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<awang>
Ahhhhh
<awang>
RealFuels why
<awang>
literalZeroIgnitions
<awang>
Sum types would be the best solution
<awang>
But why not use negative ignitions for unlimited
<awang>
Instead of 0 ignitions for both zero and unlimited
<awang>
Hmmm
<awang>
Half curious
<awang>
Does anyone use F# in the KSP modding world?
<awang>
Is RFSettings.Instance supposed to hold game/save-wide settings?
<awang>
Or is it per-part?
<Bornholio>
not using negatives can keep sloppy progamers slightly farther from overflows
<Bornholio>
what i really want is tanked TEATEB so i can pick ignition number
<soundnfury>
awang: ahh, that one is partly my doing (literalZeroIgnitions)
<soundnfury>
I added it because negative already meant something like "use value from techlevel"
<soundnfury>
silly people in the past used valid values as flags instead of having a _proper_ flag, so I had to add a flag so I could use the valid value as a value -_-
<Bornholio>
snark inception
<awang>
Grrr
<awang>
Y'all need sum types
<xShadowx>
except using 0 for 0 and unlimited makes resetting the value tricky :|
<xShadowx>
cant check if its ment to be 0 and thus not reset
<awang>
soundnfury: Ah, I see now
<awang>
ConfigIgnitions, if ignitions is negative then ignitions = techLevel + ignitions
<awang>
Also, this split between ModuleEnginesRF and ModuleEngineConfigs is annoying :(
<awang>
Also, do any of you think that having engine TWR displayed somewhere be useful info?
<Bornholio>
I don't think so but newer players may find it useful to compare engines
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<awang>
What's a good way of getting the sea level acceleration of the home body?
<awang>
Planetarium.fetch?.CurrentMainBody?.GeeASL seems to be the closest thing, but I have to multiply by 9.81 or something?
<awang>
Is there a way that takes into account the possibility that other planet packs would use a different constant?
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<awang>
And this is for the RF right-click engine config window, so I don't think PartModule.vessel.geeForce would work?
<awang>
Or PartModule.vessel.gravityForPos or PartModule.vessel.gravityTrue?
<awang>
I guess the best alternative is Planetarium.fetch?.home?.GeeASL
<awang>
But I'm not sure exactly what to multiply by?
<awang>
9.81 or 9.80665?
<awang>
Something else?
<awang>
Is there a way of getting that programmatically?
<Bornholio>
awang maybe a public static float globalGravity is defined and you can divide or multiply using that more accurately I see it in some other code snips for unity 3d
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<awang>
!tell Bornholio idk if Physics.gravity is right, since it's a Vector3 and g should be a scalar.
<Qboid>
awang: I'll redirect this as soon as they are around.
<awang>
!tell Bornholio I'd imagine that it'd be a KSP-specific thing, since Unity in general wouldn't deal with surface gravity
<Qboid>
awang: I'll redirect this as soon as they are around.
<awang>
!tell Bornholio Or so I think
<Qboid>
awang: I'll redirect this as soon as they are around.
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<awang>
Ullage seems strangely nonfunctional to me
<awang>
Staging during a launch at around 60km and ~2000m/s, apparently propellant remains "very stable" for at least 10 seconds
<awang>
After burnout
<awang>
lamont: Is PEG supposed to try to go to a heading of ~135 when trying to launch into the plane of the Moon from the Cape?
<awang>
Seems to try to go to 135 degrees, then gradually move towards 90
<awang>
But can't turn as fast as it wants due to limiting AoA
<awang>
Also, do you think that it would make sense to have booster pitch rate be calculated from liftoff TWR?
<awang>
Or liftoff TWR + first stage burn time
<awang>
Or some other combination of factors
<awang>
Also, is it just me or did MJ stop compensating for engine spool up time?
<awang>
It definitely worked at some point
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<awang>
lamont: More correctly, seems PEG wants to go to a heading of ~150 first
<awang>
Gradually decreases during the flight though
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<awang>
Hmmm
<awang>
Something appears to be sucking all my electric charge up instantly
<awang>
5000+ EC gone before physics loads
<awang>
Anyone here familiar with the proc avionics code?
<Qboid>
[#793] title: Changing proc avionics tech level changes tech level for *all* proc avionics parts | I have a rocket with two proc avionics parts, both set to the "upper stage" type. The one corresponding to the TLI stage should stay on the `avionicsPrototypes` tech level, since its stage is only ~1.5t and the `avionicsPrototypes` tech level has a minimum avionics mass of 3t compared to the mini
<Qboid>
mum of 5t for the `earlyAvionics` tech level. This allows the `avionicsPrototypes` part to be smaller and lighter.... | https://github.com/KSP-RO/RP-0/issues/793
<awang>
Also, I'd really love it if proc avionics had lower min supported masses
<soundnfury>
awang: eh, it's already possible to build some ridiculously light probes compared to historical analogues
<soundnfury>
and, I think I've also seen the bugs you report; the other one is really annoying when trying to test a vehicle in Sandbox
<awang>
Oh, really?
<awang>
Guess I need to learn more about historical probes then
<awang>
Yay, glad to hear I didn't break something
<awang>
Is the "other one" the reseting to most modern?
<awang>
s/reseting to most modern/"resetting to most modern" issue/
<Qboid>
awang meant to say: Is the "other one" the "resetting to most modern" issue?
<awang>
I'm doing way more dev these days than actual playing...
<awang>
It's play for a few minutes, notice something annoying, go bug hunting, repeat
<soundnfury>
yes, that's the 'other one' I meant
<soundnfury>
for historical probes: just comparing to the Ranger cores is instructive
<soundnfury>
e.g. my early Venus & Mars probes tend to be much lighter than Mariner ≤ 4
<awang>
How much lighter?
<awang>
Sorry, haven't progressed that far, so I don't have a point of reference
* soundnfury
shrugs
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<soundnfury>
awang: while you're being spectacularly industrious: the Tree/RFTechLevels.cfg looks wrong, the PARTUPGRADE for RCS TL2 isn't in the tech that actually unlocks it
<soundnfury>
(idk which one is correct)
<awang>
soundnfury: Could you explain a bit more? I don't get it
<soundnfury>
awang: line 31 of GameData/RP0/Tree/RFTechLevels.cfg reads "%TLTECH2 = earlyDocking"
<soundnfury>
whereas line 144 has "techRequired = improvedFlightControl"
<awang>
Ohhh
<awang>
I missed line 31, saw line 144
<awang>
Wondering what was wrong
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<awang>
Hmmm
<awang>
Does RP-0 really need to get all proc avionics configs every frame/tick/whatever?
<awang>
It spams the log like nothing else
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<QuantumSwag>
Hi
QuantumSwag is now known as QuantumFalcon
<QuantumFalcon>
.nextlaunch
<Bornholio>
o/
<Qboid>
Bornholio: awang left a message for you in #RO [19.11.2017 14:31:35]: "idk if Physics.gravity is right, since it's a Vector3 and g should be a scalar."
<Qboid>
Bornholio: awang left a message for you in #RO [19.11.2017 14:32:30]: "I'd imagine that it'd be a KSP-specific thing, since Unity in general wouldn't deal with surface gravity"
<Qboid>
Bornholio: awang left a message for you in #RO [19.11.2017 14:32:36]: "Or so I think"
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<xShadowx>
isnt gravity vector3 to denote direction, and g_force the amount? (havent toyed that area for like 2 yr ;x )