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<acc> time for first reentry probe thingy
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<TwistedMinds> ok j'arrive
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<acc> pretty launch into sunrise :]
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<egg|zzz|egg> UmbralRaptor: isopod? O_o
<Starwaster> ok well this is interesting... there was a fix committed for the negative mass issue with tweakscale but no release since then.
<Agathorn> stratochief|AFK: RE: Air Launches, definitely not currently on the slate for the initial design. I'm starting simple. The hard part is i'm toeing a line between BARIS and KSP that actually in a way makes it almost harder than both :D I do want to allow custom hardware design, yet the flights are like in BARIS, completely auotomated and you watch from mission control. Unlike BASPM though the launches will be full 3D
<Agathorn> scenes that you will have camera control over rather than static custscenes. Long story short adding air launch means being able to handle so no not at first :)
<UmbralRaptor> egg|zzz|egg: There was some silliness in #spacex
<UmbralRaptor> So, uh, I ended up finding an image of a kitten meeting a giant isopod.
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<acc> safly splashed down, on first try. and science the crap out of that mission. almost 200 points. not bad for haning out in LEO :>
<acc> hanging
<pap1723> nice acc
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<pap1723> Agathorn, are you going to track individual parts for reliability and then give bonuses / penalites if different parts have been used together before?
<Agathorn> You mean am I gooing to recreate TestFlight in my game?
<Agathorn> I have different plans actually..still working them out
<Agathorn> but I want to do things a bit more realistic that the limitations of KSP prevent me from doing with TF
<pap1723> lol
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<Agathorn> The plan is something similiar but I want things like integration testting, possible scrubs, preflights, etc
<Agathorn> so if you start making changes to your stages constantly, then you will suffer from it for example
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<pap1723> Nice acc, I am getting ready to launch Apollo 10 and Apollo 11 (hopefully)
<acc> thanks. good luck
<pap1723> I need to add RemoteTech back into my game
<acc> yeah ;)
<acc> btw since when does RT disable MJ again, when losing connection?
<pap1723> I think that is a RT setting, but I might remember that wrong
<acc> nope, it's not in the settings
<acc> it was a long time ago
<acc> nevermind, I simply have to build a sufficient comm-network
<Starwaster> stratochief|afk new Heat Pumps out. Fixes the issues I mentioned. Analytic mode is probably not going to work so well for the reasons talked about. I have a few ideas how to deal with that problem though
<Starwaster> pap1723, how's the DRE problem coming
<pap1723> I have not had a chance to mess with it yet Starwaster
<pap1723> Alright, here comes Apollo 11, if it goes poorly, Jeb, Valentina and Bob may never be heard from again
<acc> heh
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<stratochief|AFK> Agathorn: someone when we are about around, we should talk more of those additional complexities, like integration testting, possible scrubs, preflights, etc
<stratochief|AFK> Agathorn: unless you find time to jot some nots about it on your Medium page before then :)
<Rokker> stratochief|AFK: you should sleep, there is a launch in the morn
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<github> [RealismOverhaul] PhineasFreak opened pull request #1616: BobCat Soviet Engines Extras name fixes (master...RO-BobCat-Extras-Name-Fixes) https://git.io/v9WLQ
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<schnobs> hrmm. the time when I could utilize parallel production the most is early on, sounding rockets and moonshots. I'd line up two dozen WACs if I could.
<schnobs> Later on, perhaps pairs. Gemini + Docking target, or having a spare interplanetary probe in case the first fails.
<schnobs> But I don't see me ever putting several Saturns into the queue.
<schnobs> Would it be possible to turn the KCT production model on it's head? Several pipelines early on, but later you gain the ability to combine them behind a single project?
<taniwha> schnobs: start hacking, I guess :)
<taniwha> (really, it is the best way to get what you want)
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<HypergolicSkunk> so now not even the grass is safe -.-
<HypergolicSkunk> (to launch a plane from. same 'ridges' and edges in the meadows surrounding KSC as on the runway. early planes are a bit of torture atm :(
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<awang> No hosted/technical split for the SpaceX launch today?
<HypergolicSkunk> nope
<awang> Interesting
<awang> Wonder why the chang
<awang> s/chang/change
<Qboid> awang meant to say: Wonder why the change
<taniwha> HypergolicSkunk: now = ?
<taniwha> (1.2.9?)
<HypergolicSkunk> huh?
<taniwha> grass no longer being safe
<HypergolicSkunk> yeah, 1.2.2
<HypergolicSkunk> ridges every couple of hundred meters
<taniwha> it's a /little/ bumpy, but nothing worth worrying about
<taniwha> it never was perfectly smooth
<HypergolicSkunk> 1.1.3 it was perfectly smooth. now it has ridges.
<HypergolicSkunk> I launched everything from HE-111 to Blackbirds from grass in 1.1.3
<HypergolicSkunk> now I can't even get a Bonanza up 5 out of 10 times :(
<taniwha> well, really, the grass should be as rough as guts
<HypergolicSkunk> yeah :p
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<taniwha> and the runway moderately bumpy
<taniwha> (smoothed a bit, but obviously not paved)
<HypergolicSkunk> no. I'm sorry, but no.
<HypergolicSkunk> both are absolutely unplayable. I can stream it for you if you like
<HypergolicSkunk> (at least for small craft)
<HypergolicSkunk> big craft are like: whatever :P
<taniwha> I've taken off from the level-0 runway quite nicely :P
<taniwha> mind you, tiny plane
<HypergolicSkunk> I just tested for about an hour. also had issues with the (fixed) landing gear, which I eventually swapped for the retractable version. if you like Dune-themed music, enjoy :P https://www.twitch.tv/videos/139091667
<taniwha> oh, geez, KSP landing gear (actually, Unity/Physx wheels) do NOT like to be at such an angle
<TwistedMinds> taniwha, nothing to worry about? the small "hole" with RSS stopped my 60T, ±30 meters long plane right in its track. Depends on how it load but darn it can be brutal
<HypergolicSkunk> they dont like to exist, period :P but yes, I give up on them. only retractable from now on.
<taniwha> TwistedMinds: I have yet to even install RSS
<taniwha> (or even download)
<HypergolicSkunk> taniwha: !!
<TwistedMinds> taniwha, imagine vanilla, but scaled 10x :>
<taniwha> HypergolicSkunk: I use the fixed gear quite successfully
<taniwha> TwistedMinds: vanilla launches are long enough :P
<HypergolicSkunk> someone flog him
<taniwha> (I know, only 3x as long, though)
<HypergolicSkunk> anyway, I am off for now, gonna enjoy some BBQ with fam ... IRL D: later!
<taniwha> I'm here to keep on eye on MFT issues, mostly
<taniwha> HypergolicSkunk: enjoy!
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<TwistedMinds> 'morning rsparkyc
<rsparkyc> mornin
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<soundnfury> taniwha: but that's not a polearm at all :(
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<stratochief|AFK> taniwha: super-realistic launchers are long to orbit. but you can make rockets (like Titan II) that are like 5 minutes to orbit.
<stratochief|AFK> not every rocket has a 0.33 TWR, 20 minute burning upper stage. and particularly not when you get to design your own
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<soundnfury> stratochief|AFK: especially with early engines and TF. The short burn times make for really rather high TWRs on something like an Able
<pap1723> stratochief|AFK, any clue why the SSTU Apollo CM won't decouple the SM properly? The module is in the CFG, the noise plays, but the part stays attached, is it a fairing issue (automatic fairing created between CM and SM)
<pap1723> Can confirm it is not a fairing issue (I disabled the fairing)
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<AnticlockwisePropeller> Hi! Quick question, in an engine config, does %origMass overwrite %mass, or add to it?
<pap1723> AnticlockwisePropeller, it overwrites it
<pap1723> stratochief|AFK, you can disregard the SSTU question, it appears to be a SSTU bug that appears in stock as well
<stratochief|AFK> Pap1723: could be missing animated decoupler mod?
<AnticlockwisePropeller> Thanks!
<pap1723> hmmm, is it a prereq?
<stratochief|AFK> Pap1723: no idea, just guessing what might cause a decoupler to fail
<stratochief|AFK> Pap1723: you could have it attached at the wrong attachment nodes to the above and below parts?
<pap1723> let me try all of these things and I will report back
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<pap1723> yep stratochief|AFK there are 2 nodes and I assumed (obviously incorrectly) that the SM would attach to the lower node. Nice job sir!
<pap1723> For Pull Requests, do you prefer small ones, or larger ones more grouped together?
<stratochief|AFK> Pap1723: as long as it won't lead to merge conflicts, smaller ones are better. easier to review and provide feedback on
<stratochief|AFK> Pap1723: in what context, contracts?
<stratochief|AFK> Pap1723: also, on the decoupler thing, I'm very good at suggesting "maybe's", but chances are very good I don't know what is wrong for certain, or from recent experience, or I would state that. otherwise, assume I'm just guessing :P
<pap1723> Pull Requests for fixes for SSTU, adding Test Configs for Engines, Fixing Plumes, things like that as I come across them in my playthroughs
<stratochief|AFK> PhineasFreak's PR's are a good example to follow. seperate PRs are ideal, unless you find yourself making like 5 PRs a day :P
<stratochief|AFK> what do you mean by TestConfigs? like, engine configs for testflight?
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<pap1723> Yes stratochief|AFK like there aren't any for the F!, AJ10-137, RD-180, etc
<stratochief|AFK> Pap1723: have you read the TestFlight wiki? it is worth mulling how the engine reliability for currently configured engines is arrived at.
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<soundnfury> Pap1723: for ages the Astris didn't have one, it was hella OP. (I often used it as an SPS for Apollo hardware)
<Rokker> stratochief|AFK: spacex launch was delayed
<Rokker> 7 am est tomorrow
<pap1723> Yeah soundnfury that is what I was trying to avoid. I launched a Sounding Rocket with an F-1 in order to get value and found out I had wasted money since there was no configs
<pap1723> stratochief|AFK, yes, I have read those. I have been basing the ones I am making on other engines with configs that are similar in function
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<github> [RealismOverhaul] SirKeplan pushed 4 new commits to master: https://git.io/v9W2k
<github> RealismOverhaul/master 8060f62 PhineasFreak: RD-100 global engine config
<github> RealismOverhaul/master c641cda PhineasFreak: Some other additions & fixes
<github> RealismOverhaul/master 2f455cf Phineas Freak: Fix the heat production values
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<pap1723> Launching an early WAC Corporal, how do you stop crazy pertubations on ascent?
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<Rokker> Pap1723: stop wat?
<Rokker> Pap1723: what perturbations
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<pap1723> So I have spin stabilized it, but it wobbles so much that eventually there is vapor in the feedines
<Rokker> ...
<Rokker> never had that problem
<pap1723> damn
<pap1723> lol
<Rokker> Pap1723: maybe spin stabilize a bit less?
<Rokker> Pap1723: at what point does this happen
<pap1723> right around 5000 km
<Rokker> yeha, idk what to tell you
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<soundnfury> Pap1723: either spin it less, or make it shorter and fatter
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<soundnfury> (wobble comes from moment-of-inertia stuff, spins around long axis are semistable, around short axis are stable, around any other axis are unstable)
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<stratochief|AFK> Pap1723: yeah, less spin
<acc> yep
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<Sigma88> Sarbian: http://belarr.com/bakercat/
<Olympic1> ah yes, I needed some music
<Sigma88> sounds kinda like sing sing sing
<acc> nyan nyan nyan
<pap1723> Thanks for the info! I will try it out later
<acc> hm, should the successful reentry apper again directly after finishing it the first time?
<acc> (the contract)
<pap1723> acc, I think it is repeatable a few times
<acc> then it's fine
<acc> kinda easy money
<Olympic1> Is Soviet Engines still being maintained by someone?
<acc> not sure, havn't heard about that for some time
<acc> Meike M. (Tag),
<acc> ups
<lamont> i think the engine configs are in the RO mod, and it just pulls the models from the pack
<lamont> or i guess which soviet engines?
<Olympic1> I better check then before merging your PRs lamont
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<pap1723> Olympic1, Soviet Engines is not being maintained, most recent versino 1.1.3 and there has been no movement on the forums about it at all
<Olympic1> Pap1723: Thx for the info
<pap1723> lamont, are you Phineas?
<lamont> no
<pap1723> ah
<Olympic1> lamont: I will test it to see if there are absolutely no problems with it. I don't want to update the compatibility if I'm not sure.
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<lamont> yeah IDK about zero problems. i’m launching a simple NK-33 right now with it — thrust, isp all that looks right, realplume looks right
<pap1723> lamont, are you using Soviet Engines or RealEngines?
<lamont> pretty certain that SovietEnginePack
<lamont> not raidernick, although i have both loaded
<pap1723> Are you on 1.2.2 or 1.1.3?
<lamont> 1,2,2
<lamont> okay deinstalled RN_*
<lamont> that works fine for me
<lamont> one last test that it breaks when i actually remove SovietEnginePack
<lamont> yeah now it gets pissed off and wont load the craft because i removed it
<lamont> so i have no idea if it works with stock 1.2.x but it appears to work with 1.2.x and the RO engine configs
<pap1723> Good to know lamont I have added it to the spreadsheet I am making of working mods
<lamont> it definitely needs more playtest because i wouldn’t certify it problem-free but AFAIK if the models are fine any issues could be addressed in the MM patches in RO
<Olympic1> ah, I found one error. It can't load the RD180 because there is a typo in the MODEL node
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<Olympic1> it searches for the RD0180 but the folder is called RD180
<Olympic1> everything else is fine
<lamont> that actually sounds vaguely familiar to me from my 1.1.3 playthrough
<Olympic1> that is the 1.1.3 release, so very likely
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<Sarbian> Sigma88: <3
<Sigma88> :)
<lamont> ./RD180/part.cfg:model = Sovietengines/RD0180/model
<lamont> yeah that never would have worked
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<Olympic1> I can update the pack, but I know nothing about these engines. I just played with RO
<github> [RealismOverhaul] PhineasFreak opened pull request #1617: VSR RD-100 engine updates (master...RO-VSR-RD-100-Engine) https://git.io/v9WMO
<github> [RealismOverhaul] PhineasFreak opened pull request #1618: RD-103/M global engine config removal (master...RO-RD-103-global-config-remove) https://git.io/v9WMg
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<lamont> I suspect that can be fixed in RO via the MM patch
<github> [RealismOverhaul] PhineasFreak opened pull request #1619: RD-100 engine variants costing (master...RO-RD-100-configs-costing) https://git.io/v9WDv
<Olympic1> yes, but updating the compatibility will make it possible to install it without RO and then it will still have the issue
<lamont> yep
<lamont> is the license free-ish?
<Olympic1> MIT
<lamont> looks like there was already a 0.1.1 fork
<Olympic1> oh, where
<lamont> oic that’s not the engines though that’s everything else
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<acc> work done. time for nomz and rockez \o/
<pap1723> Is there ever a reason not to include the engines into the Global Engine Configs?
<acc> oh, real chute and custom barn kit got updated
<pap1723> If I come across parts in my process that do not have a global engine config, would it make sense for me to create them?
<acc> stratochief: probably question for you. ^^
<Agathorn> global configs is definitely the preferred place
<Agathorn> theonly reason one might not be there is if it is a special snowflake
<acc> aww :>
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<github> [RealismOverhaul] SirKeplan pushed 7 new commits to master: https://git.io/v9WSr
<github> RealismOverhaul/master f49e5fa PhineasFreak: Preliminary RO support
<github> RealismOverhaul/master 6f1b468 PhineasFreak: Fix bugs. add RealPlume configs
<github> RealismOverhaul/master 9ddafac Phineas Freak: More bug fixing...
<lamont> so TestFlight 1.8.0.0 is up on CKAN but listed as KSP 1.1.3 even though its the version on the spreadsheet and its marked on the release as “KSP 1.2.2” so that needs some CKAN metadata fixing?
<Agathorn> yes
<Agathorn> well yes but not that simpl
<Agathorn> I forgot to update the python script that writes the AVC file
<Agathorn> someone is welcome to PR it or i'll get around ot it.. eventually
<lamont> i think NetKAN supports overwriting that and fixing it for the 1.8.0.0 release
<Agathorn> its literally just a few easy lines: https://github.com/KSP-RO/TestFlight/blob/master/makeMeta.py#L38
<Agathorn> it isn't handled by CKAN , TF handles its on metadata and it is created automatically when a release is done
<Agathorn> just need to fix the python file and do a new release
<lamont> yeah i’m pretty sure NetKAN can overwrite that as well, but PR incoming...
<Agathorn> i'm sure it can but I avoid those files on the CKAN side for a reason :D
<Agathorn> anyway I have to run for a dinner appointment
<lamont> are you still using ‘dev’? its 88 commits behind master but the PR template says to not PR to master
<taniwha> for anybody that cares: initial foray into using Unity's Canvas-based UI via script is a raging success: http://taniwha.org/~bill/screenshot4106.png
<github> [TestFlight] lamont-granquist opened pull request #158: bump KSP version to 1.2.2 (master...lcg/update-ksp-version) https://git.io/v9W9i
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<stratochief> taniwha: interesting
<xShadowx> i had a thought today
<xShadowx> when a rocket has 1 engine (or 2, but 1 burnt out) and thrust is imbalanced, spin stabilization is nice, but....
<xShadowx> if RPM of the spin is just right.....wouldnt physics frame timing cancel out effect of spin?
<xShadowx> ksp physics is 50 frame/sec......so spin would also need to be 50/sec to be at same position right?
<xShadowx> but then ksp max spin is 8/sec.....ok nvm ignore me :D
<taniwha> stratochief: so far, not overly tedious, even :)
<taniwha> sure, it took me most of yesterday to get those working, but that was figuring out how things worked
<taniwha> now that I know, the next time should be much easier
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