<blowfish>
hypergolic engine is a kerolox engine without an igniter...
<Gus>
If it's really that simple I retract my previous statements :P
<Gus>
I just kinda wish I could have a toxic space program with only hypergolics solids and nukes, but alas, my dream dies with me
<blowfish>
well, I exaggerated the simplicity a bit but not by a lot
<Bornholio>
no its not, but the balance is something else
<leudaimon>
you can always just unlock those parts Gus
<Gus>
tru
<Bornholio>
actually its very much focused that way as it is with parts cost
<Bornholio>
the science costs are minimal compared to the whole tree
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<leudaimon>
yeah, especially in the new tree engines are a small proportion of the nodes
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<leudaimon>
Pap, if I want to update RSS, besides it do I need only the two moon textures or the whole texture repo again? I should have cloned the repo instead of downloading the zip >.>
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<awang>
NathanKell|AWAY: Any way to make the editor less wrong?
<awang>
Also, why doesn't RealChutes have that feature from stock where parachutes don't deploy if it isn't safe?
<leudaimon>
awang, if you configure them prior to launch it should be fairly difficult to deploy unsafely, especially because you can set staging to only arm them
<Pap>
leudaimon: you actually only need the Moon Biomes file. However, there is an improved Mars texture and a fixed Oberon biome file as well
<leudaimon>
nice, I guessed the file outside the folders was the needed one ;)
<leudaimon>
I'll grab those others another time
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<awang>
leudaimon: I typically do, but I usually find that if I guess wrong I end up with no parachutes :(
<awang>
Compared to stock where I keep the parachutes, but may not have them deployed in time
<awang>
I have it set to stage = arm, but that only helps if you get the predeploy/deploy altitudes right
<leudaimon>
I see, well in RO it's fairly easy, the atmo should brake you long before you are in risk of crashing... if you set your predeploy/deploy below the 5000/1000 default you should be always safe
<leudaimon>
I tend to use 2500/700
<Bornholio>
and dev version will default to 5k
<awang>
Guess I'm doing something wrong with sounding rockets then
<leudaimon>
I've been having a hard time with returning sounding rockets with the new tanks, but just because the tanks explode during reentry even in low suborbital hops
<Bornholio>
yeah it seems like the Far bending strength is lower than it used to be
<awang>
Is the FAR dev version for 1.3 or 1.2.2?
<awang>
Or both?
<Bornholio>
new FAR release is 1.3, and CKAN is missreporting it available for 1.2.2
<awang>
Ah
<awang>
That must be fun
<leudaimon>
but Bornholio was referring to RP-0 dev I guess
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<awang>
I just had an Aerobee fuel tank come apart
<awang>
Like literally just a few moments ago
<awang>
Is that the kind of thing you were talking about?
<leudaimon>
during reentry? yes
<awang>
Hm
<awang>
I only got to ~100km
<leudaimon>
Pap! I loaded my save with the crewed science branch, and now I'm with -468k funds and -28% reputation
<leudaimon>
awang, with this lower apo I think I mostly survived, but anything above 140km kills my tanks
<Bornholio>
lol leudaimon, save breaking is in effect :P
<leudaimon>
didn't know that >.>
<Bornholio>
didn't think it would do that though
<awang>
How stable/unstable should the X-1 be?
<leudaimon>
lol, that was weird...
<leudaimon>
well, I started a dozen careers in the last weeks, why not another one?
<leudaimon>
at least this time I remembered saving my craft folder before nuking the old save
<Pap>
Leudaimon you shouldn't have to restart with that branch
<Pap>
Did you install wild blue tools first?
<leudaimon>
yep, I guess
<leudaimon>
yeah, it's in gamedata
<Pap>
Also, I wouldn't use it yet as I am told it isn't working
<leudaimon>
but if I'm not into crewed stuff yet it shouldn't affect my game in anyway?
<Pap>
Correct
<leudaimon>
I found an older save, and at least on load it is normal, let's see what happens
<soundnfury>
awang: well, yeager could fly it with a broken arm, it can't be _that_ unstable ;)
<leudaimon>
veery weird
<leudaimon>
I went into the VAB, and on returning to the space center scene, I had the same change in funds and rep
<leudaimon>
I'll try a fresh save and see what happens
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<leudaimon>
WildBlue has several settings in the new game settings, should I touch those?
<leudaimon>
I was thinking... is there a way to config kerbal renamer to make the first four pilots?
<leudaimon>
it would make much more sense
<leudaimon>
it's terrible to have 1 scientist and 3 engineers in your starting crew
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<awang>
soundnfury: That sounds... painful
<awang>
leudaimon: Who needs pilots when you have MJ?
<soundnfury>
awang: correction, two broken ribs
<leudaimon>
considering the changes in training and crewed science I would expect pilots to really make a difference
<Bornholio>
updated 1.3 RO/RP-0 Goldenspreadsheet, big additions, FAR and Principia to 1.3
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<soundnfury>
he fell off a horse two nights before the flight
<soundnfury>
and he kept it secret so they wouldn't replace him
<blowfish>
I should release AJE for 1.3
<blowfish>
I'll do that tonight hopefully
<awang>
soundnfury: Wow, badass
<blowfish>
localization stuff can wait
<soundnfury>
ikr
<awang>
s/badass/badS
<Qboid>
awang meant to say: soundnfury: Wow, badS
<awang>
"'tis but a scratch"
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<Bornholio>
Thanks blowfish, just in time for 1.3.1 RO will be updated :P
<leudaimon>
weird, I got only 1 upgrade point in this start (didn't get an additional one when the part unlock node was unlocked)
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<Bornholio>
the ratio isn't exactly 1:1 per node there is formula
<awang>
How do you guys launch the X-1?
<awang>
Dropping from a bomber seems like it'd be a bit tricky
<Bornholio>
ontop of V-2
<leudaimon>
but in all my previous starts I got it Bornholio
<awang>
Hmmm, V-2
<awang>
That's an idea
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<awang>
How bad of an idea would it be to use drop tanks/engines?
<Bornholio>
its a crazy, russian, uk, american idea of various crackpots, i usually have A-9 engine by that time, make sure that you mount and prime your chutes since they tend to pass out on the way in
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<Bornholio>
engines burn out before fuel runs out
<awang>
Holy cow
<Bornholio>
unless you sacrifice a goat to agathorn
<awang>
A-9 is 30000 to research?
<blowfish>
awang: dropping from a bomber is just drop tanks/engines with a few other bits tacked on ;)
<awang>
blowfish: ....You have a point
<blowfish>
A-9 is really terribly expensive, maybe not advisable
<awang>
Turbojets don't have built-in air intakes, do they?
<blowfish>
they do not
<soundnfury>
awang: I've found in the past that it's _juuust_ possible to build a 2xDerwent+1xXLR11 plane that can break Mach 1 without dropping any bits
<soundnfury>
but it's not easy, and you have to sacrifice things like "docile low-speed handling"
<Bornholio>
if you tuck them in close and get your area closed in you can pus derwents+11' a bit into super and handles like pig
<Bornholio>
push
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<awang>
That sounds fun
<awang>
I think I'll do that
<awang>
Also, do radial decouplers not have an option to enable crossfeed?
<soundnfury>
Bornholio: you remember my space Heinkel from RIS?
<awang>
Jeeze
<awang>
I need to steal some of those ideas from you guys
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<Bornholio>
think so, awang i stole it fair and quare
<Bornholio>
this is my most rediculous x-1, it burned up at the drop of a pin on re-entry, got it to survive once i got the perfect re-entry profile and had lots of RCS to make sure i didn't wobble https://i.imgur.com/w3ja1dG.png
<gazpachian>
soundnfury: huh, I do 1xDerwent+2xXLR11. Landing speed about 70 m/s
<Bornholio>
thats probably easier allows you to hide the bulk fan on the derwent along centerline
<awang>
Bornholio: Pretty sure that's a manned missile, not a X-1
<Bornholio>
yes just a couple miles past sane
<gazpachian>
yeah, and the 11s go well on pods at the wing tips
<Bornholio>
until one flames out :P
<awang>
grrr
<awang>
Runway bumps >:(
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<Bornholio>
pap is your end working fine for the eperminets i've loaded it again and got same results, i'll try cleaning up and reinstall, but this one is pretty stripped down as it is. is it possilbe i need something in parts pack you have installed that i don't?
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<awang>
Why is it so stupidly hard to take off straight from the runway
<wb99999999>
1.3 solved the problem
<wb99999999>
when RO go to 1.3 you probably won't have bumpy runway anymore
<borntosleep>
right a day before 1.3.1
<awang>
grumble grumble why aren't all the mods on 1.3 yet
<awang>
Lazy authors
<wb99999999>
well...why nobody bothered to update AIES
* awang
ducks
<wb99999999>
like seriously
<wb99999999>
it's a vital part pack for RO and stock alike
<borntosleep>
well get on that, gits over there
<wb99999999>
I am not a coder in even the loosest sense...
<wb99999999>
I can't even do KOS script for lord's sake
<awang>
I thought AIES has been dead for like forever
<soundnfury>
wb99999999: I have never used AIES in RO or stock
<soundnfury>
so I'm pretty sure it can't be "vital" :P
<wb99999999>
I just love it's satellite buses and a few engines
<wb99999999>
RO configured Aestus engine on that 48-7s model with that horrifyingly large thrust structure
<wb99999999>
but the one from AIES is much cleaner
<borntosleep>
wb99999999 one missing } in each of the offending NTR's .sigh
<wb99999999>
woops.
<wb99999999>
I don't quite know how to response to this sadness...
<Pap>
borntosleep: testing now, I think it might have been some text boldfacing I hoped to help out the player with
<Pap>
Nope wasn't the <b> tags, next bugfix attempt
<awang>
....Getting the X-1 to take off properly is a nightmare
<awang>
The flying footballs are looking better and better
<wb99999999>
try a large landing gear and jettison it after launch
<wb99999999>
land on skid or parachute XD
<awang>
I'm trying larger landing gear
<awang>
The main problems are being unable to stay straight and being bounced all over the place
<soundnfury>
awang: I find two things make it significantly less borken:
<soundnfury>
1) flaps
<soundnfury>
2) taildragger
<wb99999999>
yeah in FAR flaps is practically mandatory for anything heavier than a wooden biplane to take off normally
<wb99999999>
and I needed tons of it to land a space plane
<awang>
I do have flaps :(
<borntosleep>
put a tiny bit of AoA on wings helps, plus +AoA from wheel configuration
<soundnfury>
trust me, taildraggers are _the best_
<wb99999999>
before you wobble on the take off run and go into an oscillation...
<wb99999999>
are you sure you're not putting your main gears too far back?
<wb99999999>
the best place for it to be is usually somewhere slightly behind CoL
<wb99999999>
sorry CoM
<wb99999999>
like very very slightly, just enough so it doesn't naturally fall on its tail
<awang>
Yeah, I know
<soundnfury>
yup, and on taildraggers they go just slightly in front of CoM
<awang>
Then I lose my XLR upon takeoff
<awang>
I swear planes are harder than rockets...
<leudaimon>
definitely awang
<soundnfury>
but you will never convince me that tricycle gear is anything other than a wretched scive of hum and villainy
<soundnfury>
awang: I reckon Squad added planes because stock doesn't have enough challenge
<soundnfury>
"let's sucker players into trying to build shuttles, that'll learn 'em"
<wb99999999>
maybe trying to land a Bf 109 on a field airstrip would change your mind
<soundnfury>
wb99999999: but everyone _knows_ 109s are shit and unflyable
<SpecimenSpiff>
Aero question: does it matter that my wingtips have exposed flat tips? Should I attach a tiny wing with no thickness to round them off?
<SpecimenSpiff>
and if I have inboard and outboard control surfaces, how should I set their controls?
<leudaimon>
!tell Pap* The ion spectrometry experiment works in a strange way... you can rerun it, but to recover early on, you can run it only once. Besides, after the first transmit transmitting yields nothing, which I guess is undesirable behaviour
<Qboid>
leudaimon: I'll redirect this as soon as they are around.
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<SpecimenSpiff>
I REALLY hate planes in ksp. When I finally get one that works, it's more satisfying than first orbit. And I never remember to save my craft files between careers :(
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<github>
[RP-0] pap1723 pushed 1 new commit to Crew-Science: https://git.io/v5IrG
<Pap|AFK>
borntosleep: The Crew Experiments are fixed (at least in my testing)
<Qboid>
Pap|AFK: leudaimon left a message for you in #RO [23.08.2017 04:36:40]: "The ion spectrometry experiment works in a strange way... you can rerun it, but to recover early on, you can run it only once. Besides, after the first transmit transmitting yields nothing, which I guess is undesirable behaviour"
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<Aepelzen>
hey guys
<Aepelzen>
is there a version of canadarm that is compatible with ksp 1.2 and current RO
<Qboid>
Bornholio: I'll redirect this as soon as they are around.
<Bornholio>
Aepelzen the DECQ shuttle recommends the 1.1v canada arm but i've not used it
<Aepelzen>
Bornholio: i'm currently trying that one, haven't found RO configs yet though
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<Bornholio>
pap|AFK i'll get back to testing crew science about noonish, see what else i can break
<Bornholio>
aepelzen it looks like it would just be a few basic configs to change unrealistic part temps and strengths for RO. Maybe even just PR the chages straight to
<Pap>
darsie: I don't think the Prograde/Retrograde buttons are available until a Pilot gains one star
<darsie>
Hmm, ok. Previously they would be absent, then.
<a_schack>
Don't trust pilots! Always trust the probe!
<Bornholio>
lol, yes for one reason, when they black out you can't fire 'chutes
<darsie>
<darsie> Bornholio: The aerobee chute is the lightest I have and only 5 m diameter, IIRC. <Bornholio> no realchutes? <-- yes, I have realchutes installed.
<darsie>
But the chute that seems to fit the capsule best explodes on reentry.
<Bornholio>
you can shrink a realchute down to about a .1x.2m surface mount or a ~.2m cone and set them evenlighter than the aerobee tube chute
<darsie>
ok
<Pap>
darsie: You can shrink the size of the realchutes down by cliking on the Action Groups and then clicking on the chute
<darsie>
But right now I have this exploding chute. Restarting ksp after installing persistant rotation ...
<Bornholio>
Yeah if thats in orbit most of the heat that is hitting it will be sidewall heating, its not conic enough to avoid it, might just set ignore temp to get it down and redeisgn the next one
<darsie>
It's a conic chute on the conic capsule going nicely retrograde.
<Bornholio>
!tell NathanKell|AWAY is variable mission training time an intended feature did four Mercury training sessions 8d, 10d, 65d and 72d the long ones were after the mission training had expired
<Qboid>
Bornholio: I'll redirect this as soon as they are around.
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<Bornholio>
pap loaded and ran good
<Bornholio>
pap Alert note displays "<color=lightblue>Transmission complete-1.50 Science Added"
<Pap>
Yeah, that is a Wildblue issue, I will create a Issue on his repo
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<Bornholio>
what made you pick 1.19 over the newer releases?
<Pap>
Newer releases are 1.3 releases
<Pap>
OK, I submitted the bug report
<Pap>
Bornholio: will you be able to update the Wiki today?
<Bornholio>
he has his orbit time, did you have level up in flight on?, or was it SO?
<darsie>
SO?
<darsie>
How do I turn on level up?
<Bornholio>
suborbital, you won't get enough xp to level up if you don't orbit, level up in flight is a setting (either basic or advanced)
<darsie>
In the game main menu settings?
<Bornholio>
should be able to change it without leaving to main menu, esc--->settings--->basic
<Maxsimal>
Tbh the level up system doesn't work very well for RSS where managing a manned mission to Mars is pretty much an end-game goal, so before that your astronauts would be max level 2 for earth orbit and moon landing.
<Qboid>
Maxsimal: awang left a message for you in #RO [22.08.2017 20:30:37]: "Tuning for the maxed out launchpad?"
<Maxsimal>
!tell awang: Different launchpads have different costs, including fixed costs - the level 7 'unlimited' launchpad has a much higher fixed cost than 60ton limit pad - and I think the 20 ton pad has 0 fixed costs per launch.
<Qboid>
Maxsimal: I'll redirect this as soon as they are around.
<darsie>
Bornholio: thx. It's in advanced.
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<Bornholio>
:)
<Pap>
The Astronauts will be updating their levels based on the training (from what NK was planning)
<Maxsimal>
Ah cool
<Maxsimal>
So is that thing to limit total science gained from a body implemented now?
<Pap>
No, we shouldn't have to use that, I have balanced everything as much as I can (before testing) and we shouldn't have to limit it
<darsie>
BTW, I learned about realchutes and they worked :).
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<Pap>
Awesome bornaway!
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<Maxsimal>
Pap: It's not so much about limiting things for balance purposes, as about reducing science grinding, which this new science system increases
<Pap>
How would limiting the science available per body limit that bornaway ?
<Pap>
^^^ Maxsimal
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<Maxsimal>
Pap: Because it would reduce the number of biomes you'd have to visit to 'max out' the science gained from a body.
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<Bornholio>
riight now timewise your better moving on to the higher reward places regardless of limits or not, but the crew sciece give a reason to use advanced pods versus less capable cheaper ones. It is more grindiy but it can be safely ignored
<Maxsimal>
Pap: Ok, guess I'll have to see how it plays in practice, but on the face of it it seems like it increases grinding, at least until you tech up to the best instruments, due to the need for repeat visits. I understand the goal - having more instruments higher in the tech tree to have more goals later in the game, and that's good.
<Pap>
Maxsimal: That is the way I would describe it as well. If you are going to Min/Max, there will be a point of diminishing return of chasing the biomes of the planets. The goal is to force you to visit Venus more than once. There is a reason that the Soviets sent so many craft there. We have been to Jupiter and Saturn multiple times. Right now, none of that is necessary in RP-0
<Maxsimal>
Pap: Well true, but the US and Soviets also kept scraping the Earth and Moon for science over and over, which I hope won't be needed :P
<Maxsimal>
Pap: Anyway, that to-do list is getting shorter and shorter, will be nice to get to a point that it's stable for a good long term test, or another crack at an Race Into Space game :)
<Pap>
Maxsimal: The new Crew Science will give you a scientific reason to continually send up Crewed missions. Before, the only reason was money
<Pap>
I agree
<Maxsimal>
yeah that will be interesting - another thing to check out, not that I tend to get to manned in my repeated restarts :)
<Maxsimal>
Pap: Anyway, I'm off to home, talk to you later.
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<Rokker>
I kinda feel bad for copsub
<Rokker>
now they are gonna be known as "that group founded by that weird submarine murderer guy"
<UmbralRaptor>
Now they can claim to be founded by a supervillain!
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<Rokker>
UmbralRaptor: he doesn't seem that super
<Rokker>
kinda shit if we are being honest
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<Pap>
Name one not shit supervillan
<UmbralRaptor>
Magneto?
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<Pap>
He has some skills
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<Bornholio>
My grandpa was an excellent supervillan, assasin sabotuer, rabblerouser, even kicked out of Czeckloslovakia he still stirred up shit. My hero had cronies inside the Czech intelligence service that sent warnings whenever they sent out hitmen to kill him. Pretty sure the germans called him a terrorist.
<UmbralRaptor>
Also, manages to have interesting character features.
<UmbralRaptor>
Bornholio: lol
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<Rokker>
Bornholio: which germans, the authoritarian ones or the authoritarian ones
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<Bornholio>
My granpa's good friend assasinated Reinhard Heydrick, so probably the later.
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<NathanKell|WORK>
o/
<Bornholio>
pap whats the limit on crewtime science
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<Bornholio>
ie the .25pts per hour change that is transmitted only
<Bornholio>
s/change/chance
<Qboid>
Bornholio meant to say: ie the .25pts per hour chance that is transmitted only
<NathanKell|WORK>
Bornholio: it's intended. The smarter (lessstupider) you are, the shorter your mission training gets
<NathanKell|WORK>
if you're tiaining more than one person at once (as you should, the size limit for training is 2x the capsule size, for prime+backup crews) then the time is a function of the average stupidity
<NathanKell|AWAY>
Hit me qboid
<Qboid>
NathanKell|AWAY: Bornholio left a message for you in #RO [23.08.2017 15:09:19]: "is variable mission training time an intended feature did four Mercury training sessions 8d, 10d, 65d and 72d the long ones were after the mission training had expired"
<Bornholio>
k seemed weird, but that makes sense, off to wiki it!
<NathanKell|WORK>
Bornholio: however, 8d sounds *far* too fast.
<NathanKell|WORK>
the range should be 0.5x to 1.5x the rated mission time
<NathanKell|WORK>
rated training time*
<NathanKell|WORK>
IIRC Mercury mission is around 60 days. So that sounds like a bug.
<Bornholio>
THat might just be my memory but i was rushing to get test crews for crewed science. how long does the mission training last, similar based on stupid time?
<Bornholio>
As sung by MC stupid....
<NathanKell|WORK>
the base time is in the crew training times cfg (find Mercury-Mission)
<Bornholio>
k
<NathanKell|WORK>
that's then modified to 0.5x (at 0 stupid) to 1.5x (at 1.0 stupid)
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<SpecimenSpiff>
Pap, are you here?
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<Pap>
SpecimenSpiff: on mobile, but yes
<SpecimenSpiff>
Pap, I was reading the issues on rp-0, and saw the one about LV contracts. Gave me the idea that somewhere between that and what we have in the new sounding rocket contracts, we could add some more parameters besided altitude and payload
<SpecimenSpiff>
is it possible to put in requirements for "time of flight" "time in space" or "distance traveled"
<a_schack>
Does anyone know of a good orbit calculator, since I'm apparently terrible? Primarly looking for something to calculate my orbital period based on AP/PE
<Pap>
SpecimenSpiff: Some of what you propose is possible, but distance traveled does not work. For some reason, when using rescales, they are marked as a huge distance traveled already
<Pap>
As for time of flight, I don't know how to model that one the correct way, any ideas?
<SpecimenSpiff>
darn, distance traveled would be the most useful one. because thats basically what original lv requirements were: "I want a warhead of x mass delivered y kilometers away"
<SpecimenSpiff>
and that would be a nice follow on/parallel path to sounding rockets
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<SpecimenSpiff>
what version of unity should I be using for mod development?
<SpecimenSpiff>
I cant seem to find a current thread on the forums that says
<darsie>
a_schack: Ap+Pe should be the major elliptic axis. You should find a calculator or semimajor axis.
<darsie>
Hmm, you might have to add planet diameter.
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<Starwaster>
NathanKell|WORK are you around?
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<Starwaster>
!tell NathanKell* Sorry I haven't been around, I've been doing some further work on the insulation system and I think we need to split the GUI up into several parts: First, MLI should be configurable by itself and what I'm doing with it affects the entire part via part.skinInternalConductionMult. Second, if the tank is a Dewar then it uses a different transfer model. So instead of having to be either MLI or Dewar it can be both.
<Qboid>
Starwaster: I'll redirect this as soon as they are around.
<Starwaster>
spray on insulation should probably also be separate?
<Starwaster>
!tell NathanKell* The other thing is that Dewars and SOFI should be on a per-tank basis rather than a per-part basis, can we do that?
<Qboid>
Starwaster: I'll redirect this as soon as they are around.
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<Theysen>
The rescaled QBE satellite busses unfortunately are a PITA as symmetry doesn't work :(
<Pap>
Theysen: I came across that damn issue yesterday. Do you know why? Do I need to rescale something else?
<Theysen>
I think it's due to the scaling of different axis
<Theysen>
that doesn't apply properly to the colliders I assume?
<Theysen>
We need to ask some moddie boys :D
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<Pap>
Can you ask in the Modding Discord that you are in? Theysen
<Theysen>
Will do
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<Pap>
Theysen: I bet it has something to do with us deleting the mesh for that part. I don't know why the mesh is deleted like that
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<Maxsimal>
The wildblue tools on github? Master? Or is there somewhere else I should get them?
<A1Tubb>
I'm sorry for being abrupt on this, but I'm having an issue with the dev version of RSS. Everything seems to be the same as the release version, apart from the addition of ceres and vesta, but when I load the game, venus, mars and mercury seem to not exist. It was said that this would be the best place to get support.
<A1Tubb>
Ah! Thank you so much! That would be the problem
<Bornholio>
A1tubb are you using principia?
<A1Tubb>
Not yet, but I'd like to give it a go
<Bornholio>
ok, i had tested it with that but was wondering if a heavier user had a chance to
<egg>
moo
<Bornholio>
pap may be changing the biomes a small bit before release?
<Pap>
Bornholio: The most recent version has those Moon changes. Don't think I am going to get to changing the heightmap of Titan and the biomes of Titan like I wanted to
<A1Tubb>
Yeah, that's the main reason I got the new RSS, I'm excited to try out the new biomes. Thank you! Gonna give it a go now
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<Pap>
Bornholio: have time to run a quick test?
<Pap>
^^^ Might not be quick :)
<Bornholio>
yes
<Bornholio>
lol maybe
<Pap>
Do you have any 2nd Generation Command Modules?
<Bornholio>
should have
<Pap>
OK
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<Bornholio>
have new rp-0 with intermediate pods science?
<github>
[RP-0] pap1723 created New-Crew-Science (+1 new commit): https://git.io/v5LdI
<github>
RP-0/New-Crew-Science 41b951b Pap: 2nd Generation and Mature Crew Science
<Pap>
Bornholio: There should be science in that branch for 2nd Generation Capsules and Apollo Era Capsules if you could test to see if they work, I would appreciate it!
<Bornholio>
k loading now
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<Bornholio>
pap throws a small cluster of errors loading gemini pod
<Bornholio>
Module WBIConvertibleMPL threw during OnStart: System.IndexOutOfRangeException: Array index is out of range.
<Pap>
Hmmm, I made a mistake there then, gotta figure it out
<Bornholio>
no manage operations button :(
<Bornholio>
I only have fasa, both mk1 and mercury pod work, black and white gemini neither have button, want me to try loading another part pack?
<Pap>
No, but can you try Apollo?
<Bornholio>
yup
<Bornholio>
same errors thro on mk2 and apollo pods
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<Pap>
OK, thanks! I'll debug later on tonight.
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