<leudaimon> ok, so I think I have a working reentry vehicle
<leudaimon> It's serious overkill though
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<stratochief> leudaimon: tends to be, yeah. although with a tiny avionics unit and procedural heatshield, you might be able to make it itty bitty
<Bornholio> My new career first RV goes up in 2 minutes. Named exploder I. Likely result.
<leudaimon> stratochief, problem is I don't have a heatshield yet >.>
<soundnfury> Bornholio: I may have also used that name a few times in the past ;)
<stratochief> I still have trouble believing that Thor-Agena or Atlas-Agena launched super-powered Earthgazing telescopes into orbit. then, it took pictures onto fucking film which was realed into a seperate canister, which seperated from the telescope and returned to Earth in a tiny bucket RV, then caught by the chutes lines by a fucking plane
<stratochief> but then again, about once a month I get the head spinnies, remembering that trump is president of america.
<soundnfury> leudaimon: oh, you're another of these people doing reentry without shields, same as kathannell
<soundnfury> (freaks, both of you)
<leudaimon> lol
<soundnfury> just you wait, I've got a game plan that'll blow your minds (if Agathorn doesn't blow up mine)
<Bornholio> can i make a polar orbit with 10.16kdV from the cape?
<leudaimon> I'm using my moon orbiter modified... the TLI and lunar insertion stage will work as a boostback for the original lunar impactor probe with parachutes
<Bornholio> Lunar impactors must have parachutes....
<soundnfury> Bornholio: depends. What's your TWR like?
<leudaimon> nope Bornholio, I added them for the reentry module... removed the kick motor that reduced periselene, and put the parachute
<Bornholio> twr 1.38 for 4k, 0.5 for 6k
<soundnfury> If you're doing a modern hydrolox-starting-at-0.4TWR, then that might be cutting it tight
<soundnfury> I reckon polar from the cape is about 4-500m/s more than eastward with the same LV
<Bornholio> xlr-81 vacuum's for upper, hope to circ on rcs if possible
<soundnfury> wait, how does your agena manage to start at 0.5? Are you running way past burn time?
<soundnfury> (a full 4-minute Agena B starts at like 0.8 or something iirc)
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<Bornholio> two burning for 3min
<Rokker> stratochief: didja hear the news
<stratochief> 7/11 was a part-time job?
<Rokker> stratochief: did you hear who is lauching the next X-37B mission this august
<xShadowx> soviets really are the better at space?
<soundnfury> Bornholio: then that really should be about 1.0twr unless you've got a waaay heavy payload on top. Are you maybe looking at SLT / atmospheric TWR?
<Pap> I still have a chance in RtS?
<stratochief> von braun?
<Rokker> BasedX
<Rokker> SpX
<Pap> Mine was the least likely of alll the theories posted
<stratochief> Rokker: so, eventually 2 of 3 'stages' of that launch will be recovered/reused?
<Bornholio> oh lord yes... 1.37
<Rokker> stratochief: ye
* waerloga finally breaks down and starts up rp0 1.2.2 install
<soundnfury> Pap: yeah, you're even deader than me :/
<Bornholio> or it blows up the launchpad...
<soundnfury> Bornholio: right, then you're probably more like 9.2, 9.3 eastward (I'm assuming that first stage is kerolox or storable, so mass goes down faster than a higher-Isp vehicle)
<soundnfury> which makes for maybe 9.8 to polar, so you'll be fine with 10.16
<Bornholio> good, assuming i can find the kraken bait my competition put in it...
<Rokker> stratochief: i hope they retire one of the X-37Bs soon
<stratochief> Rokker: is SpaceX intending to use re-used stages for just the boosters of FH, or for all 3? or is that not officially known yet?
<stratochief> Rokker: so that you can has one in your neighbourhood?
<Rokker> stratochief: boosters are gonna be reused
<Rokker> stratochief: hold on
<Rokker> stratochief: the thaicom and crs-9 cores will be the first FH side boosters
<stratochief> with a steady supply of re-used boosters coming back, they could throw a lot of FH's next year, and/or the year after that. cool to think
<soundnfury> stratochief: AIUI the centre core is sufficiently different that they're making a new one, rather than trying to convert a used one
<soundnfury> it has to be strengthened to take the extra loads
<Bornholio> Sometimes i get parts that act as quantum anchors. Mostly seems to be fuel tanks. Any feedback on how to fix that or what may cause it?
<stratochief> Bornholio: remove tweakscale?
<stratochief> soundnfury: interesting. also, I assume you mean All I Understand Is ?
<soundnfury> stratochief: As I Understand It
<Bornholio> tweakscale .sad
<xShadowx> Agathorn: TF engine failing (or any failure, based on severity) should add fear/panic expressions to kerbals
<stratochief> if too much G force can make you crap your pants and pass out, why not rocket failure related fear? :P
<Rokker> Pap: i just found old footage of some of the initial tested of napalm bombs i think
<Rokker> Pap: they just filled up some 50 gallon drums with napalm and screwed wood plans on the back to act as fins
<Rokker> and dropped it out of a B-29
<Rokker> eh not planks, whats the word
<Rokker> plywood i guess?
<xShadowx> drums dont come as 50 gallon :P
<Rokker> 55 gallon*
<Rokker> or whatever
<xShadowx> wonder why 55 was chosen
<xShadowx> seems at odd choice
<Rokker> xShadowx: on hand
<Rokker> easy to handle
<xShadowx> no not why used there
<xShadowx> why drums are 55 in first place
<Rokker> xShadowx: probably the brits fault
<xShadowx> prolly leads to some metric reason :P
<Agathorn> xShadowx: 200 liters
<Agathorn> but also not all drums are 55 gallons :)
<xShadowx> !wa 55 gallons to litres
<Qboid> xShadowx: convert 55 gallons to liters: 208.2 L (liters)
<xShadowx> not 200 :|
<xShadowx> !wa 200 litres to gallons
<Qboid> xShadowx: convert 200 L (liters) to gallons: 52.83 gallons
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<Agathorn> its 200 luiters
<Agathorn> liters*
<Agathorn> don't worry about the lossty conversiopn
<waerloga> typing today double plus good :P
<Agathorn> a drum is often actually filled to more than 55 galons :)
<Agathorn> Just the names they got stuck with though
<xShadowx> The litre (British spelling) or liter (American spelling)
<Bornholio> 50 gallon drum liner barrels do exist, 44gallon to the brits
<xShadowx> fuckin brits :P
<Agathorn> the "Drum" is a standard size in physical dimensions
<Agathorn> but the amount of fluid put into them often varies
<Rokker> xShadowx: its not usually filled up to 208 L
<Rokker> they usually stop at 200
<Agathorn> so they just became commonly known as 200 liters / 55 galons
<Agathorn> or some weirdo british gallon
<Agathorn> don't recall what it is.. like 42 or something
<Agathorn> because brits :)
<Agathorn> Can't uise Imperial OR Metric
<Rokker> i blame the brits for everything wrong in the world
<Agathorn> :D
<Rokker> figure out ur damn measurement system
<Rokker> Agathorn: 46 iirc
<Agathorn> Eh its England..they just make up whatever works for them at the time
<Bornholio> Metric is the legal measurement system in the US as of the '70's
<Agathorn> if you ever want a good laugh read up on all the insane units of measurement they have had over the centuries
<Rokker> speaking of napalm
<Rokker> Bornholio: and?
<Rokker> its not really
<Rokker> we made a commitment to use it
<Rokker> and then gave up caring
<Agathorn> Bornholio: not entirely true
<Rokker> and then the canadians crashed a plane because of the metric system
<Agathorn> the Bureou of standards in the late 60s said they would start using it
<Rokker> go canada
<Agathorn> but it never became law and everyone just ignored them :)
<Bornholio> All imperial version of measures are defined in metric by law
<Rokker> Bornholio: and?
<Rokker> if this is the kind of info ur gonna come at me with, ur gonna have to deal with a lot of ands
<Bornholio> 55 gallon barrels are just the name for the patented 200 liter barrel.
<Agathorn> "Although all U.S. customary units have been redefined in terms of SI units, the United States does not commonly mandate the use of SI."
<Agathorn> Sure there are conversion - how could convcersions NOT exist :p
<Agathorn> but there is no law behind them
<Agathorn> They're still trying though bless their hearts
<xShadowx> imperial > metric
<Rokker> yep
<Agathorn> Try all you want, there will always be a Lockheed Martin that won't get oin board :D
<Bornholio> working in engineering with scientists i can affirm that nothing I do is in imperial except some screws and washers.
<xShadowx> workin for china?;p
<Agathorn> you obviously don't work for the above stated company :D
<Agathorn> but sure in various fields things may be different than others
<Bornholio> Lol
<xShadowx> my dad works at boing, imperial all the way'
<Agathorn> but there is no law requiriung the use of Metric in the US whatsoever and at this point I think we keep doing it that way just to be contrary
<xShadowx> boeing*
<Agathorn> but we're still not as bad as the brits
<Bornholio> want weird work with plumbing. thats messed up
<Rokker> Agathorn: no
<Rokker> we do it because we are used to it
<Rokker> and its too ingrained
<Agathorn> The brits use Imperial, Metric, and Other random stuff
<Agathorn> all mixed together
<Agathorn> for the really fun stuff though: https://en.wikipedia.org/wiki/English_units
* xShadowx doesn't care what backwards thinking brits want to use :P
<Agathorn> I'm still partial to the Furlong.. simply because of how it is defined :D "Notionally the distance a plow team could furrow without rest"
<Agathorn> now that's scienific!
<xShadowx> Furlong...werent they in stargate
<Agathorn> Furlings
<xShadowx> ik i had to try :P
<Agathorn> and they never really showed up unless you count the milestone specials :)
<Rokker> Agathorn: arshins
<xShadowx> ya stargate still had a ton of untapped potential
<Agathorn> went downhill though when RDA started phoning in his performances
<xShadowx> frankly i dont care if the next bad guy was bigger n badder, id take lesser ones
<Agathorn> then they went and turned it into Farscape 2.0
<Agathorn> I used to be happy it beat X-Files as the longest running SciFi in the US but I guess that goes out the window now that they're contuing XFiles lol
<waerloga> Agathorn: Farscape without the muppets!
<Agathorn> waerloga: muppets? I never actually watched Farscape
<waerloga> oh, it was jokingly referred to as "muppets in space"
<Agathorn> huh
<waerloga> that said, pretty good show
<Agathorn> as opposed to Pigs in Spaaace!
<Agathorn> which was.. you know.. the muppets
<Agathorn> aaanyway
<Agathorn> Claudia Black was hot :)
<Agathorn> I'm going back to work now
<waerloga> code for "I'll be in my bunk"
<Agathorn> rofl
<Agathorn> need to get started on this UI controller
<Agathorn> big chunk of new stuff.. which is always hard to start
<Agathorn> for me anyway
<Agathorn> its that blank paper problem
<Agathorn> starting is alweays the hardest part :(
<xShadowx> firefly also good show
<xShadowx> p.s. fox sucks
<Bornholio> After too much time finding the tweakscaled part causing problems, a hidden rcs tank, Exploder I makes orbit. Kraken be damned. Time to see if its a proper RV...
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<NathanKell> o/
<Qboid> NathanKell: lamont left a message for you in #RO [06.06.2017 05:59:29]: "if you forget to dogleg, set your target inclination to your current orbital inclination — so 28.608-ish"
<Qboid> NathanKell: lamont left a message for you in #RO [06.06.2017 06:17:48]: "(you also have tons of time to do that, you don’t even get 0.1 degree of steering until like ~60 km in the ascent profile, and it doesn’t get aggressive until much later)"
<NathanKell> lamont: thanks!
<lamont> lol o/
<NathanKell> dag nabbit, missed leudaimon by a minute
<NathanKell> !tell leudaimon Ethanol90 wasn't costed by RO until last night. Sorry about your LV being more expensive than it shoulda been.
<Qboid> NathanKell: I'll redirect this as soon as they are around.
<Bornholio> Is having 4 Oragesuit badass scientist at start normally possible... I thought it was always 2P+E+S to start?
<NathanKell> Kerbal Renamer cares not for stock
<lamont> i had to buy a P one RP-0 start i did
<Bornholio> so my last two starts were lucky coincidence...
<NathanKell> yeah
<NathanKell> IIRC, KR just spawns rando crew
<NathanKell> oh hey
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<NathanKell> !tell rsparkyc um when you updated Kerbal Renamer did you take advantage of all the extra hooks I put in the kerbal generation stuff?
<Qboid> NathanKell: I'll redirect this as soon as they are around.
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<github> [RealismOverhaul] NathanKell pushed 1 new commit to master: https://git.io/vHKTk
<github> RealismOverhaul/master e7fe3df NathanKell: Add jet vane transforms to RealEngines RD-100 series. Ref #1667
<github> [RealismOverhaul] NathanKell pushed 2 new commits to master: https://git.io/vHKTL
<github> RealismOverhaul/master 207bec2 Phineas Freak: Add back the RD-100 jet vane setup
<github> RealismOverhaul/master 1c0a87e NathanKell: Merge pull request #1667 from PhineasFreak/RO-VSR-RD-100-Jet-Vanes...
<github> [RealismOverhaul] NathanKell closed pull request #1667: VSR RD-100 jet vanes fix (master...RO-VSR-RD-100-Jet-Vanes) https://git.io/vHwjl
<github> [RealismOverhaul] NathanKell closed pull request #1666: Baby Sergeant global engine config tweaks (master...RO-BabySergeant-Tweaks) https://git.io/vH2jP
<github> [RealismOverhaul] NathanKell reopened pull request #1666: Baby Sergeant global engine config tweaks (master...RO-BabySergeant-Tweaks) https://git.io/vH2jP
<github> [RealismOverhaul] NathanKell closed pull request #1666: Baby Sergeant global engine config tweaks (master...RO-BabySergeant-Tweaks) https://git.io/vH2jP
<github> [RealismOverhaul] NathanKell pushed 2 new commits to master: https://git.io/vHKTc
<github> RealismOverhaul/master 80944a1 PhineasFreak: Baby Sergeant tweaks
<github> RealismOverhaul/master 933bfcf NathanKell: Merge pull request #1666 from PhineasFreak/RO-BabySergeant-Tweaks...
* xShadowx sees spam
* xShadowx smiles
<xShadowx> if only kspo had spam like this <3
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<xShadowx> \o/
* xShadowx pauses netflix
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<Rokker> stratosleep Pap: t-24h
<Pap> I've never watched a Russian launch before
<Rokker> Pap: expect super high definition 4k quality
<Pap> that doesn't sound accurate
<Rokker> Pap: expect a launch failure
<Pap> there we go
<Rokker> that way when it fails u aren't surprised
<Rokker> Pap: and a week until progress
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<Pap> NathanKell: you have been bitten by some annoying things in your recent streams
<NathanKell> Yeah >.>
<NathanKell> ah well, how it goes :]
<NathanKell> Pap: You have 1.2.2 yes? And alt-f12 works for you?
<Pap> yes and tes
<Pap> *yes
<NathanKell> I wonder if it's some mod of mine, because it does not work for me even after nuking settings.cfg
<NathanKell> tes what, IV? :)
<NathanKell> V? II?
<Pap> TES for Skyrim
<UmbralRaptor> TES II, where you can summon infinite (until the game crashes) guards, and then kung fu into the sky.
<NathanKell> TES II best TES
<NathanKell> HALT HALT
<UmbralRaptor> (That actually happened at the last GDQ)
<Pap> I never played before Oblivion :(
<NathanKell> Daggerfall is great. Totally different from nuTES, but great
<UmbralRaptor> Pap: 1 and 2 are free (as in beer) now!
<NathanKell> there, hyperedit wins the day
<Pap> First in-game test of the tech tree in about 5 minutes
<NathanKell> \o/
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<Starwaster> nathankell what doesn't work for you even after nuking settings.cfg?
<NathanKell> alt-F12
<NathanKell> doesn't pull up debug menu
<NathanKell> !tell leudaimon I added entrycost support for RD107 so should be ok. unless the plugin is bugged.
<Qboid> NathanKell: I'll redirect this as soon as they are around.
<Pap> here goes nothing (fingers crossed)
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<Pap> Well, there are some things to fix, but not bad for the first time loading!
<Pap> NathanKell: https://img42.com/7pcLP
<NathanKell> hey now!!! :)
<Pap> overall everything is a little too far apart, some of the lines overlap, but those are easy fixes
<Pap> I'll work on them tomorrow, for now, I head to sleep
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<NathanKell> awesome progress! Cheers Pap!
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<Starwaster> NathanKell uhm there's a reason for that but I forget what it is... I think it was an nvidia issue. Their game recording software was interfering IIRC and something needed to be rebound
<Starwaster> There's a workaround where you press another key in conjuction or instead of alt-F12? Like shift? Or control? It's been so long since it happened that I forget what it was
<NathanKell> I used hyper edit to open it and that failed too
<Starwaster> well that is strange too then ... :(
<Starwaster> nathankell try shift+alt+f12
<Starwaster> or ctrl+alt+f12
<NathanKell> ok!
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* xShadowx likes the new tech tree
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<NathanKell> Starwaster: Hmm, shift-alt-F12 worked, _most_ odd. But thank you _so_ much! :)
<Starwaster> yeah it's the nvidia thing
<NathanKell> wasn't true in 1.1.3 AFAIK
<Starwaster> all I know is it happened to me and I had to go rebind something in vnidia's recording software
<NathanKell> maybe it did a silent upgrade
<NathanKell> because when I first installed it I _did_ rebind it
<NathanKell> musta got reset
<xShadowx> silent upgrades are always fun
<xShadowx> ksp did it a couple times -.- /grumble
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<Starwaster> omg someone did an MMSEV mod for GTA5
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<acc> morn'
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<Starwaster> lamont: is the current build of MJ2 still buildable for KSP 1.2.2 or did it require changes going to 1.3?
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<pack7df> hello every one...
<Rokker> sup
<pack7df> can some one tell me if RO latest version for ksp 1.2.0 works well?
<Rokker> pack7df: seems to work fine for me
<Rokker> SirKeplan: oi
<pack7df> for 1.2.0?
* Rokker kicks SirKeplan
<Rokker> pack7df: 1.2.2 but shouldnt make a huge difference
<pack7df> i have tried to download the mos in this page http://forum.kerbalspaceprogram.com/index.php?/topic/155700-122-realism-overhaul-v1150-05262017/&
<pack7df> and it crashs
<Rokker> hmmm
<Rokker> pack7df: then you might wanna stick around and wait for someone more qualified than i
<pack7df> my internet connection is too slow.
<pack7df> can some one put a link with a ZIP in order to download all mods working in your ksp instance?
<Rokker> pack7df: not a ton of people are up atm, you might have to stick around for a bit
<pack7df> it's ok.
<pack7df> thanks
<Pap|Sleep> pack7df: have you tried using CKAN to install everything you need?
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<pack7df> look i'm from cuba
<pack7df> i have to many restrictions.
<pack7df> i have been for 2 days tring to download
<pack7df> and always there are restrictions
<pack7df> or connections reset.
<Pap> ah, yes, that happens often with CKAN
<Pap> So you are looking for a working install that you can just drop into your GameData folder?
<pack7df> yes
<pack7df> it's possible?
<Pap> I would be willing to share mine with you
<SirKeplan> CKAN is normally the best way to install
<SirKeplan> If things are timing out just select a couple of mods each time to download
<pack7df> yes... but i have to ask to other people for this.. and it could be anoying
<pack7df> maybe it was the problem
<pack7df> some mods were not downloaded.
<pack7df> but only one file would be much efective
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<xShadowx> better internet would be more effective too :|
<Pap> xShadowx: if he really is in Cuba, might be impossible to find
<xShadowx> o.O
<xShadowx> ouch
<xShadowx> dont think ckan handles pause/resume downloads does it?
<xShadowx> some browsers do (chrome for ex) so might be a decent bet to grab 1 by 1 for what ckan doesnt get
<Pap> First in-game shots of the layout of the new Tech Tree: http://i.imgur.com/fVMaBUP.png
<rsparkyc> holy crap!
<Qboid> rsparkyc: NathanKell left a message for you in #RO [07.06.2017 02:29:22]: "um when you updated Kerbal Renamer did you take advantage of all the extra hooks I put in the kerbal generation stuff?"
<rsparkyc> tell !NathanKell* i think i just made it compile, the main change i did was to call kerbal.ChangeName instead of setting the name directly: https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<Qboid> [ea4a6] title: updates for 1.2 by Ryan Caskey | Additions: 52 | Deletions: 58 | https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<rsparkyc> oh fail...
<rsparkyc> !tell !NathanKell* NathanKell* i think i just made it compile, the main change i did was to call kerbal.ChangeName instead of setting the name directly: https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<Qboid> rsparkyc: I'll redirect this as soon as they are around.
<Qboid> [ea4a6] title: updates for 1.2 by Ryan Caskey | Additions: 52 | Deletions: 58 | https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<rsparkyc> i still had a copy paste fail there...
<xShadowx> heh
<rsparkyc> he'll probably get the message
<xShadowx> !tell NathanKell* <rsparkyc> i think i just made it compile, the main change i did was to call kerbal.ChangeName instead of setting the name directly: https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<Qboid> xShadowx: I'll redirect this as soon as they are around.
<Qboid> [ea4a6] title: updates for 1.2 by Ryan Caskey | Additions: 52 | Deletions: 58 | https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd
<xShadowx> no he will :)
<xShadowx> now*
<rsparkyc> lol, i wasn't going to try a 3rd time :)
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<Pap> Hey Bornholio, how goes the config editing?
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<Pap> o/ leudaimon
<leudaimon> o/ Pap!
<Qboid> leudaimon: NathanKell left a message for you in #RO [07.06.2017 02:23:40]: "Ethanol90 wasn't costed by RO until last night. Sorry about your LV being more expensive than it shoulda been."
<Qboid> leudaimon: NathanKell left a message for you in #RO [07.06.2017 04:46:02]: "I added entrycost support for RD107 so should be ok. unless the plugin is bugged."
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<Pap> leudaimon: were you asking about the RD-108 and roll control?
<leudaimon> oh, I wonder which LVs used Ethanol 90, I think the ones using the RD-101...
<leudaimon> yep Pap
<Pap> Did you get it working?
<leudaimon> nope... didn't try actually. Tried to find this in the engine config file, but couldn't
<Pap> What mod was the engine from?
<leudaimon> RealEngines
<Pap> hmmm, interesting
<leudaimon> btw, the tech tree looks very neat ingame! the larger icons for bluesky research are a nice touch
<leudaimon> rsparkyc, have you already added the unlock costs for proc. avionics?
<rsparkyc> still working on it, had to refactor a bunch of stuff to make it work properly
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<leudaimon> ah, ok... if you had I would get the branch from RP-0 again
<leudaimon> Pap, maybe this is preventing rotation?
<leudaimon> @PART[RD108]:AFTER[RealismOverhaulEngines] { @MODULE[ModuleGimbal]:HAS[#gimbalTransformName[gimbal2]] { @gimbalRangeYP = 0 @gimbalRangeYN = 0 @gimbalRangeXP = 45.0 @gimbalRangeXN = 45.0 @gimbalResponseSpeed = 16 } }
<Pap> lol leudaimon I am actually writing a message to PhineeasFreak about that right now!
<leudaimon> terrible paste
<leudaimon> RO_SuggestedMods/RealEngines/RO_RealEngines_Russian.cfg, line 825
<Pap> leudaimon: thanks for the note about the Tech Tree! I am happy with how it turned out
<Pap> Alright, I sent a note out to PhineasFreak, hopefully he can shed some light on the RD108
<leudaimon> the 107 has values for YP and YN, while the 108 has values for XP and XN. If those are directions of gimbaling, I would expect the 108 to have full control
<leudaimon> thanks for writing to PhineasFreak ;)
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<Pap> np leudaimon
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<stratochief> leudaimon: have you looked at how they actually pivot on raidernick's version? that gave me a good idea of what the R-7 verniers could do
<stratochief> of course, I haven't thoroughly read the back-chat, so I could be entirely missing the issue
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<Pap> stratochief|away: http://i.imgur.com/fVMaBUP.png
<Pap> With your ideas implemented
<leudaimon> stratochief|away, have never used Raidernick's version,may have a look. I think I have used SXT or Bobcat soviet engines RD108 before, and it did have roll control.
<leudaimon> the real engines verision has four verniers, and I think the way the animation works should allow for roll
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<stratochief|away> leudaimon: yeah. the config for RN's parts may lend some insight into how to setup the part, or at least confirm what you're already thinking
<stratochief|away> Pap: very large tree! :)
<Pap> that it is stratochief|away
<leudaimon> stratochief|away, PhineasFreak explained the problem on github. It's some issue with the model apparently
<Pap> So the RN parts have the Verniers as separate parts from the engines, the RealEngines version has them integrated. PhineasFreak has said there is an issue with the model, so waiting to hear back if it can be fixed, or waiting on the mod maker to fix it
<rsparkyc> ok, so i have scatterer 0.300 downloaded, but the alt-f11 menu says it's 0.0275 preview
<rsparkyc> what doe other people see in that menu?
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<lamont> Starwaster: required changed
<Starwaster> ok
<lamont> there’s just one commit with the 1.3 changes and you can revert that and build tho
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<Theysen> hi
<Theysen> 1.3 compat plz /s
<Pap> Hi Theysen
<Pap> rsparkyc: I had asked about that before, the dev said that he simply forgot to update that piece of text
<rsparkyc> ok, cool
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<Qboid> [#670] title: Tracking Issues with new contracts | I'm creating this Issue to track any feedback people have with the new contracts for 1.2 that @pap1723 was nice enough to create for us.... | https://github.com/KSP-RO/RP-0/issues/670
<rsparkyc> i think contract configurator should support that pretty easily
<Bornholio> Pap, sorry, focus was away, stalled at learning blender. The pewee's for 300 & 500 Nozzle ratios look stretch and of course not big enough compared to the body of the nuke. Had to play a bit also. Nathankell stream last night made me want to get back on my largescale Mars trips.
<Pap> rsparkyc: are you saying that we should limit the contracts to only the ones shown on the table, or we should implement the math to determine the required Sun Synchronous values?
<rsparkyc> were there are a finite number of orbits that will pass over the same spot every day
<rsparkyc> so i think limiting them to the table would work
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<rsparkyc> "If one wants a satellite to fly over some given spot on Earth every day at the same hour, it can do between 7 and 16 orbits per day, as shown in the following table."
<rsparkyc> i don't know why they don't do 6 and below...
<Bornholio> rsparkyc also have scatterer 0.300 downloaded, but the alt-f11 menu says it's 0.0275 preview
<rsparkyc> thx for the confirmation bornholio
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<Starwaster> you know what we need? An inflatable aeroshell that lets you drop the payload out the bottom of the the shell
<Pap> rsparkyc: that is all based on that forumal listed above in that article. It states that there is a lowest possible altitude that would work
<rsparkyc> lowest orbit makes sense (being 16 times a day), i just figured you could always do higher, even get to a geo-synchronous orbit
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<rsparkyc> but maybe we get rid of the eccentricity, and only set orbital period ranges?
<rsparkyc> in which case you can get rid of altitude too
<Pap> But from what I can gather from this (I am struggling with the math) the orbital period determines the proper inclination
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<rsparkyc> that's probably because of orbital precession, which only works if you have principia
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<Pap> well part of it, but it also has to do with the angle you are traveling with regards to the Earth rotation. If you have a higher orbit, you will have a higher inclination to continue to pass over the Earth at the same solar time
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<Pap> And fun news...Custom Icons are implemented for the tree!
<Bornholio> Scansat gives you a great sense of that
<Pap> Bornholio: good point, I always forget to look at that very useful satellite tracking map that it provides
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<Bornholio> Mind boggled when i did my first scansat missions over Venus.
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<gazpachian> bornholio: it's always fun watching every streamer who's using scansat look at the ground track and wonder what they did wrong!
<rsparkyc> why are people confused by the ground track?
<regex> is CKAN working for RO? As in, can we get a majority of mods from it for 1.2.2?
<rsparkyc> i think so
<Bornholio> Watch out for 1.3 only bombs
<gazpachian> because it gives you the equatorial crossing point for the next 20 or so orbits, so you can judge wether you're in a resonant orbit and would thus not scan the whole planet
<regex> That's cool, I don't mind installing /some/ stuff manually
<gazpachian> only for venus, those 20 orbits are packed together across a degree of the surface since a cytherean day is like 200-ish earth days
<Bornholio> is MJ current dev ok now or stay on #698?
<rsparkyc> ahh, i see
<lamont> MJ current dev is 1.3 only
<rsparkyc> hey lamont, i saw the new principia build, thanks!
<lamont> =)
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<stratochief|away> regex: yep. I greated an RO install using just CKAN a weekend or two ago.
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<waerloga> I just setup an RP0 install last night
<waerloga> everything was available by CKAN except RP0 itself
<waerloga> (and principia)
<Probus-Hawaii> RP0 for 1.2.2 waerloga?
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<regex> sweet, thanks guys
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<AlimOncul> hey guys i got a question, procedural interstages going longer after loading up again does this a bug? https://gyazo.com/d344102006321b9da27e425daeb242d9
<Pap|Lunch> AlimOncul: is it gone, or just transparent?
<Pap|Lunch> leudaimon: Some custom icons in the tree: http://i.imgur.com/U9ncuIx.png
<AlimOncul> it is gone
<AlimOncul> but like this its offset gone down
<leudaimon> nice Pap|Lunch! How did you get them? Will it introduce some aditional dependencies?
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<Pap> thanks leudaimon, I created some, some I used from the CWP tree, some are used from the CTT tree. No additional dependencies, all included with the tree
<leudaimon> cool, makes things more intuitive and adds awesomeness :)
<leudaimon> Pap, how is your RIS game going?
<Pap> leudaimon: terrible, I had some very bad luck at the beginning and then I made some very bad mistakes
<Pap> I am way behind and do not see how I can get back
<Pap> leudaimon: That is why I need to get the new Tech Tree done, so that version of the RtS is obsolete!!
<leudaimon> lol!
<leudaimon> how are you regarding upgrade points? that is what really makes things start to snowball in my opinion
<Pap> I have a decent supply, but I didn't reach orbit until the 2nd year and have not tried for the moon yet
<leudaimon> I still can't believe I'm ahead of NathanKell|AWAY though, I learned so much from the first episodes from his series... didn't have the time to go much ahead, but learned a lot anyway
<leudaimon> If you have some nodes unlocked a moonshot should be simple...
<xShadowx|2> copy his design, rush build, profit ;p
<leudaimon> not this current series xShadowx|2, his first one ;)
<leudaimon> I went russian for the LVs actually
<xShadowx|2> hope this time he goes further than a manned lunar landing :|
<Pap> xShadowx|2: he most likely won't make it that far
<Pap> I know that once the tech tree is playable, we are going to be testing that extensively
<xShadowx|2> everyone i see goes for moon then quit, its almost like "nasa didnt do it why should i' >.>
<Pap> The difficulties just raise exponentially after the Moon landing
<Pap> Kosmonaut Krash is going pretty far in his
<leudaimon> in my previous playthroughs I usually stop even before crewed moon...
<leudaimon> it's common that I get some gap without playing, then don't even remember what I was doing and restart...
<leudaimon> xShadowx|2, if you are interested, I'm reporting my game here: http://forum.kerbalspaceprogram.com/index.php?/topic/161639-ris-competitive-rp-0-career/
<Starwaster> So anyone interested in modelling a new inflatable shield? One that lets the payload drop out the bottom? (basically, no nosecone, has a hole in the bottom)
<Hohman> I really hope monthly budgets someday has scalable funding decay
<Pap> Starwaster: like a SIAD or HIAD?
<Pap> Hohman: what do you meant by funding decay?
<Hohman> If you enable it, the mod knocks X% of your reputation (and thus funding) every month
<Hohman> which is fine and dandy unless you're doing KCT too
<Starwaster> pap exactly. Some of the ideas for *IAD has the payload dropping out the bottom. Solves the problem of how to get away from the shell when you eject it
<Pap> Starwaster: there are a ciouple of HIAD in Chaka Monkey, but I do not know what the models look like
<Starwaster> other alternatives would be one that neatly folds up for landing. Would have to look nicer retracted than its stowed config. Or have a compact looking stowed animation state. Or something
<Starwaster> I think those are just refurbs of existing inflatables/deployables like the ADEPT. Looks nice, works like the stock one so you have to deal with how to eject it safely. Plus it's got a pretty big stowed profile so landing with it attached isnt an option either
<Pap> ah, so it needs to be something that looks like the Torodiol stock fuel tank that inflates to look like the stock Inflatable shield and then retracts back into the fuel tank looking thing
<regex> procedural toroid tanks now.
<Bornholio> Oooh.. where
<regex> No, I want them now
<Bornholio> wanted since, always.
<regex> I would love to build a Briz from procedurals.
<Bornholio> Want wrapper drop tanks as proceeedural also
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<regex> Like those ones from Space Y? Would be pretty cool
<Bornholio> Last thing on that wish list is a empty center version with 5 nodes
<Bornholio> SpaceY's tanks are weird about that, hard to scale, and i think hydrogen only last time i tried them
<Pap> yep, we need those
<Pap> We are missing any modelers in this group
<Pap> There are a bunch over on Cobalt's Discord, but they are all notoriously uncooperative for requests
<leudaimon> I haven't played stock for years, but aren't those similar to the inflatable heat shield that was introduced some versions ago?
<regex> Yeah
<regex> but without the hole
<Starwaster> leudaimon similar in that it's a deployable shield, yes
<regex> or rather, the stock one doesn't have the hole
<leudaimon> ah, ok...
<leudaimon> only saw the stock one in some ancient devnote
<Starwaster> I think ultimately, RL HIADs will have to do something like that, either they have a hole for the lander to drop out of or else it stays attached but engines and landing legs deploy out the cap on the bottom. (which really means the same thing; the shield needs a hole. Engines, legs and cap would be separate parts that attach to the vehicle)
<Starwaster> well I guess it'll have to be a pipe dream for a while longer then. I can do static models just fine but animation has enough of a learning curve that I'd be too busy to do coding that I want to do
<Pap> Holes in heatshields are not a revolutionary idea, correct? There had to have been a hole in the Apollo CM Heatshield?
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<Sigma88> 0/
<Starwaster> pap no... why?
<Hohman> Didn't they go over the sides?
<Pap> ah, yes, Hohman is correct, they had the umbilical that connected the CM and SM
<Starwaster> oops
<Starwaster> errr
<Starwaster> yeah that works
<Starwaster> which btw is why I hate... HATE the notion that decouplers can't have crossfeed except through 'magic'
<Starwaster> ^ Looking at YOU NathanKell|AWAY
<Starwaster> ... The smallest torus on a 12m HIAD weighs 11 kg
<Bornholio> Blender is not intuitive... Need to get a better 3d package. I make the umbilicals with two magical structural parts and a fuel line.
<Bornholio> Had them in one of the mods i used a while back, think with orion pods
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<regex> I wonder if KSP TOT will work with Principia installled...
<xShadowx|2> o.O http://forum.kerbalspaceprogram.com/index.php?/topic/160854-122-beta-upfm-a-scrapyard-based-part-failure-and-reliability-mod-03-23052017/
<xShadowx|2> Agathorn: you has competition ^ :P
<regex> I don't know if I'd call that "competition".
<xShadowx|2> also a case for splitting failure classes to their own mod, a few failures he has are not in TF and vice versa
<xShadowx|2> 1 common failures library could benefit all :D
<regex> Wou;dn't that be grand, if a single library could make everyone happy?
<regex> found this gem in the KSP TOT changelog: "[*] Mission Architect: New experimental N-body coast event. This event models N-body gravity for selected bodies. Allows for basic Principia compatibility."
<xShadowx|2> o.O
<egg|zzz|egg> regex: yup, Arrowstar even talked to me to get that working :-p
<regex> That's awesome egg|zzz|egg, I was hoping there'd be a planning app of some kind for Principia
<regex> I really want to do some Venus-Earth-Earth slinshots and stuff.
<egg|zzz|egg> regex: non-RO, but have you seen maccollo's principia challenge?
<Starwaster> bornholio use XSI
<regex> egg|zzz|egg: no
<regex> maccollo is a fuggin wizard tho
<Bornholio> starwaster Xsi/
<egg|zzz|egg> regex: http://forum.kerbalspaceprogram.com/index.php?/topic/161390-principia-challenge-munar-retrograde-rendezvous-122/#comment-3075581
<Bornholio> ?
<Starwaster> I'll find you a link
<egg|zzz|egg> regex: yup, which is why I'd like to see people doing thing on that challenge :-p
<egg|zzz|egg> (I should try at some point
<egg|zzz|egg> )
<Starwaster> its old its outdated and unsupported and un updateded but it works
<Starwaster> and its not blender
<Bornholio> Oh instead of blender
<Starwaster> controls are like mosdt commercisl ede moddlerds
<Starwaster> crap sorry had a sandwich in one hand
<Pap> looks like the sandwich was in both hands ;)
<Bornholio> LOL just dumped a Dre troubleshooting post and thought path was not blender .smirk
<Starwaster> autodesk bought it from softimage (actually bought softimage I think) and then quietly dropped Mod Tool from their lineup (also known as XSI)
<Starwaster> just export to DAE and you can import into Unity
<Starwaster> animations SHOULD work but I have never done animations so I don't know
<Starwaster> supports Crosswalk too
<Bornholio> hmmm, may be better since i'm used to 3d modelling for engineering. Use solidworks mostly
<Starwaster> and like I said, it's biggest virtue is that it's not Blender
<Starwaster> the only time I ever use Blender is if I need to export a KSP .mu file to Blender
<Starwaster> so I can import it into XSI
<Bornholio> I found a python script for importing .mu to blender but everything is curve in that program.
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<Rokker> stratochief|away: SOOOOON
<Rokker> Pap: ^
<Starwaster> bornholio blender's curve is like the event horizon of a black hole. Get too close and it starts curving back in on itself
<Bornholio|away> it did natively support my 6dof mouse
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<xShadowx|2> blender isnt all curves >.>
<Bornholio> learning cliff...
<xShadowx|2> blender tutorial > castle, blender easy :D
<xShadowx|2> <3 blender
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<Bornholio> starwaster yes easier
<Pap> Rokker: why did I get pinged?
* xShadowx|2 plants flag on mars
<Starwaster> bornholio, posted the answer in DRE but, I'll say again here: There are TWO builds of Deadly Reentry version 7.6
<Starwaster> One for KSP 1.2.2 and the other for 1.3.0
<Starwaster> they're identical except one was compiled for KSP version 1.2.2 and the other for 1.3
<Bornholio> yes, and the 1.3 version will crash 1.2.2
<Starwaster> when you stop doing that it'll stop crashing :P
<Starwaster> that's why I put it there as a separate download. You only use it if you have 1.3
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<Bornholio> any thoughts on blowing up fuel tanks. I;ll look back at the older ships that blew up.
<Starwaster> they're at 4000 KELVIN
<Starwaster> what wouldn't blow up at that temperature?
<Bornholio> But they were not at 4000K magic happened when i leave them in space, plutonium gas forms inside and the heat up.. .smirk
<Starwaster> Do you have a save file for that ship when it's overheated?
<Bornholio> The one at 4000k was at 19ish a few days before. that would be the last save i have. I can try and make it repeat before i go to 7.6
<Pap> Should Fuel Cells be grouped into Power Generation or Life Support?
<xShadowx|2> Starwaster: stars wouldnt blow up at that temp? :3
<Starwaster> pap power
<xShadowx|2> Pap: sounds like power to me, or a common node that req both and makes a new line to improve em
<Pap> Yeah, I was leaning power as well
<Pap> What about Radiators, I have no idea where to include them
<Pap> Materials Science?
<Bornholio> pap link the new tree pdf please
<Pap> one sec Bornholio
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<leudaimon> o/
<leudaimon> RO is safe to just download master directly, right?
<regex> Has anyone ever run KSPIE with RO before?
<regex> or rather, recent;y?
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<Starwaster> regex: -_-
<Starwaster> sorry, had to
<NathanKell|AWAY> hey guys forgot to mention last night. getting home late tonight so I will miss many of you (and you will miss my late night stream). sorry!
<Qboid> NathanKell|AWAY: xShadowx left a message for you in #RO [07.06.2017 13:15:17]: "<rsparkyc> i think i just made it compile, the main change i did was to call kerbal.ChangeName instead of setting the name directly: https://github.com/KSP-RO/KerbalRenamer/commit/ea4a6197ae9875b1ae2c548ed3282c324a7739cd"
<regex> So, I'm not supposed to think about that or something?
<regex> Do you disapprove of the mod?
<leudaimon> !tell rsparkyc I just reached the early probe core tech I made the config for, and strangely, a part with 100% utilization and the same tonnage as the non-procedural is slightly heavier than the non-procedural. Without mentioning the 18k EC that comes with the non-procedural part
<Qboid> leudaimon: I'll redirect this as soon as they are around.
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<soundnfury> *sigh* worst birthday ever. I've had backache/neck pain all day, I got rained on, and worst of all, in orchestra we played _Mahler_.
<stratochief|away> Rokker: you're jazzed for a soviet launch? who are you?
<stratochief|away> soundnfury: well, at least youre older and more bitter, so you've got that going for you
<soundnfury> stratochief|away: I'm not sure it's possible for me to get _more_ bitter :)
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* xShadowx|2 gives soundnfury a cupcake with a rocket shaped candle on it
<stratochief|away> soundnfury: you've got plenty of ways to go. you're only an anarcho-capitalist. you're not literally a Koch brother, having butlers wipe your ass with coal
<leudaimon> !tell rsparkyc some recent change you made to proc avionics made it possible to get above 200% utilization. In the previous build I was playing until today it was capped at 200%. Dloaded from github today and now it's uncapped
<Qboid> leudaimon: I'll redirect this as soon as they are around.
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<NathanKell|AWAY> soundnfury happy birthday!
<Starwaster> stratochief|away is that a thing then? Having people wipe your ass with coal?
<Starwaster> that sounds incredibly painful
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<soundnfury> NathanKell|AWAY: ty :)