<Pap|Away>
NathanKell|WORK: If I set a fuel tank and I give it a cost...If I set the amount of volume in a ModularFuelTank and I then add the full amount of fuel in the CFG file...Does the cost of the fuel get added to the cost I set?
<Pap|Away>
^^^ Don't know if I described that well
<NathanKell|WORK>
You did, I just don't recall the answer offhand
<NathanKell|WORK>
Starwaster might know?
<NathanKell|WORK>
gtg tho, o/
<Starwaster>
about?
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<Bornholio>
is the cost of the material in a tank added to the cost of a tank in the config orsome other way
<Bornholio>
pap was asking
<Bornholio>
Pap|Away was :P
<Starwaster>
what do you mean the cost of the material?
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<Bornholio>
in paps words If I set a fuel tank and I give it a cost...If I set the amount of volume in a ModularFuelTank and I then add the full amount of fuel in the CFG file...Does the cost of the fuel get added to the cost I set?
<Starwaster>
short answer is yes
<Pap|Away>
ok, so the cost of the fuel is added on top of the cost I set on the part
<Pap|Away>
even if I set the amount of fuel to be in the part?
<Starwaster>
you mean like in a TANK node? yes
<Pap|Away>
ok, great, that is what I was hoping for, thank you
<Starwaster>
the thing about part cost and resource cost is that the default Squad method is super really screwy
<Starwaster>
and there can be discrepancy between what you expect and what you get. But MFT DOES calculate tank cost (base cost + individual tank cost + resources) and modifies the base part cost appropriately
<Starwaster>
just don't be surprised if you ever try to calculate it by hand and it's a little off from what you expect
<Starwaster>
anyway, that was the long answer. short answer is yes and dont worry about the long answer
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<Pap|Away>
Starwaster: you are the man, thanks for both explanations
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<github>
[RealismOverhaul] pap1723 created Pap-BDB-Updates (+1 new commit): https://git.io/vQQPI
<github>
[RealismOverhaul] NathanKell pushed 1 new commit to pap1723-ROupdates: https://git.io/vQQyG
<github>
RealismOverhaul/pap1723-ROupdates 2ba1469 NathanKell: Merge remote-tracking branch 'origin/master' into pap1723-ROupdates
<NCommander>
hrm
<NCommander>
I really wish multiplayer was a thing in stock
<Starwaster>
does RO not have a J58 anymore?
<NathanKell>
It does
<NathanKell>
it's the config for the turboramjet in stock
<NathanKell>
(using AJE)
<Starwaster>
is the actual config part of AJE? All I see on the RO repository converts it to kerosene. Seemed like an afterthought
<NathanKell>
yes, RO requires AJE
<Starwaster>
so the actual turbo ramjet config is in AJE itself
<NathanKell>
yep
<NathanKell>
we used to do more local but there's no point redoing AJE's work
<Starwaster>
see I meant literally, not as part of RO but in the RO repository
<Starwaster>
"stupid reentry angels" <---- assuming they meant ANGLES but.... it makes it more interesting to think that some sort of aerial being was plaguing them during reentry
<NathanKell>
Only the stupid ones are stupid enough to be hit during reentry :]
<taniwha>
heavenly Darwin Awards?
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<NathanKell|Twitch>
there we go
<Bornholio>
Starwaster, its hard for angels to help guard during re-entry, so the hierarch sends the stupid ones to patch the heat shield.
<Starwaster>
well I was thinking these were fallen angels and they're out there holding magnifying glasses against the ship
<Starwaster>
like, a ten foot tall lighter with a rocket engine
<Bornholio>
Well their leader is the lightbringer :P
<Rokker>
stratochief: loool
<soundnfury>
Bornholio: does he go around whacking heatshields with a morningstar?
<Rokker>
stratochief: the sequel to motorsport manager mobile launched today
<Bornholio>
YES!
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<Dasm>
Soo I made orbit in Pap's RP0 techtree, but... Now I don't know where I'm going to get more science
<lamont>
Sarbian asked me earlier to copypasta this at a more US friendly and less EU friendly time:
<lamont>
Sarbian: People, let me spam the chan for a sec.
<lamont>
Sarbian: <Asymptote> I'm writing my Phd dissertation about "co-development strategies in the game software industry", I've chosen KSP as a case study and I need to gather some data and insights from its modders'.
<lamont>
Sarbian: <Asymptote> Would you agree to complete an online survey? It takes around 10 to 15mn, it's fully anonymous, and it will be a great help!
<NathanKell|Twitch>
Valve has for sure taught me that credentials aren't a thing, though I knew that from KSP anyway
<regex>
Yeah, professional work all over tauight me much the same.
<regex>
lol "How many forum points do you have?"
<Dasm>
NathanKell|Twitch: I'm in the same boat
<NathanKell|Twitch>
regex: It's research, Asym is probably interested in (a) that as a proxy for how active one is on the forum, and (b) how much people 'like' modder posts
<regex>
haha, I figured, it was just funny.
<Bornholio>
NathanKell|twitch did it do the downgrade thing and then logspam?
<NathanKell|Twitch>
Bornholio: Alas I did not notice the logspam. I just noticed that the build had completed but the pad was still level 4
<Dasm>
What is a modern capsule I can get into RP0's tech tree?
<ProjectThoth>
A chair, some duct tape, and safety goggles.
<Dasm>
I was thinking along the lines of Dragon Capsule
<ProjectThoth>
Oh, I was just kiddin' you.
<ProjectThoth>
Uh, Starliner/Dragon would be a neat addition.
<Starwaster>
nathankell|twitch any of them based on the stock mk1 parts. All of them derived would have been affected by DRE changes
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<Starwaster>
(just to be clear, although some DRE changes are then changed later by RO, but not all of the relevant fields are touched by RO, in case you were thinking of pointing that out.)
<github>
[RP-0] pap1723 pushed 1 new commit to Pap-TechTree: https://git.io/vQQbk
<github>
RP-0/Pap-TechTree abab229 pap1723: Landing Contracts Require New Vessels
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<NathanKell|NOMZ>
Starwaster: How recent DRE changes? I reentered a 1.25m (X-15 tech level) spaceplane about a month ago
<NathanKell|NOMZ>
maybe 3 weeks?
<Pap>
Wow, NathanKell|NOMZ, downloading that Ven's patch took off almost 10,000 MM patches
<NathanKell|NOMZ>
:)
<taniwha>
man, that "characteristics of a good modder" question was tough
<Starwaster>
nathankell|nomz quite awhile ago actually. I think over a year ago? I don't do a lot of spaceplaning myself but I always at least test these things with RO, or at LEAST RSS. Someone's seeming to have trouble with them
<NathanKell|NOMZ>
Ok then yeah I verified the 1.25s are fine
<NathanKell|NOMZ>
Mk1s I haven't done recently
<Starwaster>
BUT, it's career mode and some of the changes I made involve upgrades.... so if he didn't research far enough then maybe his planes are too weak
<NathanKell|NOMZ>
upgrades?
<Starwaster>
yeah, researching upgrades the plane parts to have better shielding
<NathanKell|NOMZ>
oh cool!
<NathanKell|NOMZ>
I'll have to look into making RO aware of that
<NathanKell|NOMZ>
we're not right now I think
<NathanKell|NOMZ>
gotta nomz tho, o/
<Starwaster>
go nomz
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<xShadowx>
whats for nomz tonight?
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<Starwaster>
xshadowx: Steak... it's what's for nomz...
<Dasm>
I found the most amazing SpaceX Pack for KSP.. Too bad it has been dead since .90
<Pap>
Yeah, that was a really good one Dasm
<Dasm>
Tundra is okay.... but uhh- no docking ports fit under the shield and it didn't come with one
<Pap>
What about the other one....
<Pap>
Kerbal Reusability Pack maybe
<Dasm>
OH! That's because the capsule hasn't be scaled for RO
<Dasm>
KRE doesn't have dragon
<Pap>
It is very surprising with how popular SpaceX is that there is not a ton of them
<Pap>
Dasm: can you find a download of the LazTech pack? It shouldn't be hard to bring it to working status, it is just parts
<Pap>
Nevermind, this one is really, really old
<Dasm>
.90
<blowfish>
yeah, in general anything pre 1.0.5 is going to require a ton of work
<Qboid>
blowfish: taniwha left a message for you in #RO [13.07.2017 11:24:19]: "why you make life difficult? (no worries, mate: I got things working, just had some "fun" with runtime api versions)"
<Dasm>
Pap: The Tundra one isn't bad, its just stocklike whereas the Laztek was more realistic
<Dasm>
And it doesn't come with RCS built in and the draco landing thrusters aren't working in RO
<Dasm>
I lied, they're working
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<Pap>
Woah, I wonder how these will look. The model for the Capsule is only 0.529 meters wide. For stock, the author has it at a 5x scale
<Pap>
It would need to be a 6.9943 scale for RO
<Pap>
Well, I'll try it tomorrow
<Pap>
Night all
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<Dasm>
!tell Pap|Sleep I loaded them into the game and they're both around 2.5m
<Qboid>
Dasm: I'll redirect this as soon as they are around.
<taniwha>
blowfish: I was just feeling a little "arg!", but I got everything working in the end :)
<blowfish>
what you get for ignoring my 1.3 branch >:)
<taniwha>
check my commit message :)
<taniwha>
(essentially an acknowledgement of that)
<blowfish>
ah heh
<blowfish>
I've gotten a pretty stable build pipeline working on Linux for one of my plugins though
<blowfish>
using msbuild (formerly xbuild) rather than just calling the compiler directly probably helps some stuff though
<taniwha>
probably, but I didn't like having to deal with csproj files (I HATE xml)
<taniwha>
and I use vim for editing, so...
<taniwha>
I think I've still got some tweaks to make to my Makefile (unhardcoding the stdlib location)
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<NathanKell>
o/
<Dasm>
NathanKell: Souyuz is going off
<blowfish>
taniwha: well, I can also inspect the csc command it's outputting but it isn't pretty
<blowfish>
but realistically the operations you have to do on a csproj on a regular basis aren't that many
<NathanKell>
!tell Pap* I see where the problem is with the probes. You copied the existing patches, which presume that RemoteTech has already added an antenna and SPU. But for your clone parts, that's not true--RT has no idea they exist. :) So we have to add fresh SPU and antennae to them, like for an avionics ring. Fixing.
<Qboid>
NathanKell: I'll redirect this as soon as they are around.
<blowfish>
NathanKell: how motivated are you to hunt down the exploding engine bug? I'd like to release RF for KSP 1.3 but I'd prefer not to do any 1.2.2 releases after that
<NathanKell>
Ah. I'll do it this weekend then
<blowfish>
cool
* xShadowx
sees the words exploding engine bug and hides TF
<Dasm>
What engines do I need to build an R7?
<NathanKell>
Dasm: RD-107 and RD-108
<github>
[RealismOverhaul] NathanKell pushed 1 new commit to pap1723-ROupdates: https://git.io/vQ7eT
<github>
RealismOverhaul/pap1723-ROupdates 7ca78fb NathanKell: Fix new probe core clones not having RT support
<Dasm>
R7 launch live!
<taniwha>
blowfish: yeah, that's how I figured out how to do it directly
<Dasm>
Liftoff!
<blowfish>
bed time for me
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<taniwha>
o/
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<egg|zzz|egg>
NathanKell: KSP-RO/RealSolarSystem#110 looks good, note that phineasfreak says they can't merge so you should probably do so
<Qboid>
[#110] title: Add tracking stations used in launches from Kourou | I probably did not use the correct naming convention (nor range), but the location is correct. | https://github.com/KSP-RO/RealSolarSystem/issues/110
<NathanKell>
egg I believe I gave them perms
<NathanKell>
egg|zzz|egg: I believed wrongly. Fixed
<NathanKell>
Night!
NathanKell is now known as NathanKell|AWAY
<egg|zzz|egg>
\o
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<Dasm>
I can't get the fasa 3 srb to mount inside the 11 srb thing, baby seargeant kick motors
<Dasm>
sargeant
<Dasm>
Well, I can get it to mount, but I can't get it to come out
<ProjectThoth>
Have you tried lard?
<ProjectThoth>
Or WD-40?
<taniwha>
rub a pencil on it
<taniwha>
(hey, works for zippers)
<Maxsimal>
No idea Dasm, sorry, I haven't used those parts.
<ProjectThoth>
taniwha: Never got that to work. :/
<taniwha>
depends on how bad the zipper is (didn't always work for me)
<taniwha>
(or more accurately, my mom trying to help me when I was a kid)
<Dasm>
Also, I may be stuck on my RO0 career, I'm not sure I have enough equipment to hit the Moon
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<ProjectThoth>
taniwha: I have a backpack with fabric flaps that fold over the zipper. Used it for probably about seven years now. I got a zipper so stuck that I couldn't use one of the pouches for about two or three of those years.
<ProjectThoth>
Because the zipper decided to eat one of the flaps.
<taniwha>
ouch, yeah. pencil won't help with that
<ProjectThoth>
Curse you, Jansport, and your crappy designs!
<ProjectThoth>
Hmm, apparently it's "JanSport."
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<Maxsimal>
Dasm, what do you have?
<Dasm>
Maxsimal: 1 sec
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<Maxsimal>
And do you need lunar impact/flyby, or lunar orbit?
<Dasm>
Post-war Avionics, And the sputnik
<Dasm>
A lunar impact would be awesome
<Maxsimal>
Yeah you're a little lower on avionics than would be ideal, but you can still manage it
<Maxsimal>
Build a satellite with enough DV to do your TLI burn, under avionics, and enough batteries to last 4-5 hours or so.
<Maxsimal>
After you've done TLI, refine your orbit for lunar impact with RCS, then release a final stage that consists of a Sputnik and enough batteries for the 5 day journey.
<Dasm>
NathanKell|AWAY: said Sputnik has like 35 days of battery
<Maxsimal>
Then you're fine with just the sputnik
<Maxsimal>
Oh and slap like 10 sputnik antennas on there so you can talk to the probe all the way out
<Dasm>
I can do a TLI burn pretty easy with 1kn thrusters but the burn takes a long time
<Maxsimal>
Also remember you want to do any prograde/retrograde refinement of the orbit as soon as you can after the TLI burn, but you want to wait as late as possible to do any plane-change refinement you might need - if you're launching from Kennedy, make sure you get as close as possible to the inclination of the moon when you launch because plane change is more expensive
<Maxsimal>
Dasm: Sure, but you can also do TLI with just about anything else, your probe won't be big so a XASR-1 will give you better thrust and better DV than hydrazine 1kn
<Maxsimal>
Dasm: Just make sure you know pretty well what the DV you need for TLI is (¬3180 m/s) and build your upper stage to deliver exactly that.
<Maxsimal>
Rokker: Yes, I know you can adjust your departure time if you have too much thrust, but was trying to keep it simple.
<Rokker>
Maxsimal: not just time
<Rokker>
burn direction
<Maxsimal>
Dasm: Looks fine, but I would put a decoupler between the fuel tank and the avionics, and then put some RCS on that avionics stage. Then another to decouple the avionics unit. You also might need some batteries for your avionics
<Maxsimal>
Rokker: Sure, you can do that too, but doing TLI a minute or two earlier will use your extra dV to generate an earlier intercept
<Dasm>
Maxsimal: Well, this is what I came up with
<Maxsimal>
Your TWR's are a bit high - especially for the 2nd stage, but otherwise ok, you should be able to get an impact easily, go test it.
<Dasm>
I'm having issues with mechjeb and PEG on this thing
<Maxsimal>
Yeah, trying to get that into a circular orbit will be a chore - I'd really lengthen your 2nd stage a bit, and use less engine on it
<Maxsimal>
If you don't have at least 5 minutes of burn before your second stage cuts out, you end up needing to fly really oddly shaped ascents in order to circularize, or you need another ignition/engine for circularization
<Dasm>
And TF is killing my boosters
<Maxsimal>
Overburning them or just bad luck?
<Dasm>
TF shouldn't be a thing during sims
<Dasm>
Bad luck, one of the outside boosters lost thrust
<Maxsimal>
yeah - KCT used to allow you to turn off TF, dunno why KRASH hasn't done that yet
<Maxsimal>
You could make your rocket more reliable by just having less of it - you have way too much rocket there for your payload. You should cut your total mass in half.
<Dasm>
Well, my only other option would be an atlas then
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<Maxsimal>
I guess? I dunno, when playing RP0 I tend to make rockets for my purposes, not making precise RL stages.
<Maxsimal>
You could just make a 1/2 R7 with two side boosters.
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<Hypergolic_Skunk>
Dasm: why should TF not be active during sims?
<Hypergolic_Skunk>
it'll keep you from being disappointed later :p
<Dasm>
Hypergolic_Skunk: So rockets can be tested in simulation mode under ideal conditions
<Hypergolic_Skunk>
Dasm: I just turned down the sim-costs a lot
<Hypergolic_Skunk>
because the default-settings are ridiculous
<Dasm>
That seems like a great idea
<Hypergolic_Skunk>
like, the sim of a sounding rocket costing 100 x more than the actual building of it
<Dasm>
Hypergolic_Skunk: Isn't the cost of rocket development more than the final built rocket?
<Hypergolic_Skunk>
Dasm: probably. but in my head I justify this by thinking that the build-price of the rocket includes the overhead, and the sim is just the actual sim.
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<Dasm>
I'm pretty sure RP0 costs equipment based on unit price
<Hypergolic_Skunk>
I still don't see how the simulation of a sounding-rocket with existing technology can cost 100 times more than the actual launch.
<taniwha>
Dasm: how many times have you simulated the launch of the Saturn V? :)
<taniwha>
and how much did it cost you? (hint, maybe about $40)
<Dasm>
I didn't sim the SatV, I wasn't playing with TF or build time in my last play
<Dasm>
But I tested my atlas.. a lot- like, a ridiculous amount. I probably blew 50k on testing because I didn't realize that the AJ10 only had a 2 1/2 minute burn time
<taniwha>
Dasm: no, it cost you $40, total
<taniwha>
:)
<Hypergolic_Skunk>
I think he's talking IRL KSP cost :p
<taniwha>
:)
<Dasm>
Ohhh
<taniwha>
thus why simulations costing a lot makes little sense
<taniwha>
(a lot = 100x rocket cost)
<Dasm>
RSS/RO with RP0 is rough, I can do crazy nuts antics to get tons of science in the stock game, that's not working here.
<Hypergolic_Skunk>
correct :)
<Hypergolic_Skunk>
no science farming for each KSC building
<borntosleep>
dasm have you done manned karma yet?
<borntosleep>
karman
borntosleep is now known as Bornholio
<Dasm>
I'm not talking about that.. I'm talking about launching to the Mun or Minmus with a early tree rocket and hit 5-6 biomes
<Dasm>
Bornholio: Yes, I've done unmanned orbit
<Dasm>
I'm trying to hit the Moon now
<Bornholio>
you can get three biomes from cape for crew reports in space and fly high/low for a small burast of science and the cash is good, even with just x-1 cocpit
<taniwha>
Dasm: Moon orbital velocity at 100km is ~1/2 Kerbin's Escape velocity
<Dasm>
Bornholio: Wait.. 3 biomes from the cape?
<Dasm>
OH
<Dasm>
You mean Shores, Grasslands, Water
<Bornholio>
plus build a rocket at kourou for tropics
<taniwha>
Dasm: and Moon is almost 3x Kerbin's size
<Hypergolic_Skunk>
Kourou-Investment is also great for later comsat-contracts, if you plan to go geostationary
<taniwha>
so yeah, it's tough
<Dasm>
taniwha: Right- that's why I can't hop around it :P
<taniwha>
so send a rover
<Dasm>
taniwha: I can't rover in KSP.. for some reason every rover I make slides around
<Hypergolic_Skunk>
rovers are so useless in RO/RSS/RP0
<taniwha>
up the wheel friction
<Hypergolic_Skunk>
they are useless, period
<Dasm>
Hypergolic_Skunk: You can make unmanned rovers and have them autonomously drive around
<Hypergolic_Skunk>
if it's heavy enough, will it drive on the ocean floor? :D
<Hypergolic_Skunk>
my surprise for Europe...
<Dasm>
You mean Europa?
<Hypergolic_Skunk>
I mean Europe.
<Hypergolic_Skunk>
who needs ICBMs when you have ocean-floor-dwelling autonomous killer-rovers :D
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<Hypergolic_Skunk>
Dasm: do you build/fly planes, too?
<Dasm>
Not ever since the... incident
<Hypergolic_Skunk>
if it had to do with the runway, there's a solution
<Hypergolic_Skunk>
without going to 1.3
<Hypergolic_Skunk>
I use Real KSC now. apart from adding some really nice launchpads, it also adds the longer (and less glitchy..) Space Shuttle landing runway
<Hypergolic_Skunk>
it uses Kerbal Konstructs for that.
<Dasm>
Cool, I'll check it out
<Dasm>
BUT
<Dasm>
I use kerbal construction time, and it doesn't make sense for me to have to rebuild planes after I land them
<Hypergolic_Skunk>
there's a solution to that, as well
<Hypergolic_Skunk>
when you're landed, use the toolbar to open the KCT menu. go to 'SPH' there, then you can recover the craft
<Dasm>
It hardly makes sense for me to have to rebuilt parts of My rockets that get recovered
<Hypergolic_Skunk>
you can then reuse the plane at any time
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<Dasm>
The KCT toolbar?
<Theysen>
HeyGuys
<Hypergolic_Skunk>
but... make sure to edit it before reuse, because it'll be rotated 90 degrees up in the SPH
<Hypergolic_Skunk>
Dasm: do you use blizzy's toolbar?
<Dasm>
yes
<Hypergolic_Skunk>
KCT should have its own button there
<Hypergolic_Skunk>
but you may need to make it visible
<Dasm>
So go to the space center after flight and recover it directly?
<Dasm>
with the toolbar
<Hypergolic_Skunk>
no
<Hypergolic_Skunk>
when you're landed
<Dasm>
OHHH
<Dasm>
Wait.. I can't do the same thing with a shuttle can I?
<Hypergolic_Skunk>
also, don't forget to refill the tanks :p
<Hypergolic_Skunk>
you could, but it won't have rockets attached :p
<Dasm>
AWWW
<Dasm>
I wish components that are recovered could have a reconditioning time and after reconditioning they would be available without adding build time
<Hypergolic_Skunk>
although...
<Hypergolic_Skunk>
if you save the rocket-part as a sub-assembly..
<Theysen>
Dasm, maybe once we get ScrapYard configured
<Hypergolic_Skunk>
you could just add it to the shuttle once it's recovered and you're editing it in the SPH
<Dasm>
Can I build subassemlies?
<Dasm>
oops.. subassemblies
<Hypergolic_Skunk>
it's been a while since you played? :P
<Dasm>
Not with KCT
<Hypergolic_Skunk>
KCT shouldnt make a difference there. you recover the Shuttle via KCT, then let it get refurbished, then edit it, and add the rocket subassembly
<Dasm>
OH! OHHH
<Hypergolic_Skunk>
aww man, X-Planes contract, need to fly 3 mins between 4,4 and 5,4 km, and my Bonanza has a climb speed of 5m/s D:
<Dasm>
I'll have to play with that
<Hypergolic_Skunk>
and I only packed 20 mins of fuel ^ and I cannot revert, haha
<Hypergolic_Skunk>
good thing I brought 6 kerbals along...
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<Maxsimal>
Kick some out to lighten the load
<Hypergolic_Skunk>
my initial reaction was 'heeeell no' ... but I could test trying to get 'EVA while flying over Grasslands' like that :D
<Hypergolic_Skunk>
actually no
<Hypergolic_Skunk>
haven't unlocked EVAs yet
<Hypergolic_Skunk>
ok. time to land this craft. never gonna make it to 4.4 km before the fuel runs out...
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Pap|Sleep is now known as Pap
<Pap>
o/
<Qboid>
Pap: NathanKell left a message for you in #RO [14.07.2017 06:28:59]: "I see where the problem is with the probes. You copied the existing patches, which presume that RemoteTech has already added an antenna and SPU. But for your clone parts, that's not true--RT has no idea they exist. :) So we have to add fresh SPU and antennae to them, like for an avionics ring. Fixing."
<Hypergolic_Skunk>
\o
<Pap>
!tell NathanKell* Ah, yes I did do that. Need me to make the fix?
<Qboid>
Pap: I'll redirect this as soon as they are around.
<Maxsimal>
Pap: Who did proc avionics? Was it bornholio? Or leudaimon? I forgot now
<Pap>
rsparkyc
<Pap>
leudeimon did a lot of work to try and balance
<Maxsimal>
Gotcha. Well it's a balance observation, so I'll message him
<rsparkyc>
o/ Pap
<Pap>
Hi rsparkyc!
<Maxsimal>
o/ resparkyc
<Maxsimal>
Maybe I'll just talk with you since you're here.
<rsparkyc>
sure :)
<Maxsimal>
One thing I've observed using proc avionics, is that the tuning feels off for upper-stage parts. For one thing, the lowest cost is at ¬114% utilization, which seems really weird, I'd expect it to be lower than that.
<Hypergolic_Skunk>
what does more than 100% utilization actually mean?
<Maxsimal>
Another issue is that upper stages feel like the tuning is currently cost = (some utlization factor) * controlled tonnage, and weight = (some utlization factor) * controlled tonnage
<rsparkyc>
so the readme shows the formulas used for weight and cost
<rsparkyc>
they're not linear
<rsparkyc>
so there is an optimal "rating" at which parts are supposed to be efficiently balanced between cost and weight
<Maxsimal>
But for the actual, non-procedural parts, the tuning seems to operate more like weight = (some utilization factor) * (some constant + controlled tonnage)
<Maxsimal>
Ok I'll have to look at the readme - is it in the RO or RP0 github?
<rsparkyc>
yeah
<rsparkyc>
i know that the parts having an integrated battery kinda screws up the balance equations
<rsparkyc>
i need to make that configurable on its own, and that should help
<rsparkyc>
i just haven't had time to re-vamp that
<rsparkyc>
there's also been requests to allow you to put fuel in them, something else i haven't worked out yet
<Maxsimal>
Well, it's not just that. It's that I can have a 54kg proc avionic that controls 3tons - before the minimum was using an Able core that's 140kg to control 5 tons. That makes a HUGE difference.
<rsparkyc>
yeah, that's a balancing issue, and those can be worked on in the configs
<Maxsimal>
Yeah that's why I was gonna talk to leudaimon first, but since you were here...
<rsparkyc>
yeah, he's the best one to talk to regarding balance
<rsparkyc>
im the one regarding the mechanics
<Maxsimal>
I'm not complaining about the system in general, I think it's great that we have proc avionics, I actually asked for it in the RO thread like 6-8 months ago, just saying the balance feels a bit off for upper stages
<Maxsimal>
Cool, I'll mention it to him when I see him
<rsparkyc>
awesome, thx for helping tune this stuff
<Pap>
!tell dasm There is also a CST-100 Starliner mod that has RO configurations
<Qboid>
Pap: I'll redirect this as soon as they are around.
<Hypergolic_Skunk>
I know I'm cutting my own hand here, but... parachutes should not have Kevlar available before the mid-60s
<Maxsimal>
I've never once seen a good reason to use kevlar in RP0 - is there one?
<Pap>
Maxsimal: you cannot land on Venus wihtout them
<Hypergolic_Skunk>
when i do suborbital recovery contracts, I typically use a two-staged parachute approach. the first deploys very high in the atmosphere and keeps the speed barely survivable, the second deploys near the ground
<Pap>
Hypergolic_Skunk: yeah, we talked about that, but there is no way through Real Chutes to set that up.
<Hypergolic_Skunk>
Pap: ah ok. then I guess I'll have to be honorable and not use that option anymore (until the mid 60s) :p
<Bornholio>
Hypergolic_Skunk https://github.com/KSP-RO/RP-0/issues/667 I mentioned the kevlar thing also, Nathan asked Stupid Chris if it could be done but i'm not sure there was an answer since its inside the Realchute plugin
<Qboid>
[#667] title: Blue Skies Research Based Tech Tree | Some of you have been playing around with the tech tree that I made and have provided great feedback on it. As I have played through it, there have been some nice things and there have been some things that feel clunky with it. After some discussions with @NathanKell and @stratochief66 we discussed some ideas on how to improve things. I have
<Bornholio>
Kevlar is patented in 66 and really should not be avialable till the early 70's maybe a little later. I founf some of the first studies using kevlar ribbon chotes for nukes for '74
<Hypergolic_Skunk>
Bornholio: ok. good to know. like I said, if you know about it, you can just refrain from using it, as that would be unrealistic. but I also use RCS to control my probes when i have no connection, so I have no honor anyway :p
<Qboid>
Pap: I'll redirect this as soon as they are around.
<Maxsimal>
Pap: Ok fair enough, I haven't tried venus since 1.1.3
<Bornholio>
Kevlar is great for higher altitude drogues and for venus so i use it since there is no option for ribbon style chutes
<Maxsimal>
Ehh, high altitude drogues are just a creature comfort for your astronauts, I never use em :P
<Hypergolic_Skunk>
damn. I wish I could find the screenshot of my probe landing on Venus. had miscalculated the parachute size, and after a long stream, I almost choked when they deployed.. they looked like those umbrellas you have in cocktails, three of them, holding a machine the size of a car. but they actually worked perfectly in Venus' thick atmosphere :D
<Pap>
In RL, didn't the Soviets not use and paras? If they did, how did they get them to survive?
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<Bornholio>
Venera 7's parachute failed shortly before landing very close to the surface. It impacted at 17 metres per second (56 ft/s) and toppled over, but survived. Due to the resultant antenna misalignment, the radio signal was very weak, but was detected (with temperature telemetry) for 23 more minutes before its batteries expired. Thus, it became, on 15 December 1970, the first human-made probe to transmit data from the surface of Venus.
<Hypergolic_Skunk>
hm, just noticed that despite having upgraded the launch-pad once, in the VAB it still says 'max 20t'
<Pap>
Yeah Hypergolic_Skunk there are still some issues with KCT and the new levels of buildings
<Pap>
!tell ferram* How do Grid Fins need to be setup to work with FAR?
<Qboid>
Pap: I'll redirect this as soon as they are around.
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<Maxsimal>
Hypergolic: I found a restart helped
<Hypergolic_Skunk>
Maxsimal: could be worth a try
<Pap>
!tell *NathanKell* What kind of love do the SHIP (RO Expanded) parts need? I might take a crack at them
<Qboid>
Pap: I'll redirect this as soon as they are around.
<Maxsimal>
Pap: Btw hoping to finish debugging the sounding rocket contracts tonight. I think they'll be fun, making it so that whenever players finish a 'SoundingRocketDifficult' contract, the difficult of the contracts goes up a bit. Also the contracts will vary height and payload against a curve so they should have more variety.
<Hypergolic_Skunk>
nice
<Pap>
That is awesome Maxsimal! Thank you for taking that on. I was actually dreading that one, even though it is absolutely necessary
<Hypergolic_Skunk>
they could also include science experiments @ certain altitudes requirements
<Maxsimal>
Hypergolic: I'm using the payload stuff like Pap's commercial sats. Tbh I never liked the 'do this science experiment' stuff from regular KSP satellites - it felt like busy work to swap out science experiments that all weighed nearly nothing anyway so it was just going to the VAB and fiddling.
<Maxsimal>
Hypergolic: Maybe once we get a variety of science experiments that have different weights I could replace the payload requirement with that.
<Hypergolic_Skunk>
Maxsimal: fair enough :)
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<Pap>
Maxsimal: I forgot to mention this before, did you make the Sounding Rocket payload very dense?
<Maxsimal>
Hypergolic: Actually it would be kinda fun if we had a special 'science payload' part that had a wide variety of available 'experiments' and automatically configured itself to the right weight when you picked one, and had appropriate flavor text when you did the 'experiment' at the contract location. You could have an extended science game if we did something like that.
<Maxsimal>
Pap: I made it the same as your commsat bus at .2, to start with. I haven't fiddled with exact tuning yet because I didn't get the contract working yet :P
<Maxsimal>
.2 g/cc
<Pap>
OK, we are going to want to make it much heavier than that. More like the same densty as the Lead Ballast. We don't want to force large paylkods size wise (as they don't exist for sounding rockets), but we want to force the weight of them
<Pap>
brb
<Maxsimal>
Pap: Ok I'll look - though density of lead seems high. Based off this - http://wsn.spaceflight.esa.int/docs/EUG2LGPr3/EUG2LGPr3-6-SoundingRockets.pdf it seems like scientific payloads are not that dense - they have .57 diameter, 3.4 long meter bays with a max payload of 280 kg, which yields a density of <.1g/cc if the whole thing is filled.
<Maxsimal>
Pap: Yeah Maxus's minimum density is also .1 g/cc
<Pap>
Maxsimal: you are probably right about that, Lead is too dense. Remember (I made this mistake with the earliest versions of the ComSatBus) the resource is not meant to be the whole payload. The goal is just to force the mass of the payload, but still allow science experiments, fuel, etc to be added
<Maxsimal>
Pap: Yeah, I'll mess with it and find something appropriate. If you look at the illustrations, I do like how the science bay makes the sounding rocket's aspect ratio much more rocket-appopriate though.
<Maxsimal>
*appropriate
<Pap>
Maxsimal: Actually, those look great! They look like real sounding rockets. I'm in and defer to you!
<Maxsimal>
Pap: It'd be kinda cool if at some point we put some man-sized silhouettes next to our rockets in the VAB or on the pad though, to really appreciate their size. Like, looking at this pic of a WAC corporal makes me reevaluate how big they are. https://en.wikipedia.org/wiki/WAC_Corporal
<Maxsimal>
Cause to me a WAC always looks like an Estes toy rocket of some sort on the pad :P
<Pap>
Maxsimal: Yes, have you used the Kerbal Vessel Viewer (or whatever it is called) They can make the types of images you are talking about. Then a little Photoshop editing and you have it
<Maxsimal>
Pap: I did look at it thinking about using it for my speed run - but then I was like 'nah, too much work' :P
<Pap>
Maxsimal: I think I have it installed on all my games because I think it would be really cool to use, but I have never actually used it!
<Maxsimal>
Pap: Yeah. I mean, I appreciate whoever built that mod put a lot of effort into it, but I also kinda wish it took it a step further to add the filter. I don't pirate photo editors :P
<Maxsimal>
Pap: Though it really is just me being lazy. Hrmm, speaking of making things look nicer, do you know any place to get more good textures for proc-parts?
<Pap>
Maxsimal: There are no such thing as good textures for proc-parts, there are additional options, but TBH, none of them look good.
<Pap>
Maxsimal: that is why SSTU is so nice for me, the "Proc Tanks" (not quite as functional) look great
<Maxsimal>
Pap: That's too bad. Hrmm I haven't been using SSTU stuff at all, that I know, I think I have it installed though.
<Maxsimal>
Pap: Are they RP0 configed? I use the NoNonRP0 folder.
<Pap>
Yes, most of them are
<Maxsimal>
Pap: K I'll have a dig around, maybe I'm misremembering installing it.
* xShadowx
decides to relieve stress by watching 20 kerbals duing re entry without a shield
<NathanKell|WORK>
o/
<Qboid>
NathanKell|WORK: Pap left a message for you in #RO [14.07.2017 13:17:59]: "Ah, yes I did do that. Need me to make the fix?"
<Qboid>
NathanKell|WORK: Pap left a message for you in #RO [14.07.2017 14:20:34]: "What kind of love do the SHIP (RO Expanded) parts need? I might take a crack at them"
<NathanKell|WORK>
Pap: Yep, fixed last night. Should work fine but didn't have a chance to test.
<Pap>
Damn, only two tells, I felt like I did more than that :)
<Pap>
Great
<NathanKell|WORK>
SHIP parts, hmm. The engines need only minimal love I think, check out what I did for the LR79. For the LR87/91 they need a bit more TLC because they can only have certain configs applied to them, so check out how we handle the SSTU XLR81 models since that's a similar situation.
<NathanKell|WORK>
The stages probably need even less work since they're just, well, stages.
<NathanKell|WORK>
I don't know if Saab set up verniers for the Titan I upper stage or LR91-AJ-3 engine, if not those will have to be added. I also don't know if a second thrust transform was set up for the -5 and above gas generator exhaust for roll control, if not that will have to be set up
<NathanKell|WORK>
Pap: That's all I can think of for them.
<Pap>
OK, thansk NathanKell|WORK I will look at that
<NathanKell|WORK>
cool!
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<Pap>
What is the rule on Engine Alternators in RO, do we remove them from all Configs?
<NathanKell|WORK>
all but jets/props
<xShadowx>
humans dont do great in zero G and bones deteriorate over time, but what about stuff like octopus with no bones?o.O
<xShadowx>
water makes it zero G ish anyways so space should be just fine for em?;3
<Pap>
xShadowx: you would think so, but so many animals use magnetic sensations, etc, I don't know about octopi, but they are some awesome creatures
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<xShadowx>
Pap: mmm calamari
<Starwaster>
regex Real Fuels no longer comes with Heat Pump so if you want it you need to download it.
<regex>
is UT in KSP in seconds?
<regex>
Starwaster cool, I think I'm going to wait until the timewarp thing is fixed.
<regex>
if that's still an issue.
<NathanKell|WORK>
what timewarp thing?
<Starwaster>
ah which timewarp thing? The one where things explode in timewarp? That's fixed in the latest RF
<NathanKell|WORK>
and yes, seconds
<regex>
Bornholio was saying something about it freaking out over >x1000 analytic timewarp?
<regex>
Thanks
<Starwaster>
Heat Pump doesn't.... but Real Fuels had a sign error where it was adding heat instead of subtracting it in analytic mode
<regex>
And that's now fixed, okay
<Starwaster>
in general though, trying to remove heat from another part in analytic doesn't work very well/at all
<Starwaster>
heat flux doesn't really do the same thing in analytic
<regex>
what is analytic time warp? Not physics?
<Starwaster>
it determines an analytic temperature for the entire vehicle
<regex>
So when does that apply, in non-physics timewarp?
<Starwaster>
parts can override it for themselves but heat flux sort of gets added tot he entire vehicle
<Starwaster>
yeah, 1000x
<regex>
Ok cool
<Starwaster>
or does it start OVER 100.... I forget
<regex>
I'll pick it up then, appreciate the help
<Starwaster>
sure
<NathanKell|WORK>
IIRC analytic is applied to everything that is either (a) unloaded or (b) at over 100x warp.
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<NathanKell|WORK>
physicsglobals says what warp rate
<Bornholio>
my testing had stable temps but not quite right at x1000 and large >100degK oscillations at higher rates
<Pap>
NathanKell|WORK: If I delete this whole config, and then the Global Engine Configs are getting added to it, will it break anything?
<NathanKell|WORK>
if anything (RF or ISRU) is doing integration at high warp, that would lead to the oscillation. That, or your distance from the sun / being-in-sunlight was changing
<NathanKell|WORK>
Pap: Sorry? Confuzzled.
<NathanKell|WORK>
Pap: Check out what I did for SHIP's LR79 for an example?
<Pap>
MODULE { name = ModuleEngiens
<Starwaster>
nathankell|work do you remember: do the docking port nodeTransform and controlTransform use the same axis? FOr instance, pointing outwards from the dock, are they both X or Y or Z?
<NathanKell|WORK>
Starwaster: I think node transform may be Z-out, like how thrust transforms are
<NathanKell|WORK>
not sure tho
<Starwaster>
is it the same for the control transform? For instance, if a part is MISSING a controlTransform, would switching it to the node transform work?
<Starwaster>
I seem to recall that wasn't the case but I'm hoping I'm wrong
<NathanKell|WORK>
yeah, control transform is Y-forwards because KSP thinks, for rockets, as up = forward
<Starwaster>
ah ok
<Starwaster>
asking because of Porkjet's inflatoflat... its three docking ports didn't work right and I fixed them once as a third party fix but then they worked again... and now they dont
<Starwaster>
o.O
<Starwaster>
might have to staple on some new control transforms
<NathanKell|WORK>
yeah
<regex>
I thought my first quarterly budget after the start of a new game was a bit high, and then I looked at the part unlock costs.
<regex>
This is going to take some balancing
<regex>
You can get up to nearly 250 rep just on milestones before the end of the first quarter, pretty crazy
<Pap>
regex: Feel free to completely change all Milestones payouts for the contracts, I never attempted to balance them because they didn't serve a purpose
<regex>
I remove all contract payouts.
<regex>
it's purely on budget
<regex>
I rewrote MonthlyBudgets yesterday to calculate on a fitted "curve", I'll have to play more than the first quarter to see how it goes. Also had to change the building costs but they're now gated by rep
<Pap>
NathanKell|WORK: Sorry, what I was trying to ask is this. For most all engine CFG files in RO, they edite the MODULE[ModuleEngines] and then also apply the Global Engine Config. I notice that you did not do that for the LR79. What I am assuming is that the Global Engine Configs completely disregard the ModuleEngines values, is that correct?
<regex>
since your budget is based on rep
<Pap>
regex: This sounds great
<regex>
We'll see. I'm mainly writing it for how I want to play, but I'll keep reporting back.
<Probus>
Hey guys. o/ If you were to pick a favorite rocket you like to fly in RO (or its closest equivalent) what would it be? For some reason I really like the Titan IIIc. Seems like a real workhorse.
<Maxsimal>
Project Orion
<Probus>
What, the SLS Maxsimal?
<regex>
Thor Delta. It's total garbage but it's fun.
<Probus>
regex, do you fly it by hand or use something like kOS?
<regex>
MechJeb
<regex>
Thgose early high-TWR rockets fly pretty terribly by hand
<Probus>
Is there a trick to getting MechJeb to not turn its engines off once you hit your desired apoapsis?
<xShadowx>
not using MJ ;p
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<Probus>
I ended up learning kOS to avoid that little downfall.
<regex>
Probus yeah there's an option in the settings, I forget what it was.
<regex>
Is there a list somewhere of terrible linq practices in KSP?
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<NathanKell|WORK>
Pap: Yes, As of a year or so ago, RF now properly clobbers ModuleEngines so we don't need to patch inside it anymore, just having RF configs are enough
<NathanKell|WORK>
so yes, what I did for the LR79 patch works fine
<Pap>
Excellent news, that makes things nice and easy
<NathanKell|WORK>
[11:49] <regex> Is there a list somewhere of terrible linq practices in KSP? <<< probably USI.
<regex>
AHAHAHAHA
<regex>
No, but seriously
<NathanKell|WORK>
too easy :P
<regex>
lol
<NathanKell|WORK>
Um. I don't know offhand, the short answer is "don't use linq"
<NathanKell|WORK>
the long answer is "really don't use linq, but use slinq if you have to"
<regex>
I've used like, three Where clauses in this code, they're fairly sparse.
<regex>
not on update or anything
<NathanKell|WORK>
so, delegates create garbage regardless of whether linq itself does (it does, slinq doesn't)
<Maxsimal>
Pap: Is there some limit on behaviours in CC? having trouble because the unammend alt record contract is not available after I added 2 more 'on complete' behaviours, even though it parses just fine and says its conditions are met.
<NathanKell|WORK>
regex: there's enough garbage in modded KSP that if you're not doing it every frame, ain't nobody gonna notice
<regex>
Okay cool, I've tried to move the linq stuff out of locations like that, guarded behind other logic.
<regex>
Sounds like I'm doing it okay
<regex>
THanks.
<Probus>
NathanKell|WORK, do you have a favorite rocket type?
<Pap>
Maxsimal: can you send me the contract?
<Pap>
Probus: Real Life or in KSP?
<Probus>
KSP RO
<Pap>
Ah, I like the Winterfell 3
<NathanKell|WORK>
pics?
<NathanKell|WORK>
Probus: I have a few, not just one :\
<NathanKell|WORK>
Probus: I always build something like Thor-Able and Ablestar.
<Pap>
It is powered by 4 E-1's with a Hydrolox upper stage
<Pap>
Don't have any NathanKell|WORK Working up to it in this save :(
<NathanKell|WORK>
And I also almost always build something like Titan I, but keep it kerolox and eventually put a Centaur on it
<NathanKell|WORK>
(sometimes with 3 or 4 first stage engines rather than just 2)
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<soundnfury>
you don't even need to _ask_ what my favourite is :P
<Probus>
Atlas soundnfury? I hate that rocket.
<Probus>
I say that soundnfury because you just love to give us all a hard time. :)
<Starwaster>
used to be you could just stick transforms in an empty GameObject in Unity but seems like that's not the case anymore... they have to be childed to some mesh or other?
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<Pap>
NathanKell|WORK: There have been multiple reports from people that the Mercury Nose Fairing from FASA will not decouple. The noise happens, but the part stays attached, what is the cause of that, a collider issue?
<regex>
Pap, is there an "ideal" or "expected" schedule of KCT upgrades during the career game? That is, what is expected at certain times during the game?
<Maxsimal>
Pap: I saw your notes on contract to-do's, your future project of doing US and Russian lines of contracts. Have you looked at Historical Mission Pack for RSS?
<Pap>
regex: I am a bad one to ask, NathanKell|WORK is your guy for that one
<regex>
Okay thanks
<Pap>
Maxsimal: Yes I have, I wrote the Historical Progression Contract Pack
<Maxsimal>
Pap : Oh? I thought it was whitecats - or are there two?
<Pap>
Maxsimal: For me, Whitecat's contract pack (Historic Missions) has the same missions repeatedly. I want to leave it up to the player with a little more flexibility
<Maxsimal>
Pap: Cool, did not know there was another contract pack that worked with RSS like that, will have to play that at some point too
<soundnfury>
Probus: well, you guessed right
<soundnfury>
only Atlas Classic though, not this New Atlas shite
<Pap>
Maxsimal: it works realyl well for RSS, but the payouts are too high, I need to modify that
<Dasm>
Pap: Yo, I sent you a thing
<Qboid>
Dasm: Pap left a message for you in #RO [14.07.2017 13:28:41]: "There is also a CST-100 Starliner mod that has RO configurations"
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<NathanKell|WORK>
Pap: Could be. What does it do on the pad? Does it need a higher ejection force? Are people attaching it by the correct node?
<soundnfury>
Pap: iirc when popping the merc fairing there's an NRE
<Pap>
I will do some testing tonight NathanKell|WORK
<soundnfury>
and that's why it doesn't come off
<Pap>
Ah, that is strange
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<NathanKell|WORK>
soundnfury: that would explain it!
<Pap>
Looking at the CFG files, there are 3 explosiveNodeID's listed on the original FASA part, bottom, top, connect1
<NathanKell|WORK>
hmm
<Pap>
The RO CFG removes !explosiveNodeID, 1 and !explosiveNodeID, 2
<Pap>
So that would be top and connect
<Pap>
Would that be causing an NRE?
<Pap>
<--- has no idea how that works, but it looks different to me
<NathanKell|WORK>
shouldn't be
<NathanKell|WORK>
you can try removing the whole module and creating a fresh one of type omnidecoupler
<Pap>
The RO CFG also changes @isOmniDecoupler to False
<Dasm>
Can I get lunar flyby and lunar impact contracts in the same flight?
<Pap>
Yes Dasm
<Pap>
Anyone able to test a FASA config in-game for me?
<Dasm>
config for what?
<Dasm>
Also, can someone look at this short video and tell me how to fix the problem I'm having? https://youtu.be/_BpAtBQbg8Q
<Pap>
Dasm: I am at work so cannot test this fix for the Mercury cap
<Dasm>
Fix?
<Pap>
There is a bug that the Top Cap on the Mercury Capsule does not decouple
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<Maxsimal>
Dasm: Try moving that engine gui someplace else, a button behind that button may be grabbing focus
<Maxsimal>
Pap: I'll test it if I get finished with this contract stuff soon, but no promises.
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<Pap>
lol Maxsimal Welcome to Contract Hell!!
<Maxsimal>
Pap: yeah I know. Thought actually I've made good progress, but I keep adding 'improvements' so I go back to hell after climbing out :P
<NathanKell|WORK>
Pap: every time you say Top Cap, I think Topkapi Palace
<egg|[df_zzz]|egg>
!wpn NathanKell|WORK
* Qboid
gives NathanKell|WORK a pi domain
<NathanKell|WORK>
Qboid: s/i /ie /
<Qboid>
NathanKell|WORK thinks Qboid meant to say: ACTIONgives NathanKell|WORK a pie domain
<soundnfury>
NathanKell|WORK: η γ π
<Dasm>
Pap: I'm about to go to the store, send me the fix and describe to me the problems it has having before and what this is supposed to do, I'll test it when I get back
<Qboid>
Pap: I'll redirect this as soon as they are around.
<Pap>
!tell Dasm The Mercury Nosecone and Decoupler is not correctly decoupling from the Mercury Pod. There may also be a Null Reference at the time of decoupling
<Qboid>
Pap: I'll redirect this as soon as they are around.
ProjectThoth has joined #RO
egg|[df_zzz]|egg is now known as egg
NathanKell|WORK has quit [Quit: Web client closed]
<Qboid>
Dasm: Pap left a message for you in #RO [14.07.2017 21:07:18]: "The Mercury Nosecone and Decoupler is not correctly decoupling from the Mercury Pod. There may also be a Null Reference at the time of decoupling"
<Maxsimal>
Pap: Do these values that are in the persistent store have to be initialized, getting an exception that might be related to that - and if so, where could I init them?
<Dasm>
Maxsimal: You working on the decoupler?
<Maxsimal>
dasm: no
<Pap>
Maxsimal: No, they are automatically accesable once you create them
<Pap>
I've gotta go
<Pap>
Dasm: Thanks for the test, obviosuly still broken!
Pap is now known as Pap|Away
<Maxsimal>
Pap: Hrmm, odd exception then
<Dasm>
!tell Pap|Away I was able to steak a procedural decoupler under the nosecone though as a work-around.
<Qboid>
Dasm: I'll redirect this as soon as they are around.
<Dasm>
!tell Pap|Away Sneak*
<Qboid>
Dasm: I'll redirect this as soon as they are around.
<Dasm>
Any one good with geography?
<Bornholio>
yes unless really obscure
<Dasm>
Bornholio: When you launch from the Cape, do the Grand Bahamas seem a little bit too close to Florida to you?
<Bornholio>
there is a lot of abberations in the altitude layer
<Bornholio>
but I think its a big tradeoff to get everything right. The extreme texture pack looks a lot better but it really isn't worth running for me
<Bornholio>
you can compare the textures to a real map and i think you'll find that they are pretty good. Its just hard to do the knid of scale in unity we are asking for. Maybe why kerbin is 1/10 size :P
egg is now known as egg_
<Bornholio>
I think thats an eggzageration
egg_ is now known as egg
<ProjectThoth>
Don't scramble his words. :(
<xShadowx>
he might crack
<xShadowx>
you could always whisk it though
<soundnfury>
xShadowx: don't even yolk about it
<soundnfury>
there'll be shell to pay
<xShadowx>
now now stay on the sunny side up
<soundnfury>
alwhite then
<egg>
>_>
<egg>
!wpn
* Qboid
gives egg an alpha feather with a ray attachment
* egg
slaps Bornholio, ProjectThoth, xShadowx, and soundnfury with a feather
<ProjectThoth>
Ow!
<xShadowx>
egg: dont be so hard boiled
<xShadowx>
:)
<ProjectThoth>
egg: We were just yolking. Pulleting your leg, as it were.
<xShadowx>
we're horrible ;3
<Bornholio>
more more
<Bornholio>
make an eggample of us all
<xShadowx>
crack a smile :)
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<taniwha>
pull yourself together, because all the king's horses and all the king's men can't