<xShadowx|2>
i wonder if the soviets ever locked a man inside a rocket (without control) before the whole send an accual cosmonaut bit, for purposes of first man into space juuuust incase they didnt get official people up before the americans
<borntosleep>
hey the three guys that dies don't kount
<borntosleep>
komrade the vodka is not strong enough
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<soundnfury>
xShadowx|2: they didn't, but they considered it (so did the americans and even the british!)
<soundnfury>
although that said, Gagarin didn't have control of his ship at all because they were afraid he'd go space crazy
<xShadowx|2>
XD
<xShadowx|2>
hows that any diff than surface-idiot-crazy?
<soundnfury>
remember: at this point no-one had any idea what the physiological effects of microgravity might be
<xShadowx|2>
tbh id assume itd be fine, until said issue happens
<lamont>
its like a checklist of everyone’s kerbal career...
<lamont>
we need fire as a thing
<lamont>
oops, forgot the fire extinguishers and sprinkler system…
<lamont>
* watches fire spread to fuel tanks…
<ProjectThoth>
Watch out for the FOOF containers!
<awang>
Oh jeeze
<awang>
Hey, how about we add paperwork to RO
<awang>
Can't beat that for realism!
<awang>
And sort of off topic
<awang>
How can I get the current engine config in ModuleEngineRF?
<blowfish>
ModuleEnginesRF doesn't know about configs
<blowfish>
you want ModuleEngineConfigs
<awang>
blowfish: Well...
<awang>
I'm trying to make some changes to the RF GUI to show some more info
<awang>
What I'm trying to do right now is display the rated burn time for the currently selected config
<awang>
Since the only other way is to select a different engine config, then hover over the button for the original config
<awang>
Which seems like awkward UX to me
<blowfish>
it is
<blowfish>
the other problem is that the rated burn time is actually on a test flight module
<awang>
Right
<blowfish>
not on the engine itself
<blowfish>
so how does it show the rated burn time for the other configs?
<blowfish>
(how does it access that info)
<awang>
blowfish: The TF/RF interop adds the information to a "description" field in a ModuleEngineConfigs ConfigNode
<awang>
If that makes sense
<blowfish>
strange
<awang>
So I was thinking if I can access that same node, I can get that information
<awang>
Oh wait
<awang>
I see
<awang>
It grabs all ModuleEngineConfigs using part.partPrefab.Modules
<awang>
Iterates over those
<awang>
idk if that's the way I want to do it though
<awang>
Not ot mention I'm not sure how to check whether I got the right config if I did do it that way
<awang>
I guess a better way of describing what I'm doing is trying to make the information shown in the main RF engine UI and its popup windows consistent
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<awang>
Sorry, computer crashed
<awang>
Did I miss anything?
<blowfish>
nope
<awang>
btw, is part.mass the right way to get an engine mass?
<awang>
Even with different configs?
<blowfish>
I would imagine the mass would be set
<blowfish>
I forget whether ModuleEnginesRF or ModuleEngineConfigs does the mass setting though
<awang>
idk
<awang>
I just wanted to get TWR information in the RF window
<awang>
So I don't really mind who sets the mass
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<lamont>
we need paperwork. along with finances, inflation, collateralized debt obligations and stock market crashes.
<ProjectThoth>
Super Realism Overhaul.
<lamont>
plus as geopolitical tensions ratchet down your finances may actually contract, setting your space programs back by decades, it’ll be super realistic…
<awang>
Oh, can we add Congressional hearings too?
<lamont>
totally!
<ProjectThoth>
"Yeah, we're gonna have to change things up, Nixon just won the 1960 election..."
<lamont>
that’s the most important part of running a space program, lots of in game play should be based around that
<awang>
PTSD complaints incoming...
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<awang>
Hmmm
<awang>
RO/RP-0 doesn't do April Fool's updates, do they?
<ProjectThoth>
There's no reason we can't start...
<ProjectThoth>
And by "we" I mean the actual devs.
<awang>
It's going to be tricky though
<awang>
We're pretty short on man-hours as is
<awang>
Don't want to end up wasting too much time
<ProjectThoth>
I mean, if you're talking a literal shitpost here, I could make up some screenshots 'n things.
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<awang>
Is RP-0 balanced with ScrapYard in mind?
<awang>
For part recovery?
<awang>
I mean, yes, recovery doesn't cover rollout costs
<awang>
But you can get some pretty insane time savings when building rockets with rescued parts
<awang>
Like a basic Aerobee goes from ~1 month to build to ~1 week
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<soundnfury>
TF struck a launch of my spessplane and Vasily had to execute a transatlantic abort.
<soundnfury>
still stayed under 2.4g though :)
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<BadRocketsCo>
Howdy
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<BadInternetCo>
Has anyone here tried the hab pack on 1.2.2 RP0?
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<borntosleep>
those kOS PID loops would be somewhat CPU heavy but you could easily lower it by changing time step
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<lamont>
MJ now has the kOS PID loop in it in the dev builds
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<lamont>
the default kOS PID loop is a bit too stiff and overshoots when there isn’t enough torque authority (like in most RO rockets with RCS) and functions a bit better with the stock “MOAR Reaction Wheels!” approach. but that is likely a function of tuning, and it just needs tuning for RO
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<awang>
Oh, didn't realize that they have the same PID loops now
<awang>
That would certainly explain the behavior I saw when trying to point my rocket for correction burns though
<lamont>
sarbian also implemented a “hybrid” one which he claims works better, i have dug into what it is...
<lamont>
poke around the attitude adjustment menus, they’ve had an overhaul
<awang>
Well, time to fire up Google to learn what everything there actually means
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<Sarbian>
"claim" is a strong word :) It looked nice in my limited tests
<awang>
What's the right way to toggle part highlighting in-flight?
<awang>
Actually, never mind
<awang>
I'm dumb
<awang>
Again
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<awang>
Why does RP-0 disable hibernation?
<awang>
Seems like it'd be a useful feature, especially for the super power-hungry early probe cores
<awang>
Also, for the Unity UI wizards here
<awang>
Is it possible to add a custom button to a scrollview created by GUILayout.BeginScrollView()?
<awang>
Or do I have to use GUILayout.Button?
<taniwha>
awang: early probes didn't have hibernation, I guess
<taniwha>
and isn't GUILayout.Button custom enough?
<awang>
RP-0 appears to disable hibernation for *all* parts with ModuleCommand
<awang>
Not just the early ones
<taniwha>
taht's a bit off
<awang>
It'd just be nice to be able to use avionics for lunar insertion without bringing along a crapton of batteries
<awang>
Since early solar panels are super weak
<awang>
Well
<awang>
I want to create a button which highlights a particular part on mouse hovering over it
<awang>
And have text that changes based on whether it was toggled or not
<awang>
I didn't see the corresponding methods for GUILayout.Button
<awang>
And I didn't see how to get a handle to the created button either
<awang>
So I thought the next best thing would be to subclass UnityEngine.UI.Button and implement the behaviors in there, then add the custom button to the scrollview
<awang>
But my Google-fu failed me, and I'm sort of stuck now
<taniwha>
ah, there's a GUILayout (related) function to get the rect used for the last specified element
<taniwha>
you can then test if the mouse pointer is in that rect
<awang>
Wait, where?
<taniwha>
so GUILayout.Button (whatever); rect = GUILayoutsomething.somethingaboutgetrect (); "if mouse in rect"...