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<ProjectThoth> Is there a guide somewhere for creating a custom engine config?
<awang> Probus: Stratzenblitz has a video about getting to escape velocity or something
<awang> That's the best I know of
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<ProjectThoth> Would it be possible to pair up ram-air parachutes to make a deployable helicopter rotor kind of thing?
<ProjectThoth> I'm just annoyed that most steerable parachutes incur a pretty high horizontal velocity.
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<Bornholio> .poke
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<awang> egg|work|egg: What in the world is happening here
<awang> Lunar perturbations?
<awang> It's relatively close to the plane of the moon's orbit
<awang> Completely accidentally
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<Rockwell> Can anyone take a look at this MM patch and tell me what I did wrong? I'm trying to add lifesupport modules to one of the inflatable habitats from SSTU, but it's adding the modules to every part in the game
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<BadRocketsCo> Howdy
<BadRocketsCo> Is anyone on?
<BadRocketsCo> I need help with my coms network
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<BadRocketsCo> soundnfury?
<soundnfury> BadRocketsCo: please state the nature of your technical emergency
<BadRocketsCo> Heh
<BadRocketsCo> So, how do I get two satellites to connect with eachother? They both have 4 communotrons and 2 dishes pointing at eachother.
<BadRocketsCo> And line of sight, of course
<BadRocketsCo> But they still don't want to connect for some reason
<soundnfury> targeting each other with the dishes? what're the various ranges involved? are the dishes turned on?
<soundnfury> (I assume this is remotetech, rather than stock commnet?)
<soundnfury> are you sure they're not connected and you don't just have RT's display settings turned down (e.g. only-show-route-home)?
<BadRocketsCo> Targeting eachother, yes.The range is about 800-100 km
<BadRocketsCo> Um
<BadRocketsCo> 800-1000 km*
<BadRocketsCo> I'm using 75Mm dishes and 16mm anetennae
<Rockwell> are both dishes on each satellite pointed at the other satellite? If they're out of omni range with Earth you should point one of the dishes at Earth
<BadRocketsCo> soundnfury: and yeah, I am sure that they aren't connected.
<BadRocketsCo> Rockwell: nah, they're in omni range with earth
<BadRocketsCo> They are on similar orbits, at about 6300 km
<soundnfury> what does it say in the GUI when you target the dish? iirc it should mention a range (though idk if that's the root-model range or the base range)
<BadRocketsCo> soundnfury: they're in range.
<soundnfury> frankly it sounds like they should be in _omni_ range of each other, never mind the dishes
<soundnfury> both have power and a working probe core?
<BadRocketsCo> Yup
<BadRocketsCo> Hmm, alright. I guess I have to rendezvous them a little
<soundnfury> I dunno then
* soundnfury runs
<BadRocketsCo> vOv
<BadRocketsCo> Oooh
<soundnfury> oooh?
<BadRocketsCo> I have two different kinds of dishes on the satellite
<BadRocketsCo> I am currently using the AIES ones
<BadRocketsCo> Maybe I should try the Remotetech ones
<BadRocketsCo> See if that makes any difference
<Rockwell> can someone take a look at this MM patch i'm working on http://freetexthost.com/42tufw6yqe
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<Rockwell> and tell me why it's applying this to the first module of every part
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<soundnfury> Rockwell: should there be _not_ a space after @PART?
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<Rockwell> *smacks forehead*
<Rockwell> thanks! i'll test it out
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<Theysen> hey babes
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<Maxsimal> !tell Pap: Got this error just unlocking an AJ10-137 while in the VAB - https://imgur.com/a/A5eRn
<Qboid> Maxsimal: I'll redirect this as soon as they are around.
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<Maxsimal> !tell Pap: Also can't seem to get the cryo tank option anywhere, I have much of the tree open
<Qboid> Maxsimal: I'll redirect this as soon as they are around.
<Maxsimal> !tell Pap: Nevermind, found that.
<Qboid> Maxsimal: I'll redirect this as soon as they are around.
<Maxsimal> !tell Pap: No, I was wrong again, even with cryogenic tanks unlocked, I can't seem to set my tank IV to cryo - just flips between pressurized and unpressurized.
<Qboid> Maxsimal: I'll redirect this as soon as they are around.
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<Probus> Thanks awang!
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<Probus> !tell ProjectThoth: Firespitter has a deployable rotor I believe.
<Qboid> Probus: I'll redirect this as soon as they are around.
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<egg> !seen theysen
<Qboid> egg: I last saw Theysen on [08.10.2017 09:23:21] in #RO saying: "hey babes"
<Theysen> x_x
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<egg> oh hi Theysen
<Theysen> Hi egg
<egg> Theysen: how is the 1.3 upgrade coming along?
<egg> Theysen: also there were plans to list Principia somewhere on the RO Op, what became of that
<Theysen> egg, I have been out of action keeping up since Pap and Nathan took their break too
<egg> ach
<Theysen> I didn't? Sorry, I must have completelty borked that then
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<Theysen> Under dependancies right? :⁾
<egg> Theysen: :D tbh I'd say recommendations, category orange, with the not-ckan star
<Theysen> I have just done this
<egg> (which means it's not recommendations in the "ckan default" sense, but I'd still strongly recommend it for tilt etc.)
<egg> (also accurate moon, people like the moon)
<taniwha> dunno about ckan, but in debian that would be "suggests"
<egg> Theysen: by the way, the Zehn-Punkte-Programm for reunifying the ferram4 and egg sectors is coming along nicely, once that's done principia#1413 will be resolved and there will be no need for the timewarp altitude change on the Moon
<Qboid> [#1413] title: Some stock bodies have peaks that are higher than the time warp limit | For example, Minmus highest points are around 5-6 km, but the timewarp limit is 3 km, making landing at these locations impossible with Principia.... | https://github.com/mockingbirdnest/principia/issues/1413
<Theysen> Superb
<Theysen> re 1.3.1 PhineasFreak stated RO waited for 1.3.1 to fix some perfomance issues we were waiting on so release should be close
<egg> so whenever that's done you can revert RealSolarSystem#112
<egg> um
<egg> KSP-RO/RealSolarSystem#112
<Qboid> [#112] title: Raised timewarp min altitude to let principia users land on the moon | addresses https://github.com/KSP-RO/RealSolarSystem/issues/111 | https://github.com/KSP-RO/RealSolarSystem/issues/112
* egg pokes Qboid with a stick
<egg> Theysen: ah right there's 1.3.1 coming up too
<Theysen> yeah just released
<Theysen> so update time again
<egg> oh it was released?
<Theysen> because it basically broke like all mods again from what I read? (mods that use the difficulty menu at least)
<Theysen> yes
<Theysen> friday
<egg> aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
<Theysen> lol
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<mdjseymour> hi all
<mdjseymour> seem to be having problems with RP1
<Theysen> shoot
<mdjseymour> have trained pilots to have proficiency with the X-1 Cockpit, then trained for missions, both have flown missions, now I'm unable to put them back into it (they have had enough time off and say "Free", am unable to train them for a "mission" but can keep training them on refresher over and over
<mdjseymour> so currently pilots are "1 shot and done"
<Theysen> oh okay, sorry I don't have any experience with this mechanic yet
<mdjseymour> no worries, wondering if anyone else has experience
<mdjseymour> when using the starting cockpits they could be used over and over so not sure if its a glitch in one or the other...
<mdjseymour> RO has a version of the X-1 and Taerobee has an X-1 version so was wondering if it was causing conflict somewhere in the coding...
<mdjseymour> interestingly id does say both pilots have proficiency with X-1 BUT also says that proficiency expired (interesting as its much earlier than when stated when they completed the initial course...
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<Probus> mdjseymour, Just curious, what mod is allowing the training?
<mdjseymour> Dev RP1
<Probus> Sweet!
<Probus> Haven't tried it yet.
<Probus> What else is new mdjseymour?
<Theysen> tooling
<Theysen> more prices
<Theysen> more upgrade levels
<Theysen> more science
<Probus> Nice. You have to tool up to build a part?
<mdjseymour> tooling makes building and cost reduced, but cost a bigger outlay, so if you reuse a standard design etc its worth while
<mdjseymour> for one off its cheaper to build without tooling...
<taniwha> assuming you can build without tooling
<Bornholio> a little bit out of date but still mostly good
<Bornholio> and on the third day NathaKell and Pap will rise from the dead and finish it :)
<Probus> I didn't even know you guys were planning adding these Bornholio
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<Bornholio> why do i see political correctness comments on steam reviews?
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<awang> Does someone mind trying to load a craft for me?
<awang> KSP freezes every time I try to load it
<awang> Only mods necessary should be proc parts, B9 proc wings, SXT, AJE, and FAR
<awang> standard RP-0 things
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<blowfish> awang: I can take a look
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<blowfish> cool, just need to finish this mission first
<awang> Alright, thanks!
<blowfish> awang: I see freezing too
<blowfish> nothing in the log
<blowfish> must be an infinite loop in some code
<awang> Oh boy
<awang> This is going to be fun to debug
<awang> I don't have the logs handy
<awang> But I think I remembered seeing some NREs
<blowfish> I looked at my own logs while loading it and didn't see anything noteworth
<blowfish> y
<awang> Hm
<awang> Just making sure, missing modules shouldn't prevent a craft from loading, right?
<awang> As long as all the parts are there?
<blowfish> ah, I do see FAR-PP NREs earlier though
<blowfish> missing modules will not prevent a load, no
<awang> Like ModuleEngineLighting
<awang> Ah, ok
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<awang> ferram4: ^ What do I need to give you for you to be able to figure out how badly I messed up?
<awang> KSP is still loading on my end, so I'll have logs in a bit
<ferram4> I have no idea what the problem even is.
<awang> Uh
<awang> NRE in FAR when loading a craft
<awang> Resulting in KSP freeze
<ferram4> What's the stack trace then?
<ferram4> And this isn't in 1.3.1, right?
<awang> Hold on a bit for the stack trace
<awang> And this is 1.3.0
<blowfish> well, not certain that the NREs are the cause of KSP freezing
<awang> They're still worth looking at, aren't they?
<ferram4> There shouldn't be anyting in FAR that would cause an NRE to trigger freezing.
<awang> You have a point though
<awang> Bad description and assumption on my part
<ferram4> Yes, I was going to dismiss it if it was on 1.3.1, considering that means that you're using mpods that haven't been rebuilt and tested yet.
<blowfish> I saw it on 1.2.2 as well
<awang> Oh?
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<blowfish> awang: my RO install is on 1.2.2 and I loaded your craft file and got the freeze
<blowfish> (as well as the NREs)
<ferram4> And they are triggered first by?
<awang> blowfish: Well that's a surprise
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<blowfish> ferram4: looks like ProceduralParts is telling FAR to revoxelize while loading the craft
<blowfish> and somehow that is leading to the NRE
<ferram4> Then there's nothing I can change.
<blowfish> Stack trace: https://hastebin.com/ihusagemol.css
<blowfish> Any idea with PParts is doing wrong at least?
<ferram4> That depends on what type of proceudral part causes this.
<ferram4> I assume the issue doesn't occur with ALL procedural part shapes.
<awang> Only proc part shapes I used were cylinders and cones
<ferram4> But almost certainly if it's throwing in RebuildMeshData, then the first thing to check is if part.partTransform is set properly.
<ferram4> Then to check if EditorLogic.RootPart.partTransform is set properly (assuming the first part placed is procedural)
<awang> First part placed was a cockpit
<ferram4> And it was never re-rooted?
<awang> Not that I can remember
<awang> How should I check if part.partTransform is set properly?
<awang> For what it's worth, the stack traces I see appear to be the same as those blowfish got
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<ferram4> Well, for a normal part part.partTransform is set when the part is initialized. What happens with ProceduralParts I don't know.
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<Maxsimal> Does anyone know why capsules, in the dev environment, multiply their cost by x3 after you place them in the VAB?
<soundnfury> Maxsimal: it's probably broken RP-0#771
<Qboid> [#771] title: Manned flight costing issues? | So, currently the costing for manned missions is way too high... | https://github.com/KSP-RO/RP-0/issues/771
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<Maxsimal> soundnfury: Err - yeah I wrote that issue because I know where most of the tuning is, but not that capsule thing.
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<soundnfury> Maxsimal: some tags in Tree/TREE-Parts.cfg like ModuleTagHumanRated
<soundnfury> then RP-0/KCT_Presets/RP0_KCTPresets.cfg keys off those
<soundnfury> if it's not in there then I haventa clue
<Maxsimal> soundnfury: Those operate on the rollout costs, I know how those work, but not on costs in the VAB
<awang> !tell blowfish I may have found the source of the freeze... I deleted the engines from the .craft file, and it now loads
<Qboid> awang: I'll redirect this as soon as they are around.
<awang> ferram4: ^
<ferram4> Well, I don't know what it is then.
<ferram4> There is no mechanism in FAR that could cause the game to hang.
<awang> Yep, that was a mistake on my part
<awang> Sorry
<ferram4> Np.
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<github> [RP-0] ntimpe opened pull request #772: Add Surface Outpost Contracts (master...master) https://git.io/vdgG2
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<github> [RP-0] ntimpe opened pull request #773: Fix completion bug Issue #764 (master...patch-7) https://git.io/vdgGp
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