<awang>
Jeez, that really puts the thinness of F9 into perspective
<awang>
Sort of surprised it doesn't wobble like stock rockets
<Bornholio>
Well if you want to haul on highways you gotta be skinny
<awang>
Yeah
<awang>
Still
<Bornholio>
so friggin jealous the guys i sent to LA had their tour today at spacex and said a lot of people were hung over :P
<lamont>
falcon heavy baby boom at spacex in 9 months…
<Bornholio>
Yisss
<Starwaster>
another stupid rescue mission... but this time, flashing red strobes SAVES THE DAY
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<soundnfury>
hmm, looks like the "disable the Activate Engine button when you get a TF failure" doesn't block an Action Group if you have one hooked up e.g. to ToggleEngine
<soundnfury>
http://jttlov.no-ip.org/2crews1ship.png crew handover at space station. Total orbiting mass (Lagrange Station + Hobbes 2 supply ship + 2× Napier spaceplane) = 16,608 kg.
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<awang_>
soundnfury: stop breaking TF pls
<awang_>
I'll probably have to look to see if there's a better way of doing the disabling
<awang_>
Assuming someone else doesn't beat me to it
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<SRBuchanan>
Urgh so many different versions of the R-4D to model.
<SRBuchanan>
Speaking of, does anyone know why the original Apollo version had latitudinal ridges on the nozzle extension? Are those to aid radiative cooling or are they structural?
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<Mike`>
Probus: no, i'm just a random SSTU-fanboy. :) The SSTU dev doesn't like RO
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<awang>
Mike`: Blasphemy!
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<probus_>
:) Does anyone in this chat take responsibility for SSTU?
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<Starwaster>
had to throw someone out of a capsule during ascent from almost kilometer up. She lived though
<Starwaster>
probus_ why?
<Probus>
I am integrating SSTU into ETT.
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<awang>
Starwaster: What would make bailing out at 1km safer than staying in the rocket?
<APlayer>
Fire. Lots of it, and in places where it's not supposed to be
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<APlayer>
Starwaster: Actually, starting at an altitude of 100 or so m, it stops mattering (may as well have been 10 km, either you get incredibly lucky and survive, or you just don't)
<probus_>
Why did you toss 'em out Starwaster?
<APlayer>
I found it to be a rather survivable scenario to bail out and start using your MMU to slow down as much as possible before hitting the ground, though
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<Starwaster>
probus_ it was supposed to be an empty one man capsule to pick up a stranded dude and someone snuck aboadr so I tossed them like salad
<probus_>
Oh yeah, I hate when that happens.
<Starwaster>
so I was all like... HAY! GET THE EFF OUTTA MY ROCKET YOU LOCHNESS MONSTER!
<Starwaster>
oh wait, wrong story
<probus_>
:)
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<Pap>
probus_: I know a lot about SSTU, I did all the configs for RO 1.2.2
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<Starwaster>
oh shit, the runway is level... how the hell did that happen
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<taniwha>
Starwaster: 1.3 fix
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<APlayer>
Humm, my RealPlume plumes are kind of plump - anyone know a way to make them brighter and longer?
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<awang>
APlayer: idk about brighter, but slowing time down makes the plumes longer-ish
<awang>
That's because the actual particles travel faster
<awang>
Don't think that's what you were looking for :P
<APlayer>
I tried to rig up some MM patches, but I horribly failed at that
<APlayer>
The configs are kind of vaguely documented and I was confused
<awang>
Just looking at the RealPlume configs
<awang>
I'd guess tweaking emission would take care of brightness
<awang>
Actually, idk
<awang>
I'd compare cryogenic-upperlower and kerolox-lower-f1
<awang>
Should be a dim and bright plume, respectively
<awang>
So differences between the two might be a good place to start
<APlayer>
Humm, yes
<APlayer>
Let me see
<awang>
Hmmm
<awang>
There's references to "lifetime" in the SmokeScreen source
<awang>
Guessing that would make your pume longer
<awang>
Either that or increasing the velocity they leave the nozzle
<lamont>
will spacex ever consider a methalox cryogenic upper for the FH?
<awang>
APlayer: Alright, so it seems that changing the energy curve will change how long your plume particles live
<APlayer>
Currently checking out this
<APlayer>
I set it to an extreme *= 20, because I tried this setting once and saw no effect
<APlayer>
Perhaps I overlooked it
<awang>
SmokeScreen passes something derived from the energy field to the startLifetime parameter of a ParticleSystem.EmitParams()
<awang>
idk, I could be reading the code wrong
<awang>
Or the code could be going through a different path
<awang>
Where are you making your changes?
<APlayer>
ModuleManager patches with :FINAL priority
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<awang>
Hmmmm
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<awang>
I'd say try changing the base RealPlume configs directly first
<awang>
Then once you know what changes to make figure out the right MM patch
<APlayer>
That's... a lot of work.
<awang>
Eh
<awang>
Pick an engine, see what RealPlume config it's using
<awang>
Just change that config
<APlayer>
Might make sense, but let me run this test anyway (KSP already loaded, so)
<awang>
It seems most engines use one of the predefined configs in RealPlume/000_Generic_Plumes
<awang>
Alright
<awang>
Oh, and increasing the allowed number of particles would be an easy way of making your plumes longer
<awang>
idk what it'd do performance-wise, though
<awang>
emission controls how many particles are emitted per timestep; probably not what you want
<APlayer>
It looks like a glowing stick coming out of the engine
<APlayer>
Might of course be an engine plume, but that requires some fantasy :D
<awang>
At least at sea level, that means it needs to get somewhat narrower?
<APlayer>
Not sure what it lacks, even, but it does not really look like a plume to me
<awang>
And/or break apart at the end of the glowy part
<awang>
Well
<awang>
Assuming it's kerolox
<awang>
And going off the FH launch
<awang>
It's too uniformly bright
<awang>
Too opaque
<APlayer>
Yes and yes, probably
<awang>
Needs to get narrower after leaving the nozzle
<APlayer>
I upped the particle density too, so there's your opacity
<APlayer>
Not sure how to make it less even
<awang>
And needs to have that... effect... where the tail part of the plume right before it stops glowing blows around wildly
<APlayer>
Is this a thing in RealPlume?
<awang>
There's a setting for "randConeEmit"
<APlayer>
It's blank in the configs you told me to look at
<awang>
But for the blowing around wildly, you probably need a lot of fast, short-lived particles with a somewhat large difference in lifetimes
<APlayer>
It is there, but neither true nor false, Schroedinger's config
<awang>
Basically, RealPlume particles are moving too slowly to faithfully recreate a proper plume
<awang>
(in my opinion)
<awang>
I'm not sure randConeEmit is the right setting
<awang>
Thing is if you bump up the particle velocity, you need more of them to generate a continuous plume
<awang>
And that messes with performance
<APlayer>
I currently have quite a bit of "excess performance", so I don't mind doing that
<awang>
If you want a plume like the shuttle SRBs, you need lots of opaque particles that quickly change from orange-yellow to grey, and have a long lifetime
<awang>
And high velocity at first that slows down a lot
<awang>
Hydrogen plumes... idk?
<awang>
SSME plumes look sort of like stock KSP plumes, now that I think about it
<awang>
At least at ground level
<awang>
Delta IV ones are sort of like kerolox plumes, but dimmer, redder, and less opaque
<APlayer>
Humm, that sounds like I'd need to redo the configs as a whole
<awang>
If you have excess performance, try bumping down the speed, decreasing the energy, and increase emission, at least
<awang>
If you want all engines to look more real, yeah
<awang>
Just specific types? Might be able to get away with just editing the kerolox (or hydrolox or solid or etc.) config
<APlayer>
Noone did such a thing before?
<awang>
I don't know?
<awang>
I'm not sure what exactly what required to create RealPlume in the first place
<awang>
Could be that no one has spent the time
<awang>
Or the current state is the preferred result
<awang>
Or the current state is not perfect, but good enough, due to time/performance/etc. constraints
<APlayer>
Humm, alright, let me try to just globally up the settings and if I feel like it, edit the configs individually
<APlayer>
Where did you find the documentation for what you told me earlier?
<awang>
Well
<awang>
The Unity documentation gave me some idea of what the particle system was capable of
<awang>
And the second one takes care of sending parameters to Unity
<awang>
Sometimes after doing some simple calculations
<awang>
Sometimes not
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<APlayer>
OK, let me see
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<Starwaster>
hahahahah!!! amphibious BonVoyage!
<Starwaster>
a little bit hackish but I have it working with Nils FUR rovers
<Starwaster>
I've got a mobile science base roving around Kerbin (x10) with boat propellers so it can travel in the water
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<Slaintemaith>
Are there any ~magic~ performance fixes for KSP? I have a fairly kickass machine --at least it was a year ago-- and I'm getting second-long stutters every 4-5 seconds now.
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<probus_>
Try MemGraph Slaintemaith. Read the instructions closely and do what it tells you. Good Luck
<Slaintemaith>
That only works so well. I've tried that one. I swear it's ~some~ mod what's doing it.
<Slaintemaith>
Because when I have 'x' mods in, it's fine. But I cross some line and then off it goes.
<probus_>
You are probably right. You could watch the console using alt-F12 and see if you could find a correlation.
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<awang>
Slaintemaith: Tell the Unity team to hurry up with implementing sgen
<awang>
Otherwise, binary search to find the offending mod?
<awang>
That only works if it's a single mod causing issues though
<awang>
KSP needs an easy-to-use profiler really badly
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<Mike`>
KSP needs 80% of the essential mods integrated (in profiled and memory leak fixed form) :)
<Mike`>
this memory leaking is ridiculous, windows auto killed my ksp while i was afk....
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<awang>
Wonder how much leakage is laziness and how much is due to heap fragmentation
<awang>
I'm also curious about what is going on that can cause leaks in a GC'd language
<awang>
Where are things being stored?
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<Mike`>
hm? on the heap
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<Mike`>
creating a leak is simple in theory, just keep references to unused objects?
<TM1978m>
how is every one?
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<Bornholio>
rokker kinda dusty there
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<awang>
Mike`: Well, yeah, I know that part
<awang>
I'm just wondering what in KSP is actually doing that
<Mike`>
yep, tried to use a profiler today but that didn't work :s
<awang>
Using Sarbian's instructions?
<awang>
Could you at least get Unity itself running?
<Mike`>
nah, i used a random .net profiler and pointed it to KSPs process :)
<Mike`>
didn't manage to attach though
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<Bornholio>
turn on verbose on screen loggin like i do and be bugged by every mod flw in existence
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<awang>
Mike`: Ah, I see
<awang>
Interesting idea
<awang>
Not sure if it would work since Unity might get in the way?
<awang>
Hmmm
<awang>
I should try to point a C++ profiler at it