<Probus-Hawaii>
Pineapple, strawberry, vanilla with ice cream underneath.
<Pap>
Probus-Hawaii: Last recomendation then, the last night we were there, we ate dinner at the Lahaina Fish Company in downtown Lahaina. We were on the balcony and watched the sunset. Prices are not crazy expensive and the food was phenomenal
<Probus-Hawaii>
Sounds good! We got to see the sunset last night from the top of the volcano, above the clouds. Watched the telescopes open up as it got dark. That was fun.
<Pap>
Probus-Hawaii: Haleakala was one of the coolest places I have ever been to. We did the sunrise, so we missed the teslescope action. Was it the most stars you have ever seen? That is my only regret from our trip
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<Probus-Hawaii>
Pap, yes, it was incredible. I was hoping to see the telescopes use their lasers, but never caught it.
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<Pap>
Probus-Hawaii: did you do the Road to Hana?
<Probus-Hawaii>
Pap: We took a tour bus. That was some crazy driving but well worth it. Spent all day on the tour. Waterfalls, pools, rainforest, valleys, black sand beaches, caves. Lots of fun.
<Pap>
alright Probus-Hawaii I will stop bothering you. Enjoy your trip! I am reliving my trip through you!
<Probus-Hawaii>
:)
NathanKell|Twitch is now known as NathanKell
<Pap>
That is a very bizzare one NK
<NathanKell>
Pap: Man, it's entirely possible now that I think about it that I _didn't_ have the Crewed Orbit contract selected. Because now that I checked git, I saw there were no changes to it AFAICT, the planned 'require a contract with capacity >0 but count ==0' was not in yet. THat's what I thought was the issue, that change having been made
<NathanKell>
but it looks like what _actually_ happened there is my fault--not realizing I didn't have the contract yet
<NathanKell>
That does not however explain why I failed the orbit recover contract
<NathanKell>
that one _does_ seem to be a bug
<NathanKell>
Because I didn't think it had fail conditions...
<Pap>
Yeah, the failure of that one does not make sense at all. The fail conditions would only have been time
<NathanKell>
quite
<NathanKell>
lemme look at my saves and see what the deadlines were
<NathanKell>
blergh I think the deadline is in UT >.>
<NathanKell>
Yeah, deadline 9/14/1953 (a year from the present)
<Pap>
Very, very strange
<NathanKell>
but somehow recovering the crewed vessel caused it to fail
<NathanKell>
and KSP crashed \o/
<NathanKell>
first crash of 1.2
<Pap>
wow, time to walk away from that for a minute!
<NathanKell>
And it shows only completed once in the save too
<NathanKell>
AHA
<NathanKell>
Figured it out
<NathanKell>
OrbitRecover has a REQUIREMENT of not completing First_orbit_crewed
<NathanKell>
Once I completed first_orbit_crewed it no longer met its requirements and thus autofailed
<Pap>
AHHHH, that is right, because the contract can be completed multiple times
<NathanKell>
I think we should take that requirement out for this reason
<NathanKell>
yep :)
<NathanKell>
Whew, sanity returns
<Pap>
So you had accepted that contract before, and then you completed it, and then you accepted it again, but it failed because you finished the first_orbit_crewed contract before it?
<NathanKell>
Yep!
<Pap>
Ok, we can remove that inverted requirement. I had it on there so the contract would not continue to generate, but if I cap it at 2 completions, then we can remove that
<NathanKell>
Thought it already was capped at 2...
<NathanKell>
not so?
<Pap>
It may be 3, if it is 3, that is too many anyway
<NathanKell>
Ah, capped at 3
<NathanKell>
Yeah, 2 makes sense
<NathanKell>
I have it open, can push right now
<Pap>
go for it
<NathanKell>
and there we go :)
<Pap>
Wow, so I am testing the new tree, a 1 point node, with no R&D upgrades, takes 72 days to unlock, that seems pretty damn perfect
<NathanKell>
yep! :)
<NathanKell>
\o/
<NathanKell>
I've also thought about increasing R&D rate increase over time (or rather, decreasing the first few points)
<NathanKell>
so you have to sink, like, 20 points into R&D to double your starting rate, rather than only 3
<Pap>
Then, with the 2 upgrade points I got from my first launch, it only takes 45 days
<NathanKell>
this RIS playthrough is demonstrating you can research way too fast early on
<NathanKell>
yeah, exactly
<Pap>
NathanKell: yes it is
<Pap>
Actually racing to see how fast things can be done is showing a lot of loopholes
<NathanKell>
indeed :)
<Pap>
what makes my first WAC Corporal wobble to the point where it will get vapor in the feedlines? I have very little lead ballast in the nose and I have the fins angled to spin stablize.
<NathanKell>
Pap: Unity physics bugs. you need a slow spin rate
<NathanKell>
Indeed, try no spin at all for the first launches
<Pap>
ah, ok, i will do that
<NathanKell>
you'll be aerodynamically stabilized without spin
<Pap>
when you stream next, I am going to need you to explain what those lines mean in the FAR window you open up
<NathanKell>
last night's Glorious Soviet stream demonstrated how a 30rpm spin did not precess where a >120RPm spin did
<NathanKell>
sure thing! :)
<NathanKell>
gimme just a sec to fix my save and then I'll hop in to the sovs
<Pap>
thanks!
<NathanKell>
sure :)
NathanKell is now known as NathanKell|Twitch
<NathanKell|Twitch>
Pap ^
<TheKosmonaut>
!seen regex
<Qboid>
TheKosmonaut: I last saw regex on [09.06.2017 17:09:51] in #RO saying: "Np"
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<Agathorn>
Are you seriously still streaming? I went out for dinner and came back after a logn walk around the waterfront and you are still streaming? lol
<lamont>
hah, i just got back too
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<Rokker>
stratochief_: oi
<Rokker>
stratochief_: something something space stuff
<Bornholio>
I NEED the model that NASA is using for nuclear rockets in the new NCPS report [img]http://i.imgur.com/EyLbgCq.png[/img]
<Bornholio>
Yeah dragging my son around to aircraft museums is high on the list.
<Bornholio>
Righ now priority is see curiosity.
<Rokker>
bornholio: word of advise for nmusaf
<Rokker>
bornholio: plan 2 days, make one a Friday, do the restoration/behind the scenes tour
<Bornholio>
phew the catastrphe is over
<Bornholio>
The planned tours are hard with a young kid, sometimes great othertimes....
<Rokker>
bornholio: well the behind the scenes tour is on base and it's the only way to see their atlas, inertial upper stage and the famous Memphis belle
<Rokker>
at the moment
<Rokker>
bornholio: and the x-32 and streak eagle
<Rokker>
mixmaster
<Rokker>
jetmaster
<Rokker>
Boeing condor
<Bornholio>
SAC is hiding a Vulcan in refurb area last i looked
<Rokker>
bornholio: aw, I thought that was on display
<Bornholio>
I think they roll it out during peak season
<github>
[RealismOverhaul] pap1723 pushed 1 new commit to pap1723-engineconfigs: https://git.io/vHyGr
<github>
RealismOverhaul/pap1723-engineconfigs 6295cfe Pap: Added the LR43-NA-5
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<Saabstory88>
Good evening everyone
<Rokker>
Saabstory88: lies
<Rokker>
Saabstory88: long time no see
<Saabstory88>
I know, right?
<Rokker>
Saabstory88: how's stuff
<Saabstory88>
Got married this year, and have been kind of out of the loop on KSP modding, but I have been starting to survey some recent deveopments
<Rokker>
grats
<Saabstory88>
Thanks. I've had a bit of time, and have been playing through a 1.1.3 based RO career. Very rewarding
<Saabstory88>
Been doing some work projects with github, but I got a notification of a mention in the RP-0 checklist. Are people coming around to the idea of discrete tank diameters as a gameplay device?
<Rokker>
nice
<Rokker>
and I'm not sure
<Rokker>
define descrete
<Rokker>
discrete
<github>
[RealismOverhaul] pap1723 pushed 1 new commit to pap1723-engineconfigs: https://git.io/vHyGN
<github>
RealismOverhaul/pap1723-engineconfigs 4a819ad Pap: Added the S-3, Renamed the LR79-NA-3 to the S-3D
<Saabstory88>
You have unlocked 10 ft diameter tanks in a node. You have a high unlock cost for a part with this diameter. This cost represents tooling for this diameter. You can stretch it, but not change the diameter
<Rokker>
hmmm
<Rokker>
interesante
<github>
[RealismOverhaul] pap1723 pushed 1 new commit to pap1723-engineconfigs: https://git.io/vHyGx
<github>
RealismOverhaul/pap1723-engineconfigs 5b724e6 Pap: Updated the tech transfers for the LR43-NA-5
<github>
[RealismOverhaul] pap1723 pushed 1 new commit to pap1723-engineconfigs: https://git.io/vHyGp
<github>
RealismOverhaul/pap1723-engineconfigs c986840 Pap: Updated the tech transfer on the LR43-NA-3
<Saabstory88>
I had worked on such a thing back in the day. I believe I prodded @NathanKell|AFK over a year ago about limiting the number of tanks in a Modular Fuel Tank to further this end
<Saabstory88>
I was kind of curious if any of the more experienced coders around here could shed some light on how to actually complete the project I was working on. Work has quieted down, and with the long slog to 1.3, I thought it may be time to actually finish the code
<Pap>
Saabstory88: Hello, I am relatively new around here, but I have been working on the contracts and tech tree
<Pap>
I know that NK was talking about wanting a mod that created an assembly line idea, I think similar (or the same) as what you are talking about
<Saabstory88>
My main questions revolve around how to make adjustments to scale persistent through a vehicle save, and what is required when a vessel is loaded
<Pap>
I am unfortunately not the person to be asking these things to. You are going to want to get soundnfury, Starwaster, Agathorn, NathanKell|AFK, and others
<Saabstory88>
Well, if any of them are active tonight, maybe we could discuss
<Saabstory88>
Which worked for stock prop types. I would need to understand how to interact with the modular fuel plugin to expose the right variables to let it know the tank volume
<Saabstory88>
I'm also curious about the current state of Physics Based Rednering
<Saabstory88>
I know it was something that is now supported in the modern engine, but am unclear if it can be properly used in KSP
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<Starwaster>
to make things persistent, either use [KSPField(isPersistant = true)] if it's a field in a PartModule or hook into OnSave() and OnLoad() and save/load to/from the node that gets passed in
<Saabstory88>
Will that handle Symmetry for me, or is there another call for that?
<Saabstory88>
And if I am using a KSPAPIExtension (At least that was the thing to use a year ago, not sure about now) to give the user access to the length field, should this actually be modifying a separate length field, or can it be the same one?
<Rokker>
Saabstory88: remind me what u do for a living
<Saabstory88>
I work for a firm doing Lighting Design and A/V controls integration. Most of the programming experience I have involves building realtime NodeJS servers for inter protocol communication and web interfaces
<Rokker>
Saabstory88: exciting
<Starwaster>
probably should go through symmetrical counterparts and deal with them
<Saabstory88>
@Starwaster thanks for the refresher!
<NathanKell>
So I have to leave soon and can't look much at the code
<NathanKell>
I should be around most of tomorrow tho
<Saabstory88>
Not a problem, I understand the code so much better now after working on real production projects. Granted, NodeJS systems aren't super strict, but the concepts have really helpred
<NathanKell>
Awesome! :)
<NathanKell>
Also you might want to play around with SSTU?
<NathanKell>
I think it might do similar things?
<Saabstory88>
Glad to be back. One of my other biggest questions is about the state of PBR (materials). How is that looking these days?
<NathanKell>
Gotta write your own
<Saabstory88>
Okay understood. The standard Unity PBR isn't supported?
<NathanKell>
Mike/Mu and I looked at it for 1.2 (for what Chris/Porkjet wanted to do). It's nontrivial, so it did not make it for 1.2. Nor 1.3 either.
<NathanKell>
If you want it, gotta write your own
<Saabstory88>
Okay, so that'll probably off the table for the sake of getting something usable out the door
<NathanKell>
Those Wot Remained (tm) had their hands busy with localization for 1.3, and I dunno what they'll be up to next, so I wouldn't count on stock PBR
<NathanKell>
yeah
<NathanKell>
definitely
<NathanKell>
you can at least use TR for reflection
<Pap>
<---not smart, what is PBR?
<Saabstory88>
Most concerned about standard tank diameter parts, as well as some Atlas style side mounted Avionics
<NathanKell>
Physically-based rendering
<NathanKell>
(or is it physics-based?)
<Saabstory88>
I forgot how many models and textures I made before I dropped off the radar pre-wedding
<Saabstory88>
Really, I spent some time just playing RP-0, and thinking about what kind of things were really missing
<Saabstory88>
So I had built that simple ineffective plugin to prove the concept of fixed tank end, variable length cylinder tank wall system. I then realized that a couple months later, I had made some good tank end models and textures. So what I want to do is make a better version, where you can specify in the config, the tank diameter, and then have a stretch
<Saabstory88>
y tank which keeps the same caps
<Saabstory88>
So in RP-0, you could unlock the diameter, then make the proper length tank for the vehicle. Not quite a production line, but better than procedural
<NathanKell>
that would be _awesome_!
<NathanKell>
Definitely check out SSTU--I think it's doing some similar things
<NathanKell>
Shoot I gotta go :(
<NathanKell>
Hope to see you tomorrow! :)
<NathanKell>
Cheers all!
<Saabstory88>
Have fun at the movies! Good to talk to you again
NathanKell is now known as NathanKell|AWAY
<Saabstory88>
I've missed this community
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<Rokker>
Saabstory88: it's missed u
<Saabstory88>
@Rokker maybe. I feel bad about not finishing everything. But I feel that I'm in a much better place this time, with more time to work on it
<Saabstory88>
Maybe I can make something useful
<Rokker>
Saabstory88: I mean I've never made anything for RO, so ur ahead of me
<Saabstory88>
Well, I have two main goals. Fixed diameter tanks, with variable length, and Avionics/Greebles
<Saabstory88>
My rockets have felt naked. No external fuel lines, no pad interfaces.
<Saabstory88>
I know that the long pole is having procedural engines, but no one is going to tackle that yet
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<HypergolicSkunk>
hey :) does the RD-100 show '0 ignitions left' for anyone else even in VAB?
<HypergolicSkunk>
ah
<HypergolicSkunk>
'ignitions: ground only' :(
<HypergolicSkunk>
there goes my 3-stage approach
<acc>
cheat it, take some ground with you
<acc>
:D
<HypergolicSkunk>
lol
<HypergolicSkunk>
I'mma try and have the second stage use 29 aerobees then, instead of one RD-100 :p
<HypergolicSkunk>
damn
<HypergolicSkunk>
of course they don't have gimbal..
<HypergolicSkunk>
so I need to spin-stabilize that stage, too...
<HypergolicSkunk>
all in the hope of making it to orbit early..
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<soundnfury>
HypergolicSkunk: you kinda have me to thankblame for that, I added the 'ground only' feature to RealFuels ;)
<HypergolicSkunk>
grrr :D
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<Pap>
lol
<Pap>
o/ Theysen
<Theysen>
Pap \o
<Agathorn>
soundnfury: why not just apply a pressure curve to the ingition in TestFlight so that it is harder to light in the air? In fact as I recall NathanKell was the one that requested that feature to avoid hard limiting ignitions on the ground
<Agathorn>
Not that I entirely care one way or the other, just curious
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<acc>
soundnfury: but you forgot to add the resource "ground" to RF :3
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<Bornholio>
Is there a command for backchat?
<Pap>
Bornholio: I do not think so
<stratochief_>
someone logs it somewhere. I don't have the link handy, so I'm not exactly helpful
<Bornholio>
well my fault for not using a proper client.
<github>
[RealismOverhaul] pap1723 pushed 1 new commit to master: https://git.io/vHyKF
<github>
RealismOverhaul/master c486177 Pap: Change Procedural Decoupler to Coupling Category
<Bornholio>
pap you are so kind
<Agathorn>
the "command" is use a better IRC client :)
<Pap>
lol Agathorn
<Bornholio>
.smirk duely noted
<Pap>
Bornholio: in case you are looking for one, many people form here recommended Quassel and I made the switch, it is great
<Agathorn>
+1
<Agathorn>
I'm basically always connected even when i'm not
<Agathorn>
and I have years of searchable logs
<Bornholio>
how did i add an e in that? Yeah i really should.
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<Bornholio>
Pap is RP-0 at a state I should test? or still in the middle of lots of pushing.
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<Pap>
Bornholio: are you wanting to test the new tree?
<Bornholio>
Just at a point of maybe a fresh install
<Pap>
There will be constant pushes to it, but it does need playtesters. I am playtesting right now but am the only one (I think) so far. How soon do you want to create a new install?
<Pap>
soundnfury: are you around?
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<Bornholio>
I could start a new install anytime. I'll get it through to RO, any spedific part packs on the Needs Testing list now?
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<stratochief_>
Theysen: does the poor fps only happen from soviet launch sites, are you sure? my experience is that fps drops when EVE has 2 or more cloud layers
<soundnfury>
Pap: sure
<stratochief_>
or, during the altitude where both pqs/ss are rendered, which is why I modify it so that transition is short a lot of the time
<Theysen>
stratochief_, I didn't have any cloud package installed though, that's the thing. I'm gonna fiddle around :)
<Theysen>
I'd rather see the issue on OBS side :P
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<soundnfury>
Pap: how may I waste your time today?
<Pap>
lol soundnfury I am guessing I will be wasting your time
<Pap>
With my being so far behind (with not chance to catchup) in the RtS and needing to spend all free time testing the new tree, can you kick me from the RtS without causing any adverse effects?
<soundnfury>
Agathorn|Food: I just felt both should be supported. Also to stop people using the LR105 as an upper stage because come on guys seriously
<soundnfury>
Pap: I believe that can be done, yes
<Pap>
If no, I will simply warp to my next tech node unlock and snc if need be to stay pretty much current with everyone
<Pap>
You let me know what works best
<Bornholio>
LR105 upperstage forever!
<leudaimon>
Pap, sad to see you want to leave, but it's pretty simple to leave... (I did it by mistake and soundnfury fixed it)
<soundnfury>
Pap: well, if you leave it's probably not possible for you to join again, so are you sure?
<Pap>
soundnfury: yes, I think so. I need to playtest instead of "play" for the next little while
<soundnfury>
Pap: 'kay then. Are you gonna want to play that career save further later, outside of RIS?
<Pap>
No, I will not
<soundnfury>
right, then I can just do this the quick way
<soundnfury>
Pap: done
<soundnfury>
(because I did it the quick way, your save will still think it's part of the game but the server will tell it to sod off ;)
<Pap>
thanks soundnfury
<soundnfury>
np
* soundnfury
|afk
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<Bornholio>
Quassel seems good. Hint taken.
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<Agathorn>
Morning all.. Got a new Stellar Trail sneak peaks posted to YouTube! Quick sneak peak shows the new panel based UI in action as well as the new inline component picker. Enjoy! https://youtu.be/1TZ1QzOoOlI
<Agathorn>
Pap,soundnfury ^^
<Agathorn>
!tell Stratochief,NathanKell,regex New Stellar Trail sneak peak on YouTube: https://youtu.be/1TZ1QzOoOlI
<Qboid>
Agathorn: I'll redirect this as soon as they are around.
<Starwaster>
does anyone remember what percentage (by default) the overheat glow starts? Is it 80%?
<leudaimon>
Pap, soundnfury I just completed my uncrewed test of the capsule, and the crewed orbital contract completed?!
<Pap>
What!? leudaimon
<xShadowx>
leudaimon: you sure vab didnt sneak a dude in the capsule?:|
<leudaimon>
nope
<Pap>
Agathorn: that looks awesome! How does it scale for smaller resolutions?
<Agathorn>
tbh it probably won't..at least now
<Agathorn>
does anyone actually use smaller than 9120x1080 these days?
<Agathorn>
s/9120/1920
<Qboid>
Agathorn meant to say: does anyone actually use smaller than 1920x1080 these days?
<Pap>
Some are still stuck a little smaller
<Pap>
Will it scroll like you showed the Engines sub-window?
<Bornholio>
yes the 1050 so a windows bar fits under it
<Agathorn>
one of the largest challenges I have run into is how to handle so many controls in the space
<Pap>
I bet, there is a lot to handle there
<Agathorn>
well you can see it doesn't use up all the vertical space
<Agathorn>
let me try simulating a slightly old school 1680x1050 monitor
<leudaimon>
!tell NathanKell for some reason my crewed orbit contract completed in the capsule test. I didn't beat you anyway, so I think it's a minor issue for RtS
<Qboid>
leudaimon: I'll redirect this as soon as they are around.
<leudaimon>
Pap, the strange is that all the crewed records didn't complete, so the issue is with the orbital contract
<Pap>
leudaimon: I do not see how that is possible. I just looked at the contract. There HAS to be a crewmember inside for that to trip.
<Starwaster>
bornholio do you remember what the highest wattage/cm2 listed for the HIADs was? I don't have that document open right now
<Agathorn>
interesting..according to steam the #1 res is 1920x1080 but the #2 res? 1366x768
<Agathorn>
is that some laptop res or something?
<leudaimon>
well, I did not have... all the speed and time records are still there to be broken
<Bornholio>
not off the top of my head
<Bornholio>
i'll peak
<Pap>
actually leudaimon did you POSSIBLY have any other crewed ships that were launched at any time after accepting the mission?
<leudaimon>
nope, I don't have a crewed ship flying since my early suborbital hops
<Pap>
Agathorn: yes, my work laptop works best at that resolution (I have it hooked into a dock with 2 monitors, but that is what I leave taht at)
<Agathorn>
interesting
<Agathorn>
and stupidly small :)
<Pap>
OK, there is a small change I can make that will help with the issue, but it really shouldn't have a happnened at all
<Pap>
^ leudaimon
<Agathorn>
yeah things definitel;y don't fit at that small resolution :(
<Agathorn>
I'll have to see what I can do to compact these even more
<Pap>
Agathorn: does it work with vertical and horizontal scrolling?
<leudaimon>
OK Pap!
* soundnfury
back
<Pap>
That is stupidly small to be playing a text heavy game like that
<soundnfury>
o/ leudaimon
<leudaimon>
o/ soundnfury
<Agathorn>
Pap: I'd agree but like I said it is the #2 resolution on steam's survey so
<Pap>
Agathorn: the other question is how are you handling 4K displays? Text become larger?
<soundnfury>
acc: doubleplusungood?
<acc>
does unity not have things like adaptive sizes?
<acc>
or readout for system default size
<Bornholio>
starwaster yes
<Agathorn>
acc: it does but it isn't quite so simple
<Agathorn>
acc just like it isn't in web :)
<acc>
yeah, thought that
<Agathorn>
sometimes you really need a whole new layout if the screen gets too small, or on the flip side like 4K if you only have so much content to show what do you do?
<acc>
in css I use relative units to the viewport
<Agathorn>
also font scalign is tricky.. there IS an option to autoscale fonts, but I havent' found a way to do it consistantly so sometimes I end up with some elements using a large font than siblings just because it has less text in it
<acc>
but no idea about unity GUI
<Bornholio>
how make Quassel prompt messages i'm named in.
<Agathorn>
f7->Highlighting
<Agathorn>
you can have it highlight your nick(s) as well as any other keywords you want
<Bornholio>
Danke
<acc>
cake, always highlight cake. you'll never miss one! :D
<Starwaster>
bornholio: I'm going to be pushing some files to the DRE repository soon that you'll need. One clones the stock IHS into the IRVE3 and another clones it into a 15m version
<acc>
Bornholio: you german?
<Starwaster>
what I'm looking for is whether they survive expected heating rates and what heating rates they fail at. If you turn on thermal debugging it'll give you that in w/cm2
<Bornholio>
not at all, some czech
<acc>
ah, ok :)
<Starwaster>
assuming RO or RO physics settings
<Bornholio>
so testing at 7k and 5k inbound capture and direct mars?
<Starwaster>
yeah
<Bornholio>
fun. Poke and point when ready. I'll do it in sandbox
<Bornholio>
My career does not show an inflatable shield .sigh
<Starwaster>
if you dont mind reproducing IRVE3 too that would be an added bonus
<Bornholio>
off top of head, thats 3500m/s earth mostly vertical.
<Bornholio>
remeber what orbit AP/PE they used?
<Agathorn>
I'm actually sorely tempted to rebuild my UI using a proper UI kit like Google's Material Design UI
<Agathorn>
it would probably both look a lot better and function better
<Agathorn>
rather than my own homespun stuff
<Bornholio>
If yours is very lightweight and lower demand than a proper kit, maybe still worth it.
<Agathorn>
even a full kit isn't very demanding
<Agathorn>
i'm not targetting mobile
<Agathorn>
and frankly some stuff may even better more performant in a full kit
<Agathorn>
I'm definitly not a UI expert :)
<Agathorn>
$50 would get me a pretty nice looking port of the Material Design UI for Unity, and even include some premade components like the calendar that I need. I wrote my own but its pretty crappy in comparison..please easy to use pop up dialogs which I haven't done yet
<Agathorn>
something to consider anyway
<Bornholio>
starwaster on top of 7.6.0 obviously? Should i Scrub and reinstall master?
<Starwaster>
no
<Bornholio>
I'm at 7.5 with eva fix + previous dll
<Starwaster>
although if you have an irve3.cfg in there somewhere you should delete it
<Agathorn>
its interesting actually..my original design remit was to consider what NASA might use for UI design into the near future..say 10-20 years from now and I could easily imagine that being something similiar to material design
<Starwaster>
uhm.... why still 7.5.0?
<Bornholio>
testign explosions, because 4000K tanks
<KevinStarwaster>
bornholio it wont hurt to put those cfgs on top of 7.5 but I think there were a few bugs fixed in 7.6
<Bornholio>
Starwaster btw CKAN shows 7.5.0
<KevinStarwaster>
that's because 7.6 is still in prerelease mode
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KevinStarwaster is now known as Starwaster
<Starwaster>
also you're depriving yourself of screaming Kerbals
<Starwaster>
Kerbals start screaming if they catch fire
<Starwaster>
(I limited them to one scream per 15 seconds but I think they should scream more vigorously if things get too hot)
<Bornholio>
I had that installed.
<Bornholio>
Hilarous
<Bornholio>
It was in my music play list too, couple times a day, scream kerb!
<Bornholio>
Want summary posts in DRE thread starwaster?
<Starwaster>
nah send them to my inbox
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<Starwaster>
does anyone know of a bug with RSS where if your active vessel is destroyed all your scaledspace objects vanish (maybe just the textures gone?) and your ship textures/shaders turn invisible on one side?
<Theysen|dinner>
this sounds like a major fuck up and no - unfortunately never had that :(
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<Starwaster>
it only started recently... starting to look at recent changes but nothing that got changed recently seems like it would be responsible.
<Starwaster>
checking to see if there's a more recent version of Kopernicus for KSP 1.2.2
<Starwaster>
FlexoDocking doesn't seem like it would be a culprit but that's the last thing I installed
<Starwaster>
doesnt do it in stock+DRE+Flexo+RPM+JSI
<Theysen>
HypergolicSkunk, where's that "hide empty nodes" in stock you talked about yesterday?
<HypergolicSkunk>
in stock? I didn't say anything about stock :p
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<Bornholio>
I'm using flexible docking ports without that issue, What tonnage toatl with 16m heatshield you want tested?
<Theysen>
HypergolicSkunk, I thought it'd be in the difficulty settings maybe
<Theysen>
or did you install the mod
<HypergolicSkunk>
I have the mod installed. I guess that's why I had that setting before starting a new career.
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<Theysen>
ah gotcha
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<Bornholio>
Starwaster 16m heatshield is 1312 tons :P
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<Starwaster>
bornholio, use whatever tonnage payload you want. I'm not sure what you're getting at about 16m shield?
<leudaimon>
Pap, the images of the contracts with EVA, redesvouz etc. available (dependencies of crewed orbital) but the speed records still low: http://imgur.com/a/VNgsz
<stratochief_>
Starwaster: 1 order of magnitude is forgivable amongst friends, but 3 is the difference between stubbed toes an war crimes
<stratochief_>
Rokker: ozzy ozzy ozzy?
<Bornholio>
starwaster IRVE repeats good, 20.4G very close to realworld testing. Imgur album loading after i get a drink
<Starwaster>
ok thdx
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<Starwaster>
fixed it in the repository too
<Pap>
leudaimon: after you accepted the First Crewed Orbital Launch, did you launch a suborbital crewed vessel?
<Starwaster>
flexible PICA and SIRCA..... hmmmm
<Bornholio>
will you use a configurabl module or seperate parts
<soundnfury>
Pap: fyi, testing in another game, "crewed sound barrier" completed without my ever having flown a crewed vessel
<soundnfury>
(I may not have the latest contract configs though ;)
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<Rokker>
stratochief_: celebrate 60 years of atlas
<stratochief_>
Rokker: do they actually still use balloon tanks, or is it just 'atlas heritage' ?
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<Rokker>
stratochief_: centaur is balloon
<stratochief_>
centaur isn't atlas
<Saabstory88>
Atlas 3 was the last baloon tank version AFAIK
<Rokker>
stratochief_: yes it is
<Rokker>
Saabstory88: ii
<stratochief_>
wake me up when it is 60 years of centaurs flying
<Rokker>
stratochief_: Potts shared avionics and structural heritage
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<Saabstory88>
Atlas 3 had RD-180 as well as main stage baloons
<Rokker>
lotsa
<Pap>
soundnfury: I don't understand how any of what is going on is actually possible. I think it has to be a CC bug, the contracts all look clean inside the configs
<Rokker>
Saabstory88: since when
<Bornholio>
starwaster sloppy album, i hate imgur sorting. tried to get ever 5k in main descent
<Saabstory88>
Atlas 3 flew between 2000 and 2005, used the RD-180, and the Atlas II style tankage
<Rokker>
stratochief_: ah shit, ur right
<Rokker>
stratochief_: anyways, it's not as tenuous of a connection as you think
<Rokker>
closer related than delta iv
<stratochief_>
Rokker: IMO, it is the soviet engines that break the heritage line, makes me sad in a John McCain sort of way
<stratochief_>
"this is our american response to the soviet ICBM threat" is pretty core to the Atlas heritage, in my mind
<Rokker>
stratochief_: that's just commie propaganda
<Rokker>
the 180 is secretly american
<stratochief_>
in the same way that Putin is a secret patriot, trying to bring the US down through political intrigue, espianage, bribery. you know, the american way /s
<stratochief_>
*secret US patriot
<Rokker>
can't even spell espionage
<Rokker>
shoo
<stratochief_>
that is how you know I am secret soviet spy. or, that my IRC client lacks spellcheck
<stratochief_>
considering how long the centaur heritage has been used, it would've been nice if they invested in making it cheaper to build. isn't the RL-10 a particularly expensive engine, for its thrust level?
<Rokker>
stratochief_: considering we have literally no data on it's current cost, who knows
<soundnfury>
leudaimon: RIS v0.1.3 out. Fixes the contract timing bug, fixes issues with completing multiple firsts on the same day (it's no longer arbitrary which one you get paid for). Update both configs and DLL. https://github.com/ec429/ksp_ris/releases/tag/v0.1.3
<leudaimon>
I dont think so Pap
<soundnfury>
!tell rsparkyc,NathanKell* RIS v0.1.3 out. Fixes the contract timing bug, fixes issues with completing multiple firsts on the same day (it's no longer arbitrary which one you get paid for). Update both configs and DLL. https://github.com/ec429/ksp_ris/releases/tag/v0.1.3
<Qboid>
soundnfury: I'll redirect this as soon as they are around.
<Rokker>
stratochief_: and if u quote that 40 million figure at me I'll shit in ur breakfast cereal
<Pap>
ok, thanks leudaimon I don't know what is going on with it
<Pap>
soundnfury: is there any chance at all that RtS is messing with contracts?
<stratochief_>
Rokker: I don't have a price quote, I just recall it being particularly expensive
<Rokker>
stratochief_: it's not
<Rokker>
stratochief_: possibly
<soundnfury>
Pap: ummmmm, I don't think so.
<Rokker>
stratochief_: depends on how many you bit and all the people who say it's super expensive are relying on an estimate being given by a direct competitor with virtually no data to back it up
<Rokker>
how many you buy
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<soundnfury>
Pap: it calls ContractConfigu
<soundnfury>
rator.ContractType.GetContractType()
<soundnfury>
to get a type, and then calls type.ActualCompletions() on that
<Rokker>
stratochief_: the number I trust the most is maybe 12 million
<Rokker>
but it changes the more you block buy
<soundnfury>
afaik that shouldn't mess with anything
<Pap>
soundnfury: I wonder if there is a Contract Configurator / RtS issue going on. These contracts that are having the issues are incredibly easy and straightforward contracts that should not be completing without the proper parameters met
<Pap>
All issues that have been reported so far are with RtS included, that is the only commonality I can see (this doesn't mean it is the issue, just trying to narrow it down)
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<soundnfury>
and all my MM patches are doing is changing advanceFunds, rewardFunds and description
<Rokker>
stratochief_: all I can tell you is the super high number is almost assuredly bullshit
<soundnfury>
Rokker: Assured Access To Bullshit?
<stratochief_>
soundnfury: I lol'd
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<Pap>
leudaimon: can you please send me your .sfs file of the game where that contract completed for no reason?
<soundnfury>
Pap: dunno I'm afraid. /me looks at contract, compares it to RP-0/master version
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<soundnfury>
btw why does First Orbit Crewed set maxCrew = 1?
<Pap>
soundnfury: is there any chance (I could be talking crazy here) that CC is getting confused when RtS shows someone else as completeing a contract?
<Pap>
soundnfury: that was copied over (I believe) from originals
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<soundnfury>
nope, original only has minCrew
<Pap>
hmm, I can remove that
<soundnfury>
and, KSP doesn't even _see_ that someone else has completed a contract
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<Starwaster>
Bornholio... oh shit... maxop temp seems a bit low on that IRVE3... but I guess it's ok since it's a test article.... hrm
<soundnfury>
because RIS doesn't ask that
<Pap>
ok, that is what i thought about how RtS worked, just wanted to confirm
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<soundnfury>
but yeah, looking at those cfgs I can't see any reason why it shouldn't work
<Starwaster>
oh wait that's not the IRVE itself, nvm me
<Pap>
that is what I am so confused about soundnfury. There are complicated contracts, but these are not complicated at all
<soundnfury>
might just be a CC bug, maybe report it? *shrug*
<Pap>
soundnfury: do you have the .sfs file from the test you ran where it completed for no reason?
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<Starwaster>
it never seems to actually take much heating though.... only about 3w/cm2
<Bornholio>
Starwaster is something RO changing the maxOperationalTemp & skinMOT ? they are less than in config
<Starwaster>
might not be executing in the same order that I have it in the config. Not sure how it's actually sorted and they're all happening in the same phase
<Starwaster>
redownload the inflatable file, that should fix it
<Bornholio>
starwaster is the heat model for the skin temperature across the whole volumes surface, that would more than double its heat rate, still below the 14w/cm2 from test article
<Pap>
thanks leudaimon
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<leudaimon>
hope you find out the issue
<Starwaster>
skin temperature has only one temperature and it's based on the total energy of exposed and unexposed surface
<Starwaster>
the heat rate is taken from the exposed part
<Starwaster>
and it also just occurred to me it's the net rate of actual part heating from convection which isn't really what I wanted to report... that's going to give different numbers than what's usually looked at in these things
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<NathanKell>
o/
<Qboid>
NathanKell: Agathorn left a message for you in #RO [11.06.2017 16:17:24]: "New Stellar Trail sneak peak on YouTube: https://youtu.be/1TZ1QzOoOlI"
<Qboid>
NathanKell: leudaimon left a message for you in #RO [11.06.2017 16:27:07]: "for some reason my crewed orbit contract completed in the capsule test. I didn't beat you anyway, so I think it's a minor issue for RtS"
<Qboid>
NathanKell: soundnfury left a message for you in #RO [11.06.2017 18:52:55]: "RIS v0.1.3 out. Fixes the contract timing bug, fixes issues with completing multiple firsts on the same day (it's no longer arbitrary which one you get paid for). Update both configs and DLL. https://github.com/ec429/ksp_ris/releases/tag/v0.1.3"
<Bornholio>
any changes before is start mars dives, they take a while each iteration, tune in proper capture takes a couple extra tries, direct is easy, PE at 35km almost always sucks it down
<soundnfury>
o/ NathanKell
<Pap>
o/ nath
<Pap>
^ fail
<Saabstory88>
Greetings!
<Saabstory88>
@NathanKell. Last time I worked on this, KSPAPIExtensions was in play. Looks deprricated now? What’’s the new way to find an attachnode?
<NathanKell>
Find an attach node?
<NathanKell>
I.e. find what node of ours is attached to parent?
<Saabstory88>
Working back through my old code, I had a call to part.findAttachNode($name)
<NathanKell>
Oh, I think there's a stick method for that
<NathanKell>
Findbyname or something
<Saabstory88>
okay, will look in the API, thanks!
<NathanKell>
I know I used it in the tutorials
<Pap>
NathanKell: did you see my note about the PARTUPGRADE Engine_Config problems I was having?
<Starwaster>
what's really funny is that the part illuminated in sunlight looks normal. If I go to the other side? Normal.
<NathanKell>
Sure
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* soundnfury
fires up a new install to test Pap's tech tree
<stratochief_>
NathanKell: Pap: so, are the new contracts performing reasonably well? when do you plan to do an Rp-0 release?
<NathanKell>
I'd like to do it today if that's ok
<NathanKell>
we hit anything this morning?
<leudaimon>
o/ NathanKell! I had this weird issue with the first crewed orbit contract that Pap is looking into. Besides that, the contracts look pretty neat for a realease
<stratochief_>
I was skimming the backchat, I believe soundnfury & Pap were discussing some contracts that sometimes become marked as complete when the conditions haven't been met. that seems to be occasional?
<stratochief_>
I didn't see if they narrowed that down or not
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<NathanKell>
Ah, huh
<Bornholio>
starwaster still having weirdness with shield mass, VAB selection box shows 1.312t, attach, mass in engineer tab goes up 1312t, MJ shows lower 1.3 tons
<NathanKell>
Pap: Ok, found one problem. The deletion was supposed to be happening on FINAL (or at least fairly late) but I forgot to specify a pass.
<Bornholio>
then go to space it is 1312t in space, accels in MJ show correct very low amount
<NathanKell>
Pap: With that change, worked.
<NathanKell>
oh, and specifying PARTUPGRADE[*] instead of PARTUPGRADE but IIRC they're equivalent
<stratochief_>
Bornholio: did you remove the part, re-adda fresh copy in vab?
<Starwaster>
I have no idea what could be doing that.
<Bornholio>
pretty sure i'll try again in VAB
<stratochief_>
an old instance of the part, previously added to the craft pre-change may retain the old mass
<Starwaster>
uhm make sure you didn't somehow duplicate that file in your DeadlyReentry folder
<Starwaster>
it has all the hallmarks of a duplicated part..... two parts with nearly identical stats and the one that ends up going to the launch pad isn't the same one that you picked in the VAB
<Starwaster>
you probably even have an extra one in the VAB list... search by name heatshield and I bet there's two 10m HIAD parts
<Bornholio>
now vab shows 1312t
<NathanKell>
Pap: Yep, works like a charm, at least in terms of creating the correct configcache
<Starwaster>
go looka t your inventory list and search
<github>
[RealismOverhaul] NathanKell pushed 1 new commit to PartUpgradeEngineConfigs: https://git.io/vHyN2
<github>
RealismOverhaul/PartUpgradeEngineConfigs 4a0b407 NathanKell: put a particon in for now
<Pap>
Awesome NathanKell!
<Pap>
I will work on adding those as I get some time
<github>
[RealismOverhaul] NathanKell pushed 1 new commit to PartUpgradeEngineConfigs: https://git.io/vHyNw
<github>
RealismOverhaul/PartUpgradeEngineConfigs 464db8f NathanKell: Put the partupgrade deleter in RO Globals.
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<NathanKell>
Pap: Cool!
<Bornholio>
starwaster, duplicate got moved to my root gamedata folder with older value.
<NathanKell>
Pap: How are the contracts looking--did you and soundnfury ever figure that issue out?
<NathanKell>
even if not, should we release anyway? :)
<Starwaster>
I knew it
<Starwaster>
NathanKell RELEASE THE HOUNDS
* egg
pets the hounds
<NathanKell>
egg: s/hounds/HOUNDS/
<Qboid>
NathanKell thinks egg meant to say: /me pets the HOUNDS
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<Saabstory88>
@NathanKell so starting with a generic part stretching class which takes a model with a cap, a body, and a bottom cap. This generic class can handle greebeles (like cable tunnels and external fuel pipes), then I’m gonna make a class which inherits from this to handle components with tanks. Sounds like a good approcach?
* UmbralRaptor
builds a tindalos class craft.
<NathanKell>
\o/
<Saabstory88>
Got the generic class working well (except for a minor texture issue), so now onto the tankage!
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<Saabstory88>
Thanks for your help last night. Got symmetry working
<Starwaster>
It's DEPRECATED not DEPRECIATED
<Starwaster>
unless you're talking about something reducing in monetary value over time
<NathanKell>
Starwaster: THANK YOU
<Bornholio>
oh god did someone release the hounds of Tindalos
<NathanKell>
Saabstory88: sounds like you're off to an awesome start :)
<Saabstory88>
@NathanKell I made a lot more progress last year than I had remembered. Much easier with a jumping off point
<egg>
o/ Saabstory88!
<egg>
haven't seen you in a while
<egg>
!wpn Saabstory88
* Qboid
gives Saabstory88 a selenium haloalkane
<Saabstory88>
:P
<Saabstory88>
Hi egg!
<Starwaster>
also, the next time I see someone say INSURE when they meant ENSURE I will take that to be a legally binding contract on them
<Starwaster>
by them
<Saabstory88>
http://i.imgur.com/neJphBj.png Just need to find a new way to fix the tiling, and the main plugin is done :)
<Saabstory88>
Stretchy, not fully procedural. Better for future RP-0 use. You can then unlock particular diameters with the accociated base part
<Saabstory88>
Also, I want stretchy greebles. Tired of rockets without cable tunnels
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<egg>
Saabstory88: in non-RP-0, that means you'd get one part per diametre, and then you can stretch things at will?
<Saabstory88>
yes
<Starwaster>
dammit somethin I did to DRE is nuking scaled space... part shaders.... wtf
<egg>
sounds interesting
<Saabstory88>
I like it in the context of RP-0, so that the initial cost = the tooling for that production diameter
<egg>
macht Sinn (but I'm not really into career)
<egg>
(arguably I hardly play anyway :-p)
<egg>
I did play some non-RSS recently for maccollo's principia challenge http://forum.kerbalspaceprogram.com/index.php?/topic/161390-principia-challenge-munar-retrograde-rendezvous-122/
<egg>
square orbits!
<Saabstory88>
I mean, you could still use it in regular RO, and hopefully these parts would be better looking than regular proc parts
<egg>
yeah
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<Saabstory88>
Anybody know the proper way, using KSP/Bumped Specular, to modify the tiling? Is it a material.SetMatrx?
<Bornholio>
Starwaster first tuned direct 40km 7km/s, peak heating 12.6w/cm2@83km, peak temp 1276K@47km Hard to get rid of the thing.
<NathanKell>
Saabstory88: I think proc parts does it? Stretchy did
<Saabstory88>
I couldn’t find it in his code, but i’ll take another loop
<TonyC1>
hi
<Starwaster>
bornholio well that's why that one document we were looking at proposed to keep the damn thing all the way to landing and then retract it on the ground :P
<Starwaster>
use retros to pull yourself away from it
<Starwaster>
or get someone to model one that is easy to land with.
<Starwaster>
or get someone to model one that you can eject just the skirt
<Starwaster>
and, btw, I have officially fux04ed up my working copy of DRE
<Starwaster>
something I did is screwing up visuals... scaledspace texture goes away... shaders on the ship go invisible if not directly illuminated
<NathanKell>
Starwaster: That's...weird
<Bornholio>
how does DRE do that. Well hope you haven't lost too much effort.
<Saabstory88>
@NathanKell Thank! Worked
<NathanKell>
\o/
<Starwaster>
only does it with Kopernicus installed NathanKell
<Starwaster>
going over my commits now to see what I might have done
<Starwaster>
sigh look who just showed up in the DRE thread. I wonder what he wants now
<NathanKell>
?
<Bornholio>
Starwaster Run two, 50km PE 7km/s, Peak heating at 12.52@84km, 1232K@55km Resulted in 7960x35km orbit
<Bornholio>
aerocapture isnt much heat difference from direct, want me to tune in on to closer to circ?
<Bornholio>
Almost seems to emissive
<Starwaster>
bornholio I'm guessing that it's because you're seeing net heating instead of gross incoming heat. Until I correct that you're never going to see the kind of numbers that they're talking about in those papers :(
<Bornholio>
i kind of expected it to hit a lot higher temp between the two, shall i slam it in -1000km PE?
<Starwaster>
how hot is it getting?
<Bornholio>
the direct@30km PE peaked at 1276@47km vs the 1232K@55km for the Capture @40km PE
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<NathanKell>
Pap, stratochief_: Drafted changelog for next RP-0 release. Needs a blurb on the contract overhaul. Can copy the readme section on proc avionics to overview proc avionics
<NathanKell>
!tell rsparkyc Drafted changelog for next RP-0 release. Needs a blurb on the contract overhaul. Can copy the readme section on proc avionics to overview proc avionics
<Qboid>
NathanKell: I'll redirect this as soon as they are around.
<lamont>
how do i get a second VAB build rate?
<leudaimon>
VAB upgrade
<NathanKell>
once VAB upgrades, you can spend upgrade points on that build rate, up to your primary build rate
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<Saabstory88>
@NathanKell so for compatibility with with RF/MFT I need to find if the part has the module, then modify the volume field on part size change, yes?
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<NathanKell|Twitch>
Saabstory88 I think you can just do that with SendMessage
<NathanKell|Twitch>
but best is look at how proc parts does it
<Saabstory88>
Okay. I suppose tweakscale should have an example of that
<NathanKell|Twitch>
that'll be current I think
<NathanKell|Twitch>
TweakScale is a can of worms
<NathanKell|Twitch>
consider checking it a last resort :]
<Saabstory88>
aha, okay! thanks!
<NathanKell|Twitch>
:)
<soundnfury>
Pap: I have a theory about the contracts
<soundnfury>
I think when you load up a new vessel, it sometimes updates some parameters, completes a contract, then updates the rest
<soundnfury>
because, I just put some guys in a plane and immediately got a couple of crewed records for speeds and altitudes I am not at
<soundnfury>
so I think maybe it's combining "ah, you've got a crew _now_, and the last frame I ran, you were doing >350m/s, so have a crewed speed record."
<Born|tocook>
the sounding rocket ones previously worked that way, i'd go EVA, now empty rocket completes uncrewed requirement while on EVA
<soundnfury>
Born|tocook: I mean more like, lob a sounding rocket, then go to space centre and launch a plane
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<rsparkyc>
o/
<Qboid>
rsparkyc: soundnfury left a message for you in #RO [11.06.2017 18:52:55]: "RIS v0.1.3 out. Fixes the contract timing bug, fixes issues with completing multiple firsts on the same day (it's no longer arbitrary which one you get paid for). Update both configs and DLL. https://github.com/ec429/ksp_ris/releases/tag/v0.1.3"
<Qboid>
rsparkyc: NathanKell left a message for you in #RO [11.06.2017 22:30:36]: "Drafted changelog for next RP-0 release. Needs a blurb on the contract overhaul. Can copy the readme section on proc avionics to overview proc avionics"
<Born|tocook>
If i put a second "tags = " line in a part config will it combine or override?