhX.png
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<Theysen> if your craft is completely symmetrical there shouldn't be any tilt
<Theysen> and the radiators won't do anything during reentry I think
<zilti> It is completely symmetrical, everything is placed twice, and the avionics unit is exactly counterweighted by the procedural battery
<zilti> I'm thinking about placing fins, but they'd just burn up
<Theysen> build vertical and try again, the slightest misalignment can have a factor, otherwise if you're shooting for a little tilt for smoother reentry it's good practice to offset weight.
<Theysen> but probes can just go at 20G's easy
<Theysen> is that a film return capsule?
<HypergolicSkunk> could you try and move the body further away from the heatshield, by way of a girder, maybe?
<zilti> Theysen, here's top-down view: http://i.imgur.com/BTdeSl4.png
<zilti> HypergolicSkunk: wouldn't it tilt easier that way, because the center of mass would be higher up?
<HypergolicSkunk> the heatshield is super-heavy, iirc
<HypergolicSkunk> also, that's not symmetrical :p
<zilti> HypergolicSkunk: it's symmetrical as in every two points opposite of each other have exactly the same mass :P
<HypergolicSkunk> yeah, but they are not radially symmetrical
<HypergolicSkunk> like those radiators
<zilti> Well, they're exactly opposite of each other
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<zilti> The 3m heatshield is only 0.54 tons btw
<HypergolicSkunk> this is what I mean: http://i.imgur.com/c96X14L.jpg
<HypergolicSkunk> correct me if I'm wrong, maybe KSP doesn't calculate it like that
<HypergolicSkunk> and what about that big proc-tank on top, and small one in the bottom?
<zilti> Hmm. Ok. I'd have guessed part orientation wouldn't matter
<zilti> The big one is avionics, and the small one is a battery weighing exactly the same as the avionics
<HypergolicSkunk> ah, I remember, the proc-avionics :p
<zilti> (ok, ok, 200 grams of difference...)
<HypergolicSkunk> couldnt you attach both in-line?
<HypergolicSkunk> 200g is all it takes :P
<zilti> I had that before. Actually I spread everything out after the first tries because of it tilting
<zilti> Down to 1g difference now :P
<HypergolicSkunk> fingers crossed ;)
<zilti> We have liftoff :)
<HypergolicSkunk> 1.1.3 or 1.2.2?
<zilti> 1.2.2
<HypergolicSkunk> noice
<Theysen> why even the 3m heatshield? If you want to return films to the earth use the itty bitty small probe and transfer the science into it with shipmanifest
<Theysen> you can then reset the film capsule and take more pics and transfer again
<zilti> Career mode :P
<Theysen> yes?
<Theysen> ah you don't have the small probe yet?
<HypergolicSkunk> Theysen and his fancy tiny probes :p
<HypergolicSkunk> so before I dive down the rabbit-hole of setting up a 1.2.2 install... am I right in assuming that KSP_update is the correct FAR branch?
<Theysen> +
<HypergolicSkunk> danke schön
<zilti> HypergolicSkunk: Yes. Though I have to find out which of my mods is "incompatible" with it, because it doesn't work...
<Theysen> grab the master.zip and extract the gamedata folder, it has the dll
<HypergolicSkunk> I
<HypergolicSkunk> oops
<HypergolicSkunk> I will try proper barebone RO/RSS for a change
<HypergolicSkunk> if that works, I'll build up from that...
<HypergolicSkunk> and eventually... a career will spawn .. hopefully :p
<Theysen> can't play without some RP-0 features even in RO sandbox
<Theysen> let it even be the test flight burn times so I don't need to google
<HypergolicSkunk> that's good to know!
<HypergolicSkunk> oh, you meant it like that
<HypergolicSkunk> yeah, well, I want to play RP-0, obviously, but once I get going with feelgood-mods, I may end up in zilti's shoes, having something incompatible
<Theysen> didn't find anything yet and I was reckless haha
<HypergolicSkunk> :)
<zilti> Nope, still tilts with 3m heatshield
<HypergolicSkunk> the spreadsheet with d/l links is no more?
<HypergolicSkunk> oh, never mind
<zilti> Despite the RCS trying at full thrust to keep it straight
<HypergolicSkunk> zilti: have an up-to-date pic from above for us? ;)
<zilti> HypergolicSkunk: Here you go :P http://i.imgur.com/61xFfQX.png
<HypergolicSkunk> thanks! I'd still try and attach the avionics and battery in-line, just to see whether that makes a difference
<Theysen> check the voxels in FAR menu in the VAB
<Theysen> I dare you report a bug though. jk+
<zilti> Hmm it doesn't snap into the center...
<HypergolicSkunk> O:
<HypergolicSkunk> ok, I'm a bit overwhelmed with RealFuels
<HypergolicSkunk> I see the release from several months ago, and a source-folder which is up-to-date
<Theysen> go with the spreadsheet
<Theysen> it workerinos
<Theysen> no the magic spreadsheet for 1.2.2 installation
<Theysen> with links to all mods
<HypergolicSkunk> could you kindly link it for an inept dude :p
<Theysen> read the RO thread OP? :-)
<Theysen> http://forum.kerbalspaceprogram.com/index.php?/topic/155700-113-stable-122-dev-realism-overhaul-v1132-august-31/&
<HypergolicSkunk> oh jesus
<HypergolicSkunk> FML
<HypergolicSkunk> that's what happens when you don't keep on scrolling
<Theysen> there it is, under the Github prerelease tah
<HypergolicSkunk> sorry :)
<Theysen> Was on purpose XD
<HypergolicSkunk> noob-filter :D
<Theysen> it also states unsupported but we only get 1.2.2 questions lol :D
<Theysen> brb, nomz
<HypergolicSkunk> enjoy!
<stratochief> weekly reminder: all of you who answer forum questions (Theysen, Probus, et al.) regarding RO and installation issues are doign god's work. I can't handle that shit nomore
<HypergolicSkunk> as someone who has worked in customer-service and tech-support for years, I know what you guys are going through.
<xShadowx|2> the giant spaghetti monster thanks you all :P
<Starwaster> So, where exactly do hoaxers believe we launched something the size of the Saturn V to, if not the moon? Did they think we were going down to the corner store for some astronaut ice cream?
<xShadowx|2> drop in ocean
<HypergolicSkunk> Starwaster: anyone can launch fireworks into the ocean /s
<xShadowx|2> beat you :P
* HypergolicSkunk retreats like a spider into its hole, and waits patiently for his opportunity... :P
<Theysen> Starwaster, we lose triple seven's or whatever it was from the radar scope and fully observed areas by satellites in the 21th century. Think about it. Not implying we didn't go to the moon :)
<Theysen> 21st I meant
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<zilti> Nope. I give up. Re-entry is impossible.
<Theysen> send a pic of your gamedata if you like pls
<Theysen> and craft file
<Theysen> if it doesn't use any exotic i want tot est
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<zilti> Well, how do I get the craft file?
<Theysen> KSPinstall/saves/nameofthesaveyoureplayingon/VAB
<zilti> Apparently, career ships aren't in that folder
<Theysen> KSPRORP0\saves\RP-0 for example
<zilti> Oh, nvm, took the wrong one
<Theysen> :)
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<zilti> Theysen: ship: http://termbin.com/ry1l GameData folder: http://termbin.com/jmhp
<Theysen> thanks will test later :)
<Theysen> regarding your mod list, well there might be many mods which could screw around with RO / RSS in general :/
<Theysen> I highly recommend you to stick what comes advertised with Realism Overhaul, there is reason for that
<Theysen> make a new install from scratch and install just dependancies, then add more :)
<zilti> Well, that's basically what I did
<Theysen> Kerbalism + TAC? Bad idea, nowhere recommended or suggested
<zilti> I have a config that disables the life support part of Kerbalism
<zilti> So I have the radiation belts + space requirements of Kerbalism and the life support of TAC-LS
<Theysen> please test with a "stock" RO install anyways
<Theysen> just the bare minimum, I doubt your gamedata folder does RO gameplay any favor
<Theysen> if that is what your shooting for though - go ahead, but many things in there aren't even configured or implemented or doing double things
<zilti> Well, all part mods except for USI are from the supported list from RO
<Theysen> not talking about part mods
<Theysen> gameplay enhancement/changes/mechanics mod
<stratochief> zilti: do you still lack FAR?
<zilti> stratochief: I have it in GameData, but it doesn't show up in-game
<stratochief> zilti: , then you "Don't have it"
<zilti> stratochief: Downloaded the KSP-update.zip, unpacked it, and to be safe compiled the dll with VS2016
<Theysen> don't recompile it's already compiled when you download the .zip
<Theysen> inside the gamedat
<stratochief> yeah, FAR's most recent version comes with a DLL, because compiling can be messy or done wrong. you compiled, don't have it working, therefore you compiled wrong...
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<HypergolicSkunk> fuck me I'm stupid
<xShadowx|2> sorry, its against my religion to breed with lower IQ than myself
<HypergolicSkunk> testing one 'recommended' mod after another, restarting the game dozens of times, while all the time I hadn't installed the actual RO mod itself
<HypergolicSkunk> xShadowx|2: and for a good reason, too :P
* xShadowx|2 claps slowly
<Theysen> good job HypergolicSkunk :⁾
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<stratochief> tether based artificial gravity is just as feasible in RO as in stock, which suprises me. I'll have to determine what is a reasonable tether and winch mass for my two use cases though
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<stratochief> I wish KIS/KAS would allow me to mod in a tether longer than 50m, but that should suffice for generating 0.33G handily
<HypergolicSkunk> stratochief: did you happen to have read Pandora's Star by Peter F. Hamilton?
<stratochief> HypergolicSkunk: nope
<HypergolicSkunk> iirc the initial NASA Mars mission also features such a VonBraun-wheel (?) that creates about a third of a G
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<HypergolicSkunk> though I'm not sure a Von Braun wheel uses tethers. I guess not. I'm confused.
<stratochief> yeah. vonbraun wheels are pretty expensive, and heavy. good idea for the future though for habitats, colonies
<stratochief> HypergolicSkunk: it could, for strength or during construction. depends on whether you need pressurized access to the hub or not
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<zilti> HypergolicSkunk: The MarsDirect suggested using the empty fuel tank of the last stage as a counterweight to be tethered to the vessel
<stratochief> zilti: affirmative. I'm demonstrating/testing it in my RP-0 alt history using an Apollo Saturn IB. dry S-IVB as the counterweight in LEO
<zilti> Another annoying thing I noticed each time I load a vessel in the VAB: there's suddenly a gap between procedural thrust plates/procedural decouplers and whatever's above them. It works normally though and can easily be corrected
<stratochief> in modern times, Soyuz could use the upper stage that places it in orbit as the counterweight. same with the Falcon9-Dragon
<stratochief> zilti: interesting looking design :)
<stratochief> zilti: yeah, I get that too. rsparkyc was trying to track down the code that fixes it. in a single post somewhere on the forum someone shared a DLL for procparts that fixes that, but never shares the source code, so we can't really fix it or duplicate the improvement
<zilti> stratochief: Ah, so it isn't just my install - good to know :)
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<zilti> stratochief: Thanks :P Well, it's a mainsail with a circle of more "normal" engines around: http://imgur.com/54hUuzH
<zilti> * http://imgur.com/a/hbEwC (copied wrong link)
<zilti> (Yes, I really like that black/white pattern...)
<Theysen> me too, I like german checkerboard
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<zilti> That thing flies like a dream btw. Probably the best rocket I've made so far. But juuust barely enough to get into orbit with a perfect gravity turn
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<HypergolicSkunk> do we get a screenshot of the whole thing? :P
<zilti> HypergolicSkunk: yes http://imgur.com/a/hbEwC :P
<HypergolicSkunk> oh wow :D
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<zilti> I noticed btw. that procedural fairings don't shield the heat from the stuff inside?
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<stratochief> rsparkyc: do you still have the link to that procedural parts dll from the forum?
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<pap1723> Question for the group...Why in the Module Manager files for RO, is there not a qualifier of NEEDS[modNameHere] so that only the patches of mods installed are run? I figure it would cut down on loading times tremendously wouldn't it?
<stratochief> won't it still need to evaluate each patch line for that logic? Sarbian?
<Sarbian> no, NEED remove the unused part before the rest of the logic runs
<stratochief> if the part from that mod isn't present, there is nothing to apply the patch to, and so I would guess the same efficiency would be achieved either way
<Sarbian> err, the remaining of the logic
<pap1723> so would it save loading time and memory?
<pap1723> or would it cause other errors?
<Sarbian> time yes, it you can make it clean enough to not generate errors when other mods want to use the config you removed
<Sarbian> memory.... we are talking about txt files there
<pap1723> ok, makes sense, so might not really be worth it with all that is going on with RO configs
<stratochief> Sarbian: any rough (like really rough) estimate of how much time it might save, IF implemented correctly for RO?
<stratochief> also, would those time savings be one time, or each load?
<Sarbian> one time. the next time you should load the cache, assuming you don't have a mod that prevents it
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<stratochief> surprisingly effective, my ~800kg craft thrown at Mars can put about 450kg on the surface (direct entry), and I've got a carbon dioxide capturer onboard to kick of my Mars Direct program. small steps
<stratochief> *kick off
<soundnfury> stratochief: what's this with, RealISRU?
<stratochief> soundnfury: affirmative. I've got all the final components configured, although not priced yet. now, to build up a realistic program that develops and demonstrates that technology
<soundnfury> do be sure to let me know when you consider it playable, I'd sure like to try it out :)
<stratochief> soundnfury: well, it depends what you want to do with it really. I configured a number of components for producing methalox on Mars with LH2 brought from earth, although other components in RealISRU already exist for doing that from individual components I think
<stratochief> I can't vouch for the intercompatibility of those other parts, since the masses could be someone inaccurate, and the ratios are probably not optimized to produce certain products together
<stratochief> if you're not interested in hyper-realism (like I am), I imagine it is playable now, and/or has been for at least a year
<soundnfury> right, in that case I'll give it a try next time I have time to play (+ wrangle mod installs)
<soundnfury> btw on an unrelated note,
<stratochief> heck, RealISRU might work simply with CRP. may not even need RealFuels or the entire other RO stack
<soundnfury> I made a cute little biplane http://jttlov.no-ip.org:8081/cruft/Glad-s.craft
<soundnfury> (just firing up ksp now to take some pics of it, bear with me)
* stratochief clicks link. sees the matrix
<soundnfury> it's a .craft file, what did you expect?
<soundnfury> it's really fun to fly (which is why I shared the craft file)
<stratochief> straightforward take-off, landing? I have no luck with either of those operations generally
<soundnfury> Mostly straightforward. Using the flaps definitely helps
<stratochief> pretty craft, thanks for the share and pics!
<stratochief> I don't know how flaps work in KSP :P
<soundnfury> and I also normally struggle with take-off design, but this one seems to work
<soundnfury> with this plane, '9' puts flaps down, '8' puts them up. Use two steps of flap for take-off and all three for landing
<stratochief> what is the idea behind a bi- or tri- plane? more lift (and drag) at a lower speed?
<stratochief> soundnfury: gotcha. thanks.
<stratochief> built in 1.1.3 or 1.2.2 ?
<soundnfury> It's mainly for structural reasons (which don't really come through in KSP)
<soundnfury> 1.2.2
<soundnfury> you get the same wing area with a lighter structure
<soundnfury> also, more maneuverable because the span is shorter
<soundnfury> the downside, of course, is the worse L/D caused by interplane interference
<stratochief> gotcha. more maneuverable because it has a lower moment of inertia, because the wing area is neared the CoM than longer wings would be?
<soundnfury> yup.
<soundnfury> also, when rolling, the wingtips aren't experiencing such a change in effective AoA as a longer wing would at the same roll rate
<soundnfury> (because it'd be moving up/down faster)
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<soundnfury> there, landed it safely my second try; more pictures (nos. 3, 4, 5)
<soundnfury> stratochief: trouble is, now you've mentioned triplanes I want to build one :S
<stratochief> moar wingz
* soundnfury gives stratochief moar cowbell
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