<stratochief>
cool! you've tested it on the RL10, J-2 I assume?
<rsparkyc>
J-2, not RL10
<rsparkyc>
it's easy to add configs though
<Pap>
o/ stratochief
<stratochief>
there are some engines that change ISP, possibly also fuel mix when they throttle down, IIRC. finding data on that now, that will be the tricky part
<stratochief>
my NK senses are tingling. must be time for me to go to sleep
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<Agathorn>
but you just got here
<rsparkyc>
yeah, this removes the throttle on the J-2, and has you set your emr ratio (or set it to closed loop mode)
<rsparkyc>
ISP and thrust changes as well
<rsparkyc>
I think the data that i used on the J-2 should me mostly right
<rsparkyc>
hopefully the readme will make sense
<stratochief>
rsparkyc: can closed loop mode be set by action group? that is the way I'd like to do it, ideally. same way I cut the centre engine on the S-I and S-II stages
<rsparkyc>
yes
<rsparkyc>
because when you're managing 5 engines, you'll need to do that :)
<rsparkyc>
you CAN have configs that are throttleable in the standard KSP sense, but i made the J-2 non-throttable (except my using EMR controller)
<rsparkyc>
and if course, if you don't have this mod, it will work as before
<stratochief>
all that seems entirely reasonable, and fairly ideal
<stratochief>
rsparkyc: ooo, very great use for that mod, some ion/electric propulsion systems use that sort of idea. where the power draw determines what they set the electrostatic grid to, therefore tuning power draw/ISP
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<stratochief>
so if desired, the ISP of an ion drive could be tuned to match the power output of the solar panels
<Pap>
That would be nice, instead of the burn, run out of power, burn, run out of power of how Ions are for me now (that being said, never used them in RO)
<rsparkyc>
that's open and closed mode in flight
<Agathorn>
EMR stands for Engine Mixture Ratio?
<stratochief>
Pap: yeah, exactly. and on the flip side, if being stingy with propellant is preferred, the EMR mode could be left off, and the old burn-outajuice etc. cycle could be used
<rsparkyc>
totally didn't mean to push that to master...
<rsparkyc>
s/master/origin
<Qboid>
rsparkyc meant to say: totally didn't mean to push that to origin...
<rsparkyc>
i'm getting tired :)
<github>
[RealismOverhaul] rsparkyc deleted J2EMR at 93dd7f8: https://git.io/vHGWu
<github>
[RealismOverhaul] rsparkyc opened pull request #1645: J-2 EMRController support (master...J2EMR) https://git.io/vHGWi
<rsparkyc>
ok, off to bed for me
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NathanKell|AWAY is now known as NathanKell
<NathanKell>
o/
<Qboid>
NathanKell: stratochief left a message for you in #RO [25.05.2017 17:23:25]: "any chance you could test RO#1567 ? I have no skill or interest in planes. Some would say I have anti-skill"
<NathanKell>
#1567
<Pap>
o/ NathanKell
<NathanKell>
!tell stratochief* done, LGTM.
<Qboid>
NathanKell: I'll redirect this as soon as they are around.
<NathanKell>
!tell stratoc* well, looks. Haven't fired up KSP but my mental parser says 'cool'
<Qboid>
NathanKell: I'll redirect this as soon as they are around.
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<ferram4>
NathanKell, RO for KSP 1.3 when?!
<NathanKell>
When FAR, that when
<NathanKell>
:]
<NathanKell>
Rather annoyed since we were about to release
<NathanKell>
I guess we should anyway tho
<NathanKell>
it'll probably be some time before everything's on 1.3
<ferram4>
I suspect FAR can be put together rather quick. I don't think anything I touch got changed.
<ferram4>
I'm just waiting on MM and MFI.
<NathanKell>
ah, awesome!
<NathanKell>
I don't think there's anything holding MFT really, but I don't know for sure
<NathanKell>
JPLRepo did some work on PQS tho so I might need to touch up RSS slightly
<NathanKell>
wait nm
<NathanKell>
it's all Kopernicus now
<NathanKell>
BWHAHAHA Thomas's problem :D
<NathanKell>
maaaaaaaan I'm out of practice
<Pap>
NathanKell: I would like to update the Texture locations for RSS for the new release version
<NathanKell>
ok!
<ferram4>
Also, wonderful news, it sounds like something changed in KSP 1.3 to make some mods introduce crashes.
<ferram4>
At least, people are reporting that for MJ. Probably something related to the worker threads, but worst-case, everything broke.
<NathanKell>
:(
<xShadowx>
o/
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<taniwha>
seems EL crashes
<JPLRepo>
NathanKell: yeah maybe... be interested to see how that looks. <Crosses fingers> "shouldn't" have changed it though.
<NathanKell>
yeah. KCT, now, that it might mess with? Depends how KCT spawns
<xShadowx>
o.O what changed?
<NathanKell>
but I may be confused, so nm
<JPLRepo>
Depends how deep into PQS it goes. PQSMods didn't change.
<NathanKell>
Ah, then Kopernicus should be fine, it just mayn't bind to any new ones if there are any
<JPLRepo>
there were a couple of changes to CB class. around names. that probably need a tweak in Kop. But I wouldn't expect much more than that.
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<NathanKell>
yeah, and if anyone cares about bodyloader it too
* xShadowx
first thought when hearing 'bodyloader' was some contraption made to load dead kerbals into a vehicle for recover
<xShadowx>
........we need a graveyard mod to spawn graves by ksc for the dead !
<Qboid>
acc: blowfish left a message for you in #RO [25.05.2017 04:28:01]: "It looks like you reverted my change to the diamter increment on SSTU from 0.1 to 0.5m in this commit. Was that deliberate?"
<Qboid>
stratochief: NathanKell left a message for you in #RO [26.05.2017 04:32:19]: "done, LGTM."
<Qboid>
stratochief: NathanKell left a message for you in #RO [26.05.2017 04:32:40]: "well, looks. Haven't fired up KSP but my mental parser says 'cool'"
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<stratochief>
rsparkyc: awesome that you were able to use that diff for ProcederalFairings
<rsparkyc>
\o yeah, hopefully it works well
<rsparkyc>
put an message in the forums about it, so maybe e-dog will merge it
<stratochief>
I forget, have we added the infernal robotics parts to RP-0 yet, or no? I was thinking, we could perhaps place those in the tech tree around when someone can throw a probe beyond LEO?
<stratochief>
that would allow people to make more pretty probes, etc. around the time of Venera and all the other pretty probes
<rsparkyc>
that seems fair
<stratochief>
the real challenge will be confirming that the masses are reasonably low, and that tweakscale isn't tragically broken on them; since that is one of the very few uses for tweakscale I sanction
<rsparkyc>
is that what scales them? I figured they had their own scaling
<rsparkyc>
i've used them in RO before, pretty sure without issue
<stratochief>
I thought they used tweakscale for scaling, but i could be wrong. it has been a long time since I tried them
* xShadowx
will never use tweakscale again :P
<stratochief>
xShadowx and I may never use RT again, but I respect that others want to. same with IR and tweakscale
<xShadowx>
stratochief: your issue is playability, i respect that jjst fine :D
<stratochief>
mmm, so KCT still has no release for 1.2.2? that would probably be a big annoyance, holding back an RP-0 release. although technically you can play RP-0 without KCT, I suppose
<xShadowx>
someone should really remake TS in a not so horric way :|
<xShadowx>
horrific*
<Agathorn>
!tell NathanKell btw saw you trying to use #blah last night.. the RO repo isn't default anymore so you have to prefix that, IE RO#42..just an FYI
<Qboid>
Agathorn: I'll redirect this as soon as they are around.
<xShadowx>
and magico13 talking about compiling 1.3 so.....
* xShadowx
scratches head
* xShadowx
pokes forum more
<stratochief>
yep. couldn't state a number without it pulling up an RO Issue or PR. Particularly annoying when someone would mention an issue from a different repo, it would pull up the matching number'd RO thing
<Pap>
xShadowx: if we asked Magico to release a 1.2.2 versino, wouldn't he? Since it seems to be done already...
<Agathorn>
there is a dev version
<Agathorn>
and it seems to work
<Agathorn>
but its his call obviously.. i'm sure he will when he is ready
<rsparkyc>
there's also a pre-release github tag
<stratochief>
rsparkyc: I have to assume that the RS-25 also used EMR, just thought it was worth mentioning
<rsparkyc>
but no binary zip there
<Pap>
Right, but won't he completely skip 1.2.2 now that 1.3 is out, unless someone asks him?
<rsparkyc>
stratochief: you may be right, i'm not sure about that
<stratochief>
Pap: feel free to ask him, wearing your RO hat :)
<Pap>
ok, i will
<Agathorn>
rsparkyc: pre-release is the same thing as a dev/beta build
* xShadowx
quietly hands Pap cookies for bribery purposes
<Agathorn>
Pap: I doubt he would skip 1.2
<stratochief>
rsparkyc: RO#1645 looks good to me. May I merge it, or is there anything else you might want to touch in it?
<stratochief>
I don't imagine anybody wants to work on some proper release notes? I'll probably borrow the partial ones RN made recently in a draft, and say "and much more" as it stands
<stratochief>
rsparkyc: really? strange. I figured, since they were dragging a huge hydrolox tank all the way to nearly orbit, they would want to get as much dV out as possible
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<rsparkyc>
yeah, i guess what's their nearly orbital, they drop the tank anyway
<rsparkyc>
s/what's/once
<Qboid>
rsparkyc meant to say: yeah, i guess once their nearly orbital, they drop the tank anyway
<rsparkyc>
and they're, not their
<rsparkyc>
can't type today
<Pap>
Forum message has been sent
<rsparkyc>
so since they're dumping fuel as it is, i guess they're not too worried about running out at the same time
<Theysen>
hello o/
<github>
[RealismOverhaul] stratochief66 pushed 10 new commits to master: https://git.io/vHZGl
<rsparkyc>
might want to mention EMR Controller support?
<rsparkyc>
and could you add me to the Thanks?
<stratochief>
rsparkyc: thanks. that is why I share the notes and ask. :)
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<stratochief>
rsparkyc: I couldn't find a KSP forum page for your mod
<rsparkyc>
neither can I
<stratochief>
not that I need one, I just want to spell/capitalize the mod name properly
<stratochief>
:P
<rsparkyc>
EMRController
<rsparkyc>
i'll need to make one
<rsparkyc>
worst name ever, but whatever
<Pap>
Do you rsparkyc, or does it only apply to RO?
<rsparkyc>
it works stock
<Pap>
ah, ok nice
<rsparkyc>
just need to make configs
<Pap>
I was just thinking about this today...I don't know if I can ever go back and play stock
<rsparkyc>
it works best with realfuels
<rsparkyc>
haha, i know what you mean
<Pap>
I can barely watch streamers that I used to enjoy playing stock because the rockets were so ridiculous or so small
<stratochief>
in stock, that could be made to allow the stock nuclear engine consume whatever blend of oxidizer and fuel you have, which would be handy
<stratochief>
plenty of streamers have moved over to other planet mods, which include larger and more challenging planets and moons
<rsparkyc>
well, it only uses propellents that are configured already for the engines
<rsparkyc>
in the case of the NERV, it would totally break
<rsparkyc>
it would detect the fuel as oxidizer, and not see any fuels
<rsparkyc>
and would get very confused
<stratochief>
rsparkyc: lol. fair enough. so a config for the stock engine would need to modify it to consume OX as well, in some manne
<SirKeplan>
ooh, rsparkyc your plugin would be great for the LANTR
<stratochief>
*manner
<SirKeplan>
nut it might need adaptation to work with that
<SirKeplan>
but*
<stratochief>
alright, I'm going to do my German lesson, then come back to see if any further complaints/issues have been raised about RO v11.5.0 . otherwise, I'll do a release
<rsparkyc>
sweet
<Pap>
<--- searches vigorously for complaints
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<rsparkyc>
Viel Glück
<Pap>
Sounts good stratochief
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<rsparkyc>
SirKeplan, looking at thrust/isp info here:
<rsparkyc>
and adjusts isp/thrust literally between those points
<rsparkyc>
not that it couldn't be updated
<rsparkyc>
and i'm sure somewhere i would get either infinity or a division by 0 when i try to do an EMR of 0:1
<CobaltWolf>
o/
<rsparkyc>
\o
<SirKeplan>
workaround might be to have 2 engine configs, one with the EMRController (down to 0.001 ratio or something), and one without for the 0:1 ratio
<CobaltWolf>
o3o
<SirKeplan>
if it can work that way, just about to actually test/try your mod :P
<rsparkyc>
awesome, feel free to make bug tickets for stuff you find
<rsparkyc>
and/or PRs :)
<SirKeplan>
yep :)
<rsparkyc>
one thing i'd like to add is "idle mode"
<egg|zzz|egg>
could you, like, report issues? so at least I can check if they're my fault
<rsparkyc>
i figured it was a procedurals issue
<stratochief>
egg|zzz|egg: is Principia available through CKAN? otherwise, Suggested/Recommend/etc doesn't mean a ton. also, I haven't personally tried out Principia in RSS yet, I'm still trying to get my footing in stock with it
<CobaltWolf>
stratochief: Yeah well it has a placeholder shader in a rendering engine (Maya Hardware Viewport 2.0) that makes everything look bad and dull. It'll get better. And it will have Windowshine or maybe texture replacer configs to make it reflective
<egg|zzz|egg>
rsparkyc: that has nothing to do with me, it's just somebody saying "I have principia also I have this bug" and blaming me
<stratochief>
CobaltWolf: leave it to 60's America to send something as chromed as a hubcap to lunar orbit :)
<egg|zzz|egg>
it's hardly a new bug either >_>
<rsparkyc>
never said i was blaming you
<rsparkyc>
but i've limited it to the least number of mods that has that issue
<rsparkyc>
take any other mod away, and the problem goes away
<Starwaster>
the only thing that I can think of that would do it rsparkyc is an exception happening that prevents code from executing somewhere that's responsible for transform scaling
<stratochief>
rsparkyc: you're a more skilled player than me, and I know you've played with Principia. have you attempted/succeeded at a planetary flyby?
<Starwaster>
but I still havent found anything in your logs to explain it
<egg|zzz|egg>
rsparkyc: that's not a new bug, and I had it before principia was a thing
<egg|zzz|egg>
procedural parts gets screwed up sometimes :-p
<stratochief>
ahh, could be a Linux thing then? I assume egg works on Linux, when he boots KSP
<egg|zzz|egg>
stratochief: I don't
<rsparkyc>
could also me a mac thing, i was hoping to get other people to validate that it's an issue
<stratochief>
you don't boot KSP, or you don't Linux? :P
<egg|zzz|egg>
it is an issue
<egg|zzz|egg>
just an ooold one
<egg|zzz|egg>
and not a principia-dependent one
<Starwaster>
how much of an issue, egg? How often do you see it happen?
<egg|zzz|egg>
Starwaster: it's been probably more than a year since I've played RO/ProceduralThings/whatever, so I can't really tell you much that's useful
<egg|zzz|egg>
but I've seen screwed-up nozzles alright
<egg|zzz|egg>
stratochief: I have no way of playing KSP on linux, just an Ubuntu virtual machine that I use to build principia, command-line only :-p
<stratochief>
egg|zzz|egg: you always seem like the person that hipsters are trying to portray. "Oh yeah, computers, I've heard of them. I write code for them, but only in commandline Ubuntu in a virtual machine, on hardware I must churn butter with to operate" :P
<Pap>
^ this is awesome
<Pap>
stratochief: there is an issue with the SSTU Modular Heat Shield, it doesn't work at all right now, have any time to peak at it?
<egg|zzz|egg>
stratochief: hmm, I haven't tried to churn butter with my computer
<stratochief>
Pap: nope, sorry. I put in my N years of service on SSTU :P
<stratochief>
maybe... later
<Pap>
no problem
<Pap>
ok, here is a question for all, and maybe you all know the issue and how to fix it...
<stratochief>
Pap: is there code for the SSTU heatshield at present in RO? if you link me to it, I can compare it to what we have for the apollo parts
<Pap>
The Modular Heat shield is creating a model for the heatshield that is correctly scaling with the size adjustments, but it has a fairing that is attached to it and an additional model of the modular heat shield is there at about 10m in size
<Pap>
I have seen in other configs taht sometimes you delete the models, but don't know why it is done. Would this be one of the times where that should happen?
<stratochief>
an additional model? yeah, maybe that should be deleted, dunno, sorry.
<stratochief>
what qualifies as "doesn't work at all right now"? like, doesn't ablate, heats like a structural part? or what?
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<github>
[RealismOverhaul] stratochief66 tagged v11.5.0 at master: https://git.io/vHZRF
<stratochief>
Olympic1 (or anyone) is there something we'd need to do to update the CKAN metadata to recognize that, or should it automatically work out in the next few hours?
<xShadowx>
i go buy lunch, and theres this guy talkin "problem with the human race is we're too dependent on technology, and it makes people depressed. everyone would be a lot happier if we didn't have computers" o.O
<xShadowx>
i wouldnt have RO then :(
<acc>
Pap: nope, havn't used that heatshield yet
<Pap>
stratochief: I will show you images, I am obviously having trouble explaining it
<Olympic1>
stratochief: It will update it automatically in 2h
<stratochief>
!tell NathanKel* you should try out Principia in RSS, get yourself a planetary flyby. If you can do it, make Principia a Recommended mod :P
<Qboid>
stratochief: I'll redirect this as soon as they are around.
<stratochief>
Olympic1: thanks for the confirmation :)
<travis-ci>
Build #4892 - v11.5.0 - passed
<travis-ci>
Merge pull request #1567 from AnticlockwisePropeller/master
<rsparkyc>
stratochief: i may try a principia flyby tonight
<stratochief>
I mean, it just may require a smarter user than me, or a tutorial/walkthough accessable to other poor thinkers. Using MechJeb or something else to identify when it is Hohmann time seems obvious now, but I didn't think of it through ~2 long attempts to get a flyby a few weekends ago
<rsparkyc>
i wonder if you can still use tools like transfer window planner to get a close idea of what to do
<stratochief>
rsparkyc: yeah, exactly. I just hadn't thought of that. egg suggested that would probably be wise, and would work
<rsparkyc>
Starwaster: not that EMRController is done, i may play with adding some logging in ProceduralSRB and see if i can't figure out whats up with the nozzle placement
<rsparkyc>
i'll let you know if i find anything
<rsparkyc>
*now, not not
<stratochief>
Pap: strange; so the big 10m one is present at all times? looks like the procparts procedural one
<Pap>
yes, I don't understand it either because there is very little done to the SSTU config on RO's end
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<Pap>
sure, let me get it
<Starwaster>
ok
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<Pap>
alright, there it is! It is pulling the model from the VenStockRevamp it is a naming issue
<stratochief>
nice. you figured that out from the configcache?
<Pap>
yes, I wouldn't have known to look there
<stratochief>
the configcache is great, once you have a general understanding of how it is put together by MM patches. it lets you see how the game ends up seeing all the config stuff attached to a part
<Pap>
so the SSTU model is using this...model = Squad/Parts/Aero/HeatShield/HeatShield3
<Pap>
with Ven's installed it is pullign from there, let me try without Ven's and see if it works
<stratochief>
might need an IF Ven's, THEN !MODEL type solution
<Pap>
It is crazy how deep the rabbit hole of RO really is
<stratochief>
the bottom of the hole is soft, and eventually somebody new starts digging :)
<stratochief>
Pap: so, the challenge now is to add a Ven's dependant element of the RO config for that part, that removes the Ven's model?
<Pap>
it might be as simple as putting in AFTER[VenStockRevamp] in there, I will try some test later
<stratochief>
Pap: excellent :)
<NathanKell|AFK>
stratochief: congrats!
<Qboid>
NathanKell|AFK: stratochief left a message for you in #RO [26.05.2017 17:17:36]: "you should try out Principia in RSS, get yourself a planetary flyby. If you can do it, make Principia a Recommended mod :P"
<NathanKell|AFK>
kk
<NathanKell|AFK>
ok, heading out again
<xShadowx>
a whole 33 second visit <3
<stratochief>
alright, time to start a new Civilization VI game, BRB in 2 weeks :P
* xShadowx
takes away stratochief civ6 game
<Pap>
stratochief: how are the mods for Civ6? I haven't played it since release week
<stratochief>
Pap: I've never really played. I don't play very many games with mods, believe it or no
<xShadowx>
boring, RO is funner :3
<Pap>
lol
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<stratochief>
RO feels too much like work, afte spending most of my freetime in this past week reviewing/testing PRs
<xShadowx>
stratochief: do civ5 and id join ya :|
<xShadowx>
nobody plays civ5 anymore :( lol
<stratochief>
I also pretty much never play any games with humans. single player, all the way.
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<xShadowx>
me mostly too, civ5 is prolly the only exception just b/c the ai sucks and funner to kill someone ;p
<xShadowx>
you just dont get the same satisfaction when a nuke drops....if there isnt a person on the receiving end of it
<Pap>
I watched a review on Steel Division Normandy 44, I will have to get that one soon as well
<Pap>
xShadowx: very true
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<CobaltWolf>
I played a ton of Wargame: Red Dragon. SDN44 looks great
<CobaltWolf>
The better focus on infantry and stuff is awesome, since they're sorta abstracted in Wargame.
<Theysen>
stratochief, WOOP WOOP
<Pap>
He's the man Theysen!
<stratochief>
Theysen: feel free to update the RO OP, at your leisure
<Theysen>
did it
<Theysen>
contributors are from GitHub right? So sorry if that's not inline with forum usernames
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<stratochief>
Theysen: correct, contributors is Github. no worry, no need to square them with forum names
<Theysen>
Although AntClockWisePropeller is a good one
<egg|zzz|egg>
NathanKell|AFK: you eggsist!
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* egg|zzz|egg
gives a nonconstructive proof of eggsistence of NathanKell|AFK
<Starwaster>
what... are the criteria for eggsistence?
<Agathorn>
I don't have civ6 yet, so I still play 5
<Agathorn>
and honestly what i've seen of civ6 doesn't have me in a rush to updat
<xShadowx>
same
<xShadowx>
everything i saw looked like it was dumbed down for console
<Agathorn>
arguably so was 5, but I really like some of the new features in 5 such as no more doojmstacks because I hate doomstacks with a vengenance
<Agathorn>
vengeance*
<xShadowx>
we could all start a civ5 game :D see who wins
<Agathorn>
I don't even have it installed
<Agathorn>
and haven't played it in ages
<xShadowx>
thats why steam is so lovely
<xShadowx>
nor have i lol
<blowfish>
!tell acc nothing broke, but now the increments are inconsistent with the other SSTU parts and it takes a lot of clicks to get a reasonable diameter change
<Qboid>
blowfish: I'll redirect this as soon as they are around.
<acc>
blowfish: I think I did that so it can match some tank mounts with some special diameters
<Qboid>
acc: blowfish left a message for you in #RO [26.05.2017 18:24:01]: "nothing broke, but now the increments are inconsistent with the other SSTU parts and it takes a lot of clicks to get a reasonable diameter change"
<blowfish>
acc: all the other parts still have .5m as the increment though
<blowfish>
part of the problem is that SSTU sets the major increment to 2x the minor increment
<blowfish>
so if you set the minor increment to 0.1m, you can only change the diameter by 0.2m at a time
<acc>
oh, maybe I got something wrong there. I'll check and fix it :)
<Pap>
If I am going interplanetary to orbit, do I want to try to arrive there in "front" of the planet so that the planet steals some of my orbital velocity? Or does it not matter?
<Starwaster>
Am I an evil person for liking Comic Sans? Am I a bad person?
<Theysen>
Pap, arriving prograde in direction of rotation reduces your needed breaking delta v since the rotation speed is already added
<Pap>
ah, so I actually want to arrive prograde, I would have thought the opposite, that is why I ask things, thank you
<blowfish>
acc: you may be right though that it limits the smallest increment you can change though
<Theysen>
didn't you log many hours in stock, Pap? :P :P
<Pap>
yes Theysen, but none of that really ever mattered in stock
<acc>
blowfish: yeah, if I remeber right I had problems to make it match with the soyuz LV tank mount
<stratochief>
blowfish: acc: maybe set the major increment to 0.5 or 1.0m ?
<acc>
it is a odd number, because of the odd diameter of the engines
<blowfish>
the way SSTU is set up you can only change the minor increment
<Pap>
But, you can still use the slider to fine tune the SSTU sizes, that is what I always do
<blowfish>
and the major is automatically 2x that
<Theysen>
if nothing works out and we need super fine diameter change: hit Shadowmage up, he was willing to code for RO issues
<blowfish>
I think the slider goes by 1/8ths
<stratochief>
Pap: personally, I just want to encounter a planet on the sunlit side, or the side where I still have line of sight to Earth
<Theysen>
also: acc did you lift the 10m maximum limit=
<acc>
Theysen: huh?
<Theysen>
stratochief, youre a Remote Tech head now?
<Pap>
that makes sense stratochief I know that NK talkeda bout that in his Tutorial series as well
<Theysen>
acc, last time max tank diameter was 10 in a sandbox save
<acc>
oh, ok
<Pap>
yes, maximum limit for SSTU is 50m now
<acc>
ah, great
<Theysen>
good stuff
<acc>
should be fine with the latest patches, I think
<acc>
Pap: or did you fix that afterwards? don't wanna steal your credits :D
<stratochief>
Theysen: no, I'm cognizant of realism though :P
<Starwaster>
rsparkyc uhm the .in file is supposed to be processed by some script or other if you use VIsual Studios. I don't think Xamarin knows what to do with that
<rsparkyc>
i have visual studio, but maybe i don't have the script to process it
<xShadowx>
i mean both work, but its index vs name heh
<HypergolicSkunk>
do you think it's possible to only take the runway-fixes from 1.3 and somehow move them into a 1.2.2 install? :)
<Pap>
^ this guy is asking the important questions
<xShadowx>
a mod prolly could, but no idea how hard, havent seen how its done
<leudaimon>
HypergolicSkunk, I would bet that's not possible...
<HypergolicSkunk>
leudaimon: I assume the same, but you never know
<leudaimon>
btw, what do you guys intend to do with RP-0? There are some big overhauls currently being finished... is a 1.2.2 release in the plans? with the new contracts and tech tree?
<Pap>
leudaimon: definitely not with the tech tree the way it is now
<leudaimon>
Pap, given it's in the same PR as the new contracts, I was wondering what would come of it
<Pap>
Ah, didn't realize those had combined
<Pap>
I will uncombine them and make sure the contracts are alone, I am guessing they will be included in 1.2.2, but not the Tech Tree as I am completely remaking it after some conversatiosn with NathanKell|AFK and others
<Theysen>
just wait for all mods to update, 1.3 *should* be quicker
<leudaimon>
yeah, I saw part of it somewhere... the division of engines into more branches looks like a good move
<leudaimon>
RP-0 has sooo many dependencies tough
<leudaimon>
Pap: do you have an image of the current design available? just out of curiosity
<Pap>
The one that is implemented now, or the newer one I will be changing over to?
<leudaimon>
the new one
<leudaimon>
the implemented hasn't changed, has it?
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<Pap>
I don't have anything for the newer one yet, that is in my head still
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<acc>
Agathorn: when I set a vessel to debrie the text in the TF window starts flickering
<Agathorn>
probably shouldn't do that then
<Agathorn>
:D
<acc>
yeah. no big deal :D
<Agathorn>
you set it to debris during flight?
<acc>
yep
<Agathorn>
seems like an odd thing to do
<acc>
I do that with stages after deorbit burn
<Agathorn>
but yeah its probably wigging out because it isn't supposed to track debris
<acc>
so I can filter it out in map view
<Agathorn>
so it you set it on a dropped stage?
<Agathorn>
so it isn't the active vessel
<acc>
yep
<acc>
no
<Agathorn>
huh
<acc>
I switch to the stage
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<Agathorn>
oh it might be the swiching
<Agathorn>
switching vessels in flight has always givin TF a bit of a fit
<acc>
but I only get it when I set it to debrie
<Agathorn>
hmm
<acc>
chaning back to another type makes it stop flickering
<acc>
must be something explicite with type debrie
<Agathorn>
is it NREing?
<acc>
leme look
<acc>
doesn't look like
<Agathorn>
odd
<Agathorn>
I think I do check for debris though
<Agathorn>
if the active vessel is debris it filters out
<Agathorn>
it almost sounds like the debris status is flip flopping
<acc>
yeah
<Agathorn>
when you switch back from the booster to the main vessel does it work again?
<acc>
yeah, it stops flickering
<acc>
only when the debries vessel is focused
<acc>
(actvie)
<acc>
active
<Agathorn>
not sure why it flickers..it shuld just say its not tracking anything
<Agathorn>
but it is coded to exclude debris
<acc>
it's your code, so whatever you say :D
<acc>
but it's not gamebraking, so all fine
<acc>
damn undepowered sats and their long burn times :O
<acc>
I don't trust physics timewarp
<acc>
warp is the timedimension of the kraken
<Agathorn>
true
<acc>
btw how's you game progressing?
<acc>
I've seen that short dev videos on yt :)
<github>
[RealismOverhaul] AnticlockwisePropeller opened pull request #1646: BDB Global Patches (master...BDB_Global_Config) https://git.io/vHZxf
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<Agathorn>
going good.. I got the basics of the hardware serializwtion system working yesterday
<Agathorn>
so now I can have JSON defined hardware components, with arbitrary properties, that are loaded at runtime
<Agathorn>
working on the UI to display and work with those arbitrary properties now
<Agathorn>
also working on a proper website but that isn't going quite as well :p
<acc>
nice
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<acc>
and what's the problem with the site?
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<Agathorn>
acc: With the website its just design crap.. I wanted to take the easy out and do a cms/blog with WordPress but can't decided on a theme to use.. they all tend to look alike these days and nothing feels right to me
<CobaltWolf>
they're all super heavy parallax scrolling things
<acc>
yeah, can't stand that usual themes either
<Agathorn>
the lighter scrollers aren't oo bad but yeah
<Agathorn>
just haven't found one that I like yet
<acc>
do simply html files until you need functionality
<Agathorn>
was trying to avoid the workd of building my own website