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<Bornholio> everything i did with the extra pad options was lagging an step. not sure why, and the arrows didnt show up even with 4 extra pads built and some upgraded until i restarted
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<NathanKell> o/
<Pap> o/
<Pap> Bornholio: Excellent news, I found out what is wrong with the RSS textures
<NathanKell> \o/
<NathanKell> Somewhere in between. Left doesn’t have enough contrast and right looks blown out
<Bornholio> cool i'm not totally insane then
<Bornholio> i like the one on the right at least in flat, contrast is nice
<Pap> Alright, let me see if I can blur the one on the right just a little bit
<Bornholio> makes olympus mons look like a crater though
<NathanKell> not blur!
<NathanKell> not blur!
<NathanKell> Sharpness gooooood
<NathanKell> it just’s the *colors* that are too contrasted
<Pap> Ah, hmmmm
<NathanKell> then again...it’s so hard to know what’s “right”
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<SpecimenSpiff> o/
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<SpecimenSpiff> I shoudl try and write a powershell script to update my rp-0 and kct from their dev branches before I launch ksp
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<Bornholio> yes you should
<Pap> So I modified it a little bit, looks better than what we had before https://usercontent.irccloud-cdn.com/file/l6fs3osN/MarsInGame.png
<SpecimenSpiff> sweet
<Bornholio> my son loves seeing the planet mars in game, which leads to me being forced to make a curiosity
<Pap> However Mercury is still missing
<Bornholio> lol, i ate it
<Pap> But no errors to tell me why it isn't loading
<Bornholio> had to make up for the mass balance of adding crees vesta and uranus moons
<Bornholio> ceres
<blowfish> been having some trouble with saab's LR-91. Are there any known issues with it?
<ferram4> The tgimbal transform is borked
<ferram4> It only rotates in... pitch? I think.
<ferram4> It's either lacking pitch control or yaw control.
<blowfish> it seems deeper than that
<blowfish> MJ shows no delta-v
<ferram4> Hmm. That's a new one
<Bornholio> after a decoupler? no fuel, no pressure no patch?
<Bornholio> path
<blowfish> probe core -> tank -> engine
<Bornholio> tweak scaled negatice mass object on craft
<Bornholio> negative
<blowfish> You would have to pay me a lot of money to install TweakScale for anything but testing purposes
<blowfish> hmm, ModuleEngineConfigs seems to be having issues
<blowfish> oh, somehow it has both a ModuleEnginesFX and ModuleEnginesRF
<blowfish> well, because verniers, doesn't quite explain this
<Bornholio> can you compare the vens 91 to it?
<Bornholio> but yeah, ferram is right it has borked gimbal transform regardless
<blowfish> hmm, I have Ven's but no 91
<Bornholio> is it sxt then? thought i had two last i checked
<lamont> so you can only have one flight sitting on the in-game pad even if you have multiple KCT pads?
<NathanKell> IIRC there’s only AIES, FASA, Raidernick’s, and Saab’s LR91s.
<Bornholio> yup no sxt/vens cause i don't have one
<blowfish> hmm, the main engine doesn't seem to be configured properly
<Pap> Bluedog has one as well
<SpecimenSpiff> I think bdb is where I got mine
<NathanKell> Ah right BDB
<SpecimenSpiff> isnt a "nononrpo" folder supposed to filter out the non-rpo items?
<SpecimenSpiff> I have that, but im still getting bdb items that are non-rpo
<NathanKell> NoNonRP0
<Bornholio> thats a zero ^
<Pap> Alright, be honest, would anyone notice if Mercury was missing?
<Bornholio> yes
<blowfish> just going to say right now that I think that verniers should absolutely be part of the same engine module
<Pap> Ah, damn
<Bornholio> its easier than jupiter, of course jupiter has those cheaty moons
<Bornholio> need to get all the science so i can get that deathstar
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<NathanKell> Pap: What do we want to do about X-Plane High / Suborbital contracts?
<NathanKell> Right now Suborb is limited to 3, but X-Plane high keeps being offered...until you do 3 suborbs.
<NathanKell> which means you can milk it forever
<Pap> Ah
<Pap> Should we completely remove the X-Plane contracts until Maxsimal re-does the plane contracts?
<NathanKell> I wouldn’t--at least there’s *something* for pilots right now
<Bornholio> then there will be time when zero contracts are available befrore first orbital
<NathanKell> Maybe set the X-Plane high contracts to have a max completions of 3, and de-link from suborb?
<NathanKell> Bornholio: Sounding rocket contracts are always available, no?
<NathanKell> I mean, excepting the cooldown timers
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<Bornholio> main problem with x-plane high is that its done by SO rockets easier
<Pap> ^^^^^^ This
<NathanKell> also also--you said 300% felt *tight* to you on funds?
<Bornholio> yeah with cooldowns i had nothing alot of the time but supersonic
<NathanKell> I agree, we can at least require the craft to have, say, landing gear
<Pap> My guess Bornholio felt that way before Maxsimal increased the SR contract payouts
<NathanKell> \o/
<Bornholio> the only thing i felt was wrong was the delay timer. I mean if your milking SR's them thats your problem :P
<Pap> Phineas Freak actually screwed it up with a value he used
<Bornholio> ah. sanity slightly restored
<Pap> I actually really dislike the delay timer as well
<github> [RP-0] NathanKell pushed 2 new commits to Developmental: https://git.io/v75xX
<github> RP-0/Developmental d8cfbc8 Edward Cree: Add UI to display unlocked toolings...
<github> RP-0/Developmental 7bf0931 NathanKell: Merge pull request #752 from ec429/maintUI...
<github> [RP-0] NathanKell closed pull request #752: Add UI to display unlocked toolings (Developmental...maintUI) https://git.io/v75X2
<Pap> When I complete a mission, all I wind up doing is fast forwarding 4 days, it isn't doing anything other than moving time, which is done pretty well with KCT already
<Bornholio> .cheers.
<Bornholio> that thing is going to be messy :)
<Bornholio> i'm always tweaking and getting twice the tooling i need
<NathanKell> Now that rush building is limited and rollout times nontrivial, it’s less needed
<Bornholio> what is rush building limited to
<NathanKell> 5 clicks
<Pap> Can Maxsimal still recover the craft with KCT and relaunch the same day?
<Pap> I think that is why he added it in the first place
<Pap> Or will the rollout time stop that?
<Bornholio> on planes i had long recovery time that made for a limiter
<NathanKell> The rollout times are longer now, so that will stop much of it
<NathanKell> In fact for a craft as complex as his, they’re probably nearly 4 days anyway
<Pap> I vote for removing the delays, they are frustrating
<Bornholio> but i used the same plane for ten sonic missions just to test them harsh
<NathanKell> yeah, let’s try without and see if he can break it
<Pap> ok, i'll take care of it now
<NathanKell> \o/
<NathanKell> wanna fix X-Plane High while you’re at it? :)
<Pap> !tell Maxs* We are removing the wait times on the Sounding Rockets. With the new rollout times, we do not think it necessary. When you get back, if you can break it and prove us wrong, please do
<Qboid> Pap: I'll redirect this as soon as they are around.
<Pap> Sure NathanKell How do we want to fix them, what was decided on?
<Pap> We can invert a requirement of a parachute?
<Bornholio> I wanted to mention that currently we have remove almost all incentive to make rocket stages recoverable except to get personel and science back. i can't make it work at all to get anything but penalized for doing it
<NathanKell> Bornholio: You save on build times, that’s the key.
<NathanKell> (and the original part cost, of course)
<Bornholio> it increases build times
<NathanKell> The first time, yes
<NathanKell> But you never pay it again.
<Bornholio> how? you only get a portion of the build cost back
<NathanKell> Pap: I *think* we should just remove the “disable XP High when suborbs >3” thing, and instead set an independent maxcompletions of 3
<NathanKell> Bornholio: No, that’s if you recover normally. You have to recover via KCT’s UI
<NathanKell> Then it goes right into ‘storage’
<NathanKell> in flight, click KCT button, then VAB tab, then ‘recover active vessel’
<Bornholio> then you have to recover to pad and use fmrs etc.
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<github> [RP-0] pap1723 pushed 1 new commit to Developmental: https://git.io/v75pR
<github> RP-0/Developmental 5dc05c1 Pap: Remove Cooldowns on Contracts, X-Plane High only 3 Completions, Solar Satellite Description...
<Pap> Done
<NathanKell> \o/
<Pap> Should Telemetry Analysis be biome dependent (like it currently is)?
<NathanKell> Pap: I think so...?
<NathanKell> Pap: Arguments for/against?
<Pap> Was it created as biome dependent for more science? Or is there a different reason, like the telemetry of a craft at 200 km over the Ocean is different than over the Mountains?
<Pap> From what I understand, telemetry is essentially just, is the spacecraft operating correctly, and what is the position of the spacecraft. Is there more to it than that?
<Bornholio> its the measurement of the radio signals to and from the craft
<Bornholio> it also includes health monitoring generally
<github> [RP-0] NathanKell pushed 1 new commit to Developmental: https://git.io/v75h8
<github> RP-0/Developmental 3927322 NathanKell: Allow taking refreshers before proficiency expires (to do this, implement preReqsAny, i.e. an 'or' of prereqs rather than the default 'and', and allow courses to expire log entries).
<NathanKell> !tell soundnfury should we do the same for Mission training, so you can take mission training while you already have mission training, in case it’s about to expire? Tbh my original idea with mission training is you’d put crew in mission training and _the course would never finish_: you could only select from those in training when crewing the craft, and if you canceled the mission you just
<Qboid> NathanKell: I'll redirect this as soon as they are around.
<NathanKell> withdrew them from the course.
<NathanKell> Pap: as Bornholio says, it’s all sorts of misc information from the craft, which (AFAIK) will differ based on situation.
<Bornholio> like temperature and pressure and battery level :P
<NathanKell> But maybe with geiger counters and thermometers and the other stuff, all the data that would differ is no longer misc telemetry
<NathanKell> ok gonna try to get a flight in before dinner
<Bornholio> I think data reurned about the health is important to rocketry but the "Science" is not, even though for game purposes studying mice lets us make better rocket nozzles :)
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<lamont> !tell Sarbian fixing autostaging when engines are out and tanks still have a whiff of HTP and Kerosene left, but have run out of oxygen completely would be cool. fixing autostaging so it at least didn’t screw up badly with hotstaging (i don’t know how you’d make it hotstage correctly, but at last make it so that it didn’t autostage the hotstage immediately)
<Qboid> lamont: I'll redirect this as soon as they are around.
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<github> [RealismOverhaul] blowfishpro opened pull request #1753: Fix (part of) SHIP LR91 (dev...FixSHIPLR91) https://git.io/v7dkz
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<Hypergolic_Skunk> o/
<soundnfury> NathanKell|AWAY: I think with Mission training, you're training them for a specific mission that you're already stacking
<Qboid> soundnfury: NathanKell left a message for you in #RO [15.08.2017 03:09:23]: "should we do the same for Mission training, so you can take mission training while you already have mission training, in case it’s about to expire? Tbh my original idea with mission training is you’d put crew in mission training and _the course would never finish_: you could only select from those in training when crewing the cra
<Qboid> ft, and if you canceled the mission you just"
<soundnfury> so you _know_ when it's due to launch, and if your mission training expires ur doin it rong
<soundnfury> then, when you recover crew at the end of the mission, their mission training gets forcibly expired at that point, because the mission they trained for is _done_ now
<soundnfury> but if you train them a year before the mission, by the time you launch the mission details have probably changed (*cough* Apollo 8)
<soundnfury> maybe there needs to be a "forget your old mission training, start again" button
<soundnfury> but I don't think it makes sense to have someone just continuously in mission training
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<darsie> omfsm, I got to the required orbit of the first satellite around Earth of 150 km by decoupling it from 145 to 152 km Pe.
<Bornholio> nice lite sat
<Bornholio> putting a sputnik :) i put a sepatron on them, 90g tends to get them going
<darsie> My last stage (not counting the decoupling) was an aerobee.
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<darsie> Had to point it right before activating it ...
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<Bornholio> now using a MJ SAS box and a septron is ammusing
<Bornholio> atlas rocket size disassembled
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<Bornholio> ammusing when you don't tune the pitch program correctly in peg with the new tanks
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<a_schack> o/
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<Pap> o/
<Pap> Sorry Hypergolic_Skunk My company expected me to do some work this morning, bastards
<lamont> !tell Sarbian other ideas: either make atmostats always live update, or add live stats as a third set of stats. also what would be really cool is to get RCS vac dV and thrust, etc in each stage.
<Qboid> lamont: I'll redirect this as soon as they are around.
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<Bornholio> sarbian https://www.youtube.com/watch?v=70u748VALt4 F-1 gas generator :)
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<Bornholio> roast some marshmellows
<Pap> Bend the knee or get the F-1
<Bornholio> darn solids are gonna make it all smokey :/
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<Bornholio> pap ready for me to return to RSS testing or still fixing?
<Hypergolic_Skunk> o/
<Pap> Bornholio: All fixed
<Pap> Everything I tested worked great yesterday, did not test Principia
<Pap> Hypergolic_Skunk: Figure the problem out?
<Hypergolic_Skunk> lol pap
<Hypergolic_Skunk> the last message I read from you in the stream-chat was: 'WAIT .. looks like NK changed something after all.. let me look..' ... then I idly flew my plane for half an hour, calling out your name, getting no response, before finally taking a nap :P
<Hypergolic_Skunk> so........ no :p
<Pap> lol, if you look above, I had to go work :(
<Hypergolic_Skunk> did you tell your boss how important this was?
<Pap> I couldn't figure out what would be causing it, you'll have to ask NK when he comes around ;/
<Hypergolic_Skunk> :P
<Pap> I tried to explain to him the importance of what we are trying to do here. He didn't seem to listen
<Hypergolic_Skunk> some people....
<Pap> Something about blah, blah blah, management needs, blah blah
<Hypergolic_Skunk> Capitalism, man
<Hypergolic_Skunk> elbow society and all that
<Bornholio> Management needs... talking dirty again
<Hypergolic_Skunk> Bornholio: what's that RSS testing I keep reading about?
<Bornholio> making sure the new RSS stuff is workin and also works with principia fine
<Hypergolic_Skunk> is it for 1.3, or also 1.2.2
<Bornholio> try it out if you have time, i'm starting with clean install then full RO/RP-0
<Bornholio> 1.2.2
<Hypergolic_Skunk> ok!
<Bornholio> maybe mercury won't be hiding this time :)
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<Pap> Mercury is no longer hiding
<a_schack> Amount of electric charge is measured in watts, right?
<Bornholio> joules, wats is rate
<Bornholio> watts
<a_schack> Right
<Bornholio> so if you see watts the are comparable to EC/s
<Bornholio> tehy
<a_schack> But given that I have 60 electric charge and something consuming 1w, that'd last me 60s?
<a_schack> Thanks :)
<Bornholio> Modified ElectricCharge system - 1EC/s = 1kW, 1EC = 1kJ.
<a_schack> Oh, 1EC/s = 1kW :o
<a_schack> Then I have no troubles
<a_schack> Well, plenty of troubles, but not with that
<Bornholio> lol
<Hypergolic_Skunk> ^^
<a_schack> Designing a moon lander on '58 tech is... challenging
<a_schack> Or maybe it isn't
<Bornholio> 1kN thrusters for the win!
<Bornholio> if you have Cavea-B its pretty easy, or a heavy lander with a AJ Mid
<Bornholio> I like AJ mid to be extra heavy to de-orbit the lander on a steeper trajectory lets you use weaker final landing engines
<Bornholio> but it does was dV a bit
<Bornholio> waste
<a_schack> I do have 1kn thrusters, but hydrazine and only early AJ-10
<a_schack> So yeah
<a_schack> Landing on 1kn thrusters
<a_schack> And capturing with an AJ10-27
<Bornholio> you can add about 800 m/s to the de-orbit stage and do a really steep descent to make it easier. Baby sergeants can do the job too but they are harder to control
<a_schack> But the main issue seems to be avionics, because Isp isn't great, so it takes some volume of fuel, which means electricity eating avionics
<Hypergolic_Skunk> Pap: I will try and see what happens if I start a new career. because I didn't do that for two days, I think
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<rsparkyc> o/
<rsparkyc> soundnfury, you guys may need to kick me out of RIS…I have not had the time lately
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<Bornholio> making a quick Wiki for the Dev changes, what is the prefered hosting for images that the Github wiki uses?
<Pap> Bornholio: I don't think there is a preferred, but Imgur works fine if you direct link
<Pap> o/ rsparkyc
<rsparkyc> o/ Pap
<Pap> When is your vacation?
<rsparkyc> it's over
<Hypergolic_Skunk> :(
<Bornholio> thanks pap
<Pap> :(
<rsparkyc> but now my free time is being take up by a (paid) side project
<rsparkyc> so until KSP starts paying me....
<Pap> Paid Side Projects > Unpaid Side Projects
<rsparkyc> yeah, and stuff around the new house seems to take priority over both those things
<Pap> Oh yeah, house projects take up the most time
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<NathanKell|WORK> soundnfury: My idea is that you never want to risk having training expire during a mission, and in reality if a mission is pushed back a week, the crew just trains for an extra week. So my thought was to have a minimum but *not* maximum time for training, and you'd just keep crew in training until you actually flew the mission (or remove them from training if scrubbed)
<NathanKell|WORK> Note that the way crew selection works, they'll only be tapped if "mission training" is the newest item on the log---if they've done anything since their training it won't count
<NathanKell|WORK> but right now that means you need to leave them idle between training finishing and misison launch, which is weird
<Bornholio> most of the time a person is an astronaut (and most military positions) is training, missions and otherthings are side jobs
<Bornholio> maybe you should have events, lite gets sick, drunken diaper wearing stalking, etc...
<Bornholio> like
* xShadowx|2 notes ideas to add to his LS mod
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<Hypergolic_Skunk> that's quite a woman...
<regex> Alcohol is a hell of a drug
<xShadowx|2> got probation and a sealed record, american justice system at work ladies and gents :P
<github> [RP-0] sgrif opened pull request #753: Replace the Geiger Counter in FASA's Agena probe (master...patch-1) https://git.io/v7FB3
<Hypergolic_Skunk> let's not even contemplate what kind of a sentence a male of different complexion would have received...
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<Rokker> Bornholio: yep, sounds like your average naval officer if you ask me
<Rokker> Bornholio: "Captain Christopher Ferguson, the senior active duty Naval Officer in the NASA Astronaut Corps at the time, went as Nowak's commanding officer, and retired Air Force Colonel Steven Lindsey, who was the commander of Nowak's shuttle mission, STS-121, went as Chief of the Astronaut Office, the senior astronaut at NASA. On February 6, 2007, both appeared before a judge on her behalf."
<Rokker> my uncle is friends with Steve Lindsey
<Bornholio> I'm tempted to add her name to the Kerbal renamer name list.
<xShadowx|2> theres the biased rokker tryin to trash navy as if air force doesnt have its problems :P
<Rokker> xShadowx|2: it doesnt
<Rokker> you are fake news
<Bornholio> lol, let me tellyah, seen the price paid too
<NathanKell|WORK> Bornholio: Definitely plan to add events. That's why you're supposed to train a prime *and* backup crew when training for a mission :)
<Rokker> xShadowx|2: all mistakes made by the USAF are the fault of either the navy or the brits
<Pap> BARIS
<NathanKell|WORK> RAF infiltration, RAF subversion...
<Rokker> xShadowx|2: like reverse flow combustion chambers. thats all on the brits
<NathanKell|WORK> Pap: Yeah, BARIS.
<Rokker> Bornholio: navy
<xShadowx|2> Rokker: ima be nice and put this in priv
<xShadowx|2> thats quite a few notches worse than mrs navy astronaut
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<Rokker> xShadowx|2: idk if id say thats worse
<Rokker> trying to kidnap someone and possibly kill them is pretty fucking bad
<xShadowx|2> true.....but now its just arguing over which is worse, they're both bad :P
<Bornholio> added a wiki to explain various RP0 changes and it is subject to rapid and violent change https://github.com/KSP-RO/RealismOverhaul/wiki/RO-RP-0-DEVELOPMENT-CHANGES-(Training,-Tooling,-Maintenance-Costs-and-Facilities)
<NathanKell|WORK> wooooo!
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<Rokker> who here is a brit
<Rokker> i wanna ask them why they wanted this design to become what was used in the first american jet engine
<Rokker> why did they hate us so much
<Rokker> NathanKell|WORK: why do the brits hate efficiency
<Hypergolic_Skunk> Rokker: that was their finest hour...
<Bornholio> divide design onto sections, isolate design groups as each section finishes, tos design over wall tied to brick
<Bornholio> toss
<Bornholio> basicly the opposite of Kelly Johnson design principle, who i think hated the navy almost as much as you do rokker
<regex> Bornholio, be sure to emphasize choosing your launch site before spending upgrades.
<Bornholio> k, not so painful with only one point :P
<regex> It can be after the first launch or so.
<regex> And did that get changed? Only one upgrade to begin with?
<Bornholio> subject to violent change IE Nathan
<regex> Where is the maintenance costs code?
<Bornholio> ah better make a link to the test dlls in it to
<regex> Oh, it's a KCT fork?
<Bornholio> yes
<Bornholio> and rf code
<regex> Is it configurable? Like how often do these costs come out?
<Bornholio> I didn't see a config so i don't think so but ask NK
<Hypergolic_Skunk> I think I experienced a bug this morning regarding Maintenance Cost.. had 200.000 funds, and building the first orbital rocket (cost: 5000 or so) which took maybe 100 days I ended up with -40.000 funds. this might have been my fault though, because I did not start a new career after updating RP-0/RO. testing with a new career now..
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<NathanKell|WORK> regex: they come out every hour or so, or less frequently at higher warp, but the total per year is constant
<NathanKell|WORK> regex: I need to make all that cfg configurable, I haven't gotten to yet. I got all the crew related stuff out to cfg but not it
<NathanKell|WORK> it's in the RP-0 plugin under Maintenance
<NathanKell|WORK> MaintenanceHandler IIRC?
<NathanKell|WORK> regex: You need the latest dev builds (see top issue in RP-0 repo) of KCT and RF, but the maintenance is actually done via RP-0 itself (pull Developmental)
<regex> Okay thanks
<Pap> NathanKell|WORK: What year can the first interplanetary mission be expected to happen now in RP-1?
<NathanKell|WORK> I would expect about 1958 maybe---I forget when the windows are though
<NathanKell|WORK> Well, if you play on moderate, you could do it by 56?
<NathanKell|WORK> I would expect about 58 though generally
<Pap> Man, I do not unlock science as fast as you guys do
<NathanKell|WORK> 58-60 really
<NathanKell|WORK> I'm in 1955 right now I think?
<Pap> ok
<NathanKell|WORK> Yeah, August 55
<NathanKell|WORK> I screwed up though and have too many points in R&D and not enough in build
<NathanKell|WORK> and am out of cash
<NathanKell|WORK> (well, not *out* of cash, but close)
<NathanKell|WORK> I could probably go IP within the next year if I hadn't screwed up
<Pap> I am trying to plan the science points and think the new blend is good as a starting point, just need to get it in the game to test
<NathanKell|WORK> gotcha :)
<Pap> Potential science available will be a little slower than right now, but then ramps up
<NathanKell|WORK> seems good to me
<NathanKell|WORK> it's always been fast in the beginning
<NathanKell|WORK> good to slowt hat
<Pap> I am going to be testing soon (TM)
<NathanKell|WORK> \o/
<NathanKell|WORK> I'll need to restart, right? :D
<Hypergolic_Skunk> does having multiple launch pads play a (major) role in being fast?
<NathanKell|WORK> YES
<NathanKell|WORK> Well
<NathanKell|WORK> it does later when you can build more than one thing at once
<Pap> I have not implemented the second tier crew reports yet
<NathanKell|WORK> And it also means you can roll out to a cheaper, faster pad
<Hypergolic_Skunk> hmm..
<NathanKell|WORK> consider that launch something on a 150t pad takes ~3x and costs ~3x as much as on the starting (20t) pad
<Hypergolic_Skunk> oh!
<Hypergolic_Skunk> cheeky!
<NathanKell|WORK> If you had to use LC-39 infrastructure to launch a Delta, it'd take a long time
<Hypergolic_Skunk> yeah, now that you mention it, the additional crew necessary to run a pad would increase launch cost all by itself
<Pap> Should Bio Samples be biome specific when landed?
<NathanKell|WORK> exactly
<NathanKell|WORK> Pap: Yeah I think so
<Pap> OK, but nowhere else, right?
<NathanKell|WORK> we need an uncrewed surface sample
<NathanKell|WORK> right
<Pap> We have it NathanKell|WORK
<NathanKell|WORK> Woohoo!
<NathanKell|WORK> Transmittable at 25% like the others, yeah?
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<soundnfury> NathanKell|WORK: I approve of that (no maximum time) suggestion
<soundnfury> on a (hopefully) unrelated note, feature requests plox
<Pap> Well NathanKell|WORK The transmittable values are all different based on the levels of science experiment now
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<NathanKell|WORK> Pap: Makes sense
<NathanKell|WORK> soundnfury: Heh :)
<NathanKell|WORK> soundnfury: Refactor it to just be the RP-0 GUI, and in the editor have it show toolings, avionics limit, and what part(s) on the craft need tolling.
<NathanKell|WORK> s/toll/tool/
<Qboid> NathanKell|WORK meant to say: soundnfury: Refactor it to just be the RP-0 GUI, and in the editor have it show toolings, avionics limit, and what part(s) on the craft need tooling.
<NathanKell|WORK> that way you can also finally toggle the avionics window on and off because it'll be part of the main RP-0 window
<soundnfury> NathanKell|WORK: never send to know for whom the part tools; it tools for thee! ;)
<NathanKell|WORK> Scots, now, are we?
<soundnfury> and sure, that seems reasonable. As long as I can keep the existing toolbar icon
<NathanKell|WORK> Indeed
<soundnfury> NathanKell|WORK: I can quote entire Rabbie Burns poems at you if you like; my mum's family are all scots
<NathanKell|WORK> Love the naut stuff btw, tested it last night :)
<NathanKell|WORK> soundnfury: :D
<soundnfury> o wad some pow'r the giftie gie us / to see oursel's as ithers see us / it wad frae mony a blunder free us / an' foolish notion
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<NathanKell|WORK> ...I feel slightly odd understanding that :P
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<soundnfury> well, lallans does have its roots in (middle?) english
<soundnfury> you'd probably find it a lot less comprehensible if it were spoken though xD
<Hypergolic_Skunk> when i moved abroad and started my role as Tech Support Slave, the first call I got was from Colin from Scotland. all my illusions about my English skills went down the drain.
<regex> lol
<soundnfury> so long as it wasn't a Glaswegian. Even the other Scots don't understand _them_
<Theysen> ^ heard that from an exchange student too :D
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<Bornholio_> I see mercury!
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<Bornholio> oh and much better venus, with detail
<Bornholio> oberon biome map has a edge defect pap
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<Bornholio> iapetus ( the death star), thats no moon, oh wiat it is
<soundnfury> Bornholio: itym mimas
<soundnfury> iapetus is the black-and-white nut
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<Pap> Bornholio: Screenshot?
<Bornholio> just a bit
<Pap> thanks
<Bornholio> otherwise looks great
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<Pap> Those don't match :)
<Pap> What idiot made that!?
<Bornholio> child wit a crayon
<Pap> That is pretty much my style
<Bornholio> I think you may have missed a moon with the crayons. biomes much easier to manage on most
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<Pap> Uh oh, one of the moons doesn't have a biome map?
<Bornholio> no just older stye callisto is still mottled
<Bornholio> in biome map
<Pap> Yep, cannot take credit for that one
<Pap> Would be worth fixing however though
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<Bornholio> it also doesn't break anyhting to not ifx it other than your sense of perfection :P
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* Hypergolic_Skunk flogs Bornholio
<Bornholio> Titan also? Yeah Flogging!
<Pap> Well, as you can tell, someone (really wasn't me) made the biome maps from the color maps
<Pap> They really need to be re-done at some point
<Bornholio> Jeb has visited all bodies in RSS master (ScaledRSS Textures 8k) and found them tastey
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<Pap> Thanks Bornholio that is great!
<Bornholio> one more loop after principia is installed
<Pap> NathanKell|WORK: How will stations work for Kerbal training / Retirements?
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<NathanKell|WORK> they'll push retirement back like any other mission. For training, right now we don't check after launch, but as I've mentioned I want to add modules to all crewed parts that check if a kerbal is rated for that part and that situation, and if not (do something)
<Bornholio> can i not cheat orbit with principia
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<egg> nah
<egg> principia has internal state knowing about all your spacecraft, and overrides whatever the game does (because it has to assume that's the game being silly with its silly physics)
<Bornholio> so far no problems, brach manuevers to other planets are hard :P
<egg> Bornholio: try the various reference frames associated with the target planet, that usually helps
<Bornholio> yup, my potato is not up to running it, is there a fast way to reduce load?
<Bornholio> ah prediction way down does the trick
<Bornholio> egg key not found exception for new vest is expected?
<Bornholio> vesta
<Bornholio> maybe more hmmm
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<egg> Bornholio: huh?
<egg> Bornholio: doesn't sound eggspected to me
<Bornholio> ah when i select ui button for planet without moon
<Bornholio> the (expand/minimize) button not the select body radio button
<egg> ah
<egg> hm
<Bornholio> so i thnk maye eggspected
<egg> that's a bug though, we shouldn't throw random shit
<egg> Bornholio: but doesn't sound gameplay-impacting
<egg> Bornholio: can you open an issue to track this?
<Bornholio> no it isn't, i'll note it in the Issue
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<Pap> I think I will be able to do the first test of science today!
<Hypergolic_Skunk> nice!
<Hypergolic_Skunk> btw
<Hypergolic_Skunk> I love that Sounding Rockets are actually really necessary now
<Hypergolic_Skunk> and so far, the bug hasn't reappeared \o/
<Bornholio> amused by the fact that i'm gonna try and first node orbit tonight :P gonna do it! okay i'm halucinating but i can dream
<Hypergolic_Skunk> Bornholio: reach for the stars, and you might hit MaxQ :P
<Bornholio> just one more of these and i can do it https://i.imgur.com/UIvn7n1.png
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<Hypergolic_Skunk> saved :D
<Hypergolic_Skunk> I only knew this one so far.. http://i.imgur.com/9D3dQMK.jpg
<Bornholio> http://imgur.com/gallery/6XHqn whole album
<Hypergolic_Skunk> <3
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