<lamont>
the magic is that its busted on 10.12, so i have to use my 10.11 machine
<awang>
Looks like it's busted on 10.13 too
<awang>
Something about shared_mutex?
<awang>
Hmmm
<awang>
Using Clang from Homebrew appears to have fixed that issue
<awang>
Hmmm
<awang>
lamont: Do you have to build from a git checkout?
<awang>
Got a make error
<awang>
"No rule to make target '.git', needed by 'base/version.generated.cc'"
<Rokker>
ah fuck
<Rokker>
thoth is prolly off for a few hours
<Rokker>
jclishman: ur making me wanna get back into RO
<jclishman>
Rokker: i'm having fun so far
<Rokker>
jclishman fuck you
<Rokker>
jclishman: im pulling an all nighter and its all your fault
<jclishman>
;p;p
<jclishman>
lolol
<Rokker>
jclishman: aerospace merger hype
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<Rokker>
jclishman: wait, RP-0 or no
<jclishman>
Rokker: duh
<jclishman>
wait, are you asking what i'm using?
<Rokker>
yes
<Rokker>
jclishman: are you playing an RP-0 career or no?
<jclishman>
Rokker: i am
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<awang>
lamont: Should I be expecting test failures?
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<egg|zzz|egg>
awang: yes you should use git; depends on the test failures; can you discuss that on #principia so I can keep track of it?
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<Duncan>
hi all, can anyone guess why I cant activate rcs? It was working and then it wasnt. I have a comms connection
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<Bornholio>
rokker, nice seeing art on the old boys, we had to scrub all ours, including the watchmans (1040) because of a wing commanders wife.
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<Rokker>
Bornholio: wright patt has been brought to it's knees
<Rokker>
by a water main
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<Duncan>
is there a special probe core you have to use for the comsat network contract or something? It wont recognise my launches
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<Pap>
Duncan: No special probe core, but you have to have the ComSat Resource loaded on your craft
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<regex>
There's a ... "ComSat" resource?
<regex>
What's its mass and theoretical exhaust velocity?
<regex>
density rather
<awang>
regex: It's one of the fuel options for service module tanks
<awang>
AFAICK it does nothing but add mass
<awang>
There's also a SoundingRocket resource, a WeatherSat resouce, etc
<ferram4>
They are used for contracts.
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<Maxsimal_>
yeah, it's just a resource to simulate a required payload.
<Maxsimal_>
Since we can't generate an actual new satellite for you to place in orbit, and most of the bits that CAN be required, like antenna or solar panels, can be done with very light/cheap parts.
<Pap>
regex: It was designed to have the player need to have different levels of launch vehicles to accomplish the contracts instead of just using one type over and over again
<regex>
Huh
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<blowfish>
Pap: what's the justification for having the sounding rocket altitude contracts in addition to the altitude records? It seems to encourage not fully utilizing your capabilities in order to milk the contracts as opposed to going higher as soon as you are capable of doing so
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<awang>
ferram4: Would building FAR in debug mode result in significant performance penalties?
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<awang>
Do I need a dev version of KCT?
<Maxsimal_>
blowfish: Does it bother you that we always had x-plane contracts as well as crewed altitude records? Also, the altitude records can actually push the sounding rocket difficulty up.
<blowfish>
I haven't tried any of the X-Plane contracts. They have to be crewed though right?
<Maxsimal_>
blowfish: That's why I also extended them, so that the altitude records extend all the way up to the max sounding rocket contract height (6000km) - that's also from the old sounding rockets stuff. I'm open to retuning them, of course.
<Maxsimal_>
blowfish: Yeah - I'm just comparing having those + also having crewed altitude milestones.
<Maxsimal_>
blowfish: Anyway, so yeah - you can slowly push your altitude record up doing the altitude sounding contracts, or you can push it higher sooner, 'demonstrating' that you have more capability, and the sounding rocket contract stuff will give you harder contracts then.
<blowfish>
Maxsimal_ my point is that even if you have the capability to go higher, the sounding rocket contracts make it advantageous to not use it right away and cut the engines once you hit the contract altitude
<Maxsimal_>
blowfish: I was kind of aiming for a system where contracts scale up based off of people's accomplishments, rather than scaling it off of how many techs you've got like the current comsat contract system does.
<Maxsimal_>
blowfish: Yeah I know what you meant, I'm just saying there's also an advantage to going the other route of pushing the max altitude limit right away.
<blowfish>
Is there though? The rewards for the altitude records aren't enough more that it's considerably more advantageous to get them sooner
<blowfish>
especially in the early days where building a sounding rocket might only take 10-15 days
<Maxsimal_>
blowfish: Yes, I'd say there is - if you push your altitude limit higher right away, you'll get more lucrative sounding rocket contracts for the (easy)(intermediate) and (difficult) ones as well.
<blowfish>
more lucrative, but also harder (and you may not have the tech for it)
<blowfish>
and you'll get those contracts eventually either way
<Maxsimal_>
blowfish: In theory they should be in your reach. But you can test if if you'd like. Try throwing the best max-alt sounding rocket you can with start node tech, and see if the new sounding rocket offers are too difficult - they haven't been in my testing, but I'd like to hear more people's experiences.
<awang>
Wait, RP-0 still requires a custom KCT DLL, right?
<Maxsimal_>
blowfish: Unfortunately I have to head to bed (gf is calling) but leave me a tell with anything you find, I'm happy to talk about it more :)
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<blowfish>
!tell Maxsimal* I guess the problem is just that there doesn't seem to be enough of an advantage to the go higher sooner route. Why should I build a new LV now when I can launch my old one a couple more times and get more funds out of it. I'm only delaying my space program by a little bit and I will get the higher altitude contracts eventually either way. The funds gained vs time lost seems heavily skewed toward getting each contrac
<Qboid>
blowfish: I'll redirect this as soon as they are around.