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<soundnfury>
ProjectThoth: what's with the open-truss interstages?
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<ProjectThoth>
soundnfury: I don't like how the stock shrouds look.
<ProjectThoth>
Plus, with engine clusters, it only shrouds the one in the center.
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<ProjectThoth>
Plus, they're way cooler than regular old interstages.
<chatz>
Testing the later dev version - I just unlocked tech for XASR and bought it in the R&D facility - but I don't have the option to select it in the VAB - any ideas?
<chatz>
later -> latest*
<soundnfury>
ProjectThoth: I agree shrouds are ugly as allgetout. But interstages are neat
<ProjectThoth>
soundnfury: True.
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<jclishman>
How can I get rid of the ground station circles?
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<soundnfury>
jclishman: top right corner of tracking station, there's a little eye button
<jclishman>
the eye button only gets rid of the launch pad icon
<soundnfury>
oh, ok :(
<soundnfury>
dunno then
* soundnfury
|zzz
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<blowfish>
awang: I can't help but think ignition failures may have been previously broken. Maybe the're unbalanced now because no one actually encountered them when playing.
<blowfish>
in NK's streams, there were plenty of performance losses and shutdowns, but no ignition failures, I have seen similar behavior in my 1.2.2 careers
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<awang>
blowfish: I think you're right
<awang>
There's an issue on the TF repo about ignition failures being broken
<awang>
In that they never occurred
<awang>
And Starstrider42 submitted a patch to re-enable them
<blowfish>
yeah, that seems to be it
<awang>
Which got merged into the dev branch, but was never included in a release
<blowfish>
are you working off of dev?
<awang>
Yep
<blowfish>
that would explain it
<blowfish>
still, the failure rates you were seeing seem unusually high
<awang>
Yeah, I'm planning on looking into it over the weekend
<awang>
Doubt I'll actually get anywhere though
<blowfish>
even if they get back to reasonable levels though, it might end up being that some of the current career changes have to be rebalanced a bit
<blowfish>
since all the playtesting has been done without ignition failures
<awang>
Just how common were ignition failures in the first place?
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<blowfish>
no idea, I didn't actually start an RP-0 campaign until they were broken
<blowfish>
the TF configs should define an ignition failure chance though
<blowfish>
I think that means that it should have a 79% of ignition success at no data, and an 87% chance of success at max data
<awang>
Sounds reasonable
<awang>
Looks like the aerobees are supposed to be relatively reliable
<awang>
So yeah, the rates I'm seeing are waayyy off
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<chatz>
testing the latest development version of RP-0 and I unlocked XASR-1 in the tech tree, purchased the upgrade (in the R&D facility) and then when I go to the engine config of the aerobee it says "Lack tech for XASR-1" - what am I doing wrong?
<Qboid>
[#765] title: Post-War Rocketry Testing does not enable XASR-1 upgrade [RP-1 dev] | When the Post-War Rocketry Testing node is finished researching, the other upgrade items (RD-100 to RD-101 and A4 to A9) are both available through the VAB/SPH engine GUI for upgrading, but the XASR-1 config does not become available for the Aerobee (WAC-Corporal) even though the upgrade icon appears in the PWR
<awang>
The other multiplier appears to be based on the number of times the engine has been ignited
<awang>
But looks like the ignition chance is always hovering around 57%
<awang>
Hold on, computer may crash
<blowfish>
hmm
<awang>
It didn't
<awang>
Let me recompile with some more logging and restart
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<wb99999999>
guess everyone is asleep now
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<wb99999999>
projectthoth I almost thought you're stalking me
<ProjectThoth>
wb99999999: heh
<ProjectThoth>
Why's that?
<wb99999999>
you entered the chat the exact minute I did
<wb99999999>
just a few seconds later
<ProjectThoth>
lmao
<wb99999999>
quite a coincidence eh?\
<ProjectThoth>
Heh, coincidence, yeah.
<ProjectThoth>
:P
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<awang>
ferram4: Is part.dynamicPressurekPa the right way to get the dynamic pressure on a part with FAR?
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<ferram4>
Yes
<awang>
Alright
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<awang>
!tell blowfish Looks like the ignition failure weirdness comes down to some multiplier based on the dynamic pressure a part is under
<Qboid>
awang: I'll redirect this as soon as they are around.
<awang>
!tell blowfish Line in question: multiplier = pressureCurve.Evaluate ((float)(part.dynamicPressurekPa * 1000d));
<Qboid>
awang: I'll redirect this as soon as they are around.
<awang>
!tell blowfish Corresponding representative values: multiplier is 0.608184, part.dynamicPressurekPa is 23.4624035969109
<Qboid>
awang: I'll redirect this as soon as they are around.
<awang>
!tell blowfish Only place I can find pressureCurve being set is it being given a default value in OnAwake(), where it's assigned to a new FloatCurve and Add(0f, 1f) called right after
<Qboid>
awang: I'll redirect this as soon as they are around.
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<blowfish>
what's the EC <-> joules conversion again?
<Qboid>
blowfish: awang left a message for you in #RO [24.09.2017 10:53:27]: "Looks like the ignition failure weirdness comes down to some multiplier based on the dynamic pressure a part is under"
<Qboid>
blowfish: awang left a message for you in #RO [24.09.2017 10:54:27]: "Corresponding representative values: multiplier is 0.608184, part.dynamicPressurekPa is 23.4624035969109"
<Qboid>
blowfish: awang left a message for you in #RO [24.09.2017 10:56:15]: "Only place I can find pressureCurve being set is it being given a default value in OnAwake(), where it's assigned to a new FloatCurve and Add(0f, 1f) called right after"
<Qboid>
blowfish: awang left a message for you in #RO [24.09.2017 10:53:51]: "Line in question: multiplier = pressureCurve.Evaluate ((float)(part.dynamicPressurekPa * 1000d));"
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<soundnfury>
blowfish: 1EC = 1kJ (= 1kWs)
<blowfish>
cool, thanks
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<awang>
Isn't the runway supposed to be better in 1.3.0?
<awang>
Also, I'm getting stock timewarp values for some reason o_O
<Rokker>
ferram4: also, im thinking on spending my first paycheck or two on an operationally interesting (at least for its time) gun
<Bornholio>
cool rokker
<Rokker>
Bornholio: he was a crew member on an Osprey
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<Rokker>
ferram4: basically imagine if the guy behind this reddit post decided to design a revolver and you have the gun i wanna get
<Rokker>
the Nagant M1895
<ferram4>
Oh, that's the one that has the barrel move back to seal the cylinder gap, right?
<Rokker>
yeah
<Rokker>
ferram4: it is the only revolver that you can stick a silencer on though, so thats neat
<ferram4>
It's also overengineered
<Rokker>
ferram4: yep, minor performance increase for an incredibly complex trigger system
<Rokker>
for a revolver
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<awang>
Hmmm
<awang>
I have this message in my KSP.log
<awang>
Config in file '/Users/awang/code/KSP/GameData/RealismOverhaul/RealPlume_Configs/000_Generic_Plumes_Catchall/zzz_non-OMS-Catchall.cfg' contains an unname d node. Skipping.
<awang>
But it doesn't look like said file has an unnamed node?
<awang>
I'm not very familiar with MM configs, though, so I'm probably missing something?
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<awang>
I'm getting an insane number of "missing texture" warnings, too
<awang>
Er, not warnings
<awang>
errors
<Bornholio>
i'll take a look if you want to post a log
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<awang>
Bornholio: Not sure how much it'll help. Log seems strangely bare of any potentially helpful details
<blowfish>
awang: probably means there is an empty line before the opening bracket
<awang>
blowfish: Nope, none
<awang>
Although there are trailing spaces, if that counts?
<blowfish>
I don't think so
<blowfish>
let me look
<blowfish>
I see that too
<blowfish>
well it's not MM, let's see what in KSP is doing that
<blowfish>
ah, I wonder if the trailing spaces have something to do with it
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<Bornholio>
what team are you on sigma :)
<blowfish>
ohhhh
<blowfish>
awang: it doesn't like the = in the first line
<blowfish>
and >= doesn
<blowfish>
doesn
<blowfish>
bah
<blowfish>
doesn't work in MM anyway
<blowfish>
well, there would be no reason for it to, since KSP can't parse a name that contains =