NathanKell changed the topic of #RO to: Welcome to the discussion channel for the Realism Overhaul (meta)mod for KSP! Realism Overhaul Main Thread https://goo.gl/wH7Dzb ! RO Spreadsheet http://goo.gl/Oem3g0 ! Code of Conduct http://goo.gl/wOSv2M ! | [15:01] <soundnfury> Straight Eight Stronk (and) RP-0/1 is basically "Space Agency Spreadsheet Simulator" with a rocket-flying minigame
<Starwaster>
dammit I can't get my chute to go off on impact
<Bornholio>
sometimes i have that problem also
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<stupid_chris>
Starwaster: RC being problematic?
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<Bornholio>
hi chris
<Bornholio>
thoughts for you NathaKell|AFK how about RP1 seperation of features into a RP1 Folder, or maybe just a Folder activated swtchy like NoNonRP0 folder does
<Starwaster>
stupid_chris no, just me being stupid about chutes in general. (you know... go off on impact)
<stupid_chris>
heh, can relate
<stupid_chris>
hi Bornholio o/
<Starwaster>
have you done any work on updating RC to 1.4.0? I can't seem to get ApplicationLauncher buttons to work anymore
<Starwaster>
which is really bizarre because Deadly Reentry for 1.3.1 toolbar actually WORKS in 1.4.0. It only stops working when I compile against 1.4.0
<Bornholio>
quick question you have probably looked at long ago, can chute material be technode bound, like Kevlar to a later material science node?
<Starwaster>
taniwha I'll have to go through the code, but at first glance I'm only seeing superficial difference between what I have and what you linked to
<Starwaster>
it's really like OnGUIAppLauncherReady just isn't firing at all
<taniwha>
I had trouble at one stage, let me check my logs
<Starwaster>
except maybe that I'm calling GameEvents.onGUIApplicationLauncherReady.Add in Awake instead of Start
<Starwaster>
I WAS doing it in Start originally but I stopped for some reason and I don't remember why
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<Starwaster>
taniwha oh... SHIT I am so stupid... I totally forgot that the compatibility checker is shutting shit down and I was too lazy to go update the version numbers....
<Starwaster>
I was fooled by the fact that Kerbals are still screaming when they catch fire so the checker isn't disabling everything
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<taniwha>
heh
<taniwha>
btw, bad news and good news re Kerbal chutes
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<taniwha>
bad news: level 3 is hard-coded
<taniwha>
good news, kerbalEVA.cfg
<taniwha>
(change the module to one that gives better control but derives from ModuleEvaChute)
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<taniwha>
Starwaster: btw, I took that shutdown code out of EL (and MFT?) a long time ago
<taniwha>
it was there only for the win-64 fiasco
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<Starwaster>
I thought I had taken it out of DRE but apparently not
<Starwaster>
damn reentry FX looks ugly now
<taniwha>
ah, yeah, you get that
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<Starman4308>
Hm. Built the obligatory Saturn V replica with the FASA parts, and now I have one serious question. Do I make it bigger?
<Starman4308>
I mean, with the F-1A upgrade, the first stage has 1.37 TWR, I can add more propellant to it...
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<Starman4308>
I think I have a 2-launch solution more similar to my usual double-LOR shenanigans, involving a "Saturn 3": 3 F-1A engines, then a trio of NK-43 engines, then the standard S-IVB.
<Starman4308>
(though, funny enough, the regular S-IC-to-S-II interstage happens to be perfectly sized for the NK-43s)
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<BadRocketsCo>
Hello!
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<BadRocketsCo>
Hullo
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<schnobs>
o/
<Qboid>
schnobs: Starwaster left a message for you in #RO [08.03.2018 04:09:09]: "btw, assuming you were still on KSP 1.2.2 with your earlier X15 incident yes?"
<schnobs>
!tell Starwaster sorry no, that X-15 incident happened on 1.3.1
<Qboid>
schnobs: I'll redirect this as soon as they are around.
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<schnobs>
Now I wonder how I can make the X-15 work without turning off heat entirely...
<schnobs>
Perhaps I should start by finding out why DRE assumes 450K. (Checks config cache) that's nowhere in the part stats, after all.
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<schnobs>
90 minutes later: I guess I need to re-learn how to land a flyer.
<schnobs>
Most gentle touchdown, bounce, giant leap, loss of control. Boom.
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<BadRocketsCo>
I'm back!
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<BadRocketsCo>
Err...wrong channel...
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<leudaimon>
lol
<schnobs>
Anyone else having planes bounce on landing?
<Starwaster>
only when my airline has a bad pilot
<Qboid>
Starwaster: schnobs left a message for you in #RO [09.03.2018 14:06:19]: "sorry no, that X-15 incident happened on 1.3.1"
<schnobs>
Touching down at 150m/s (~1m/s vertical), I take a violent bounce. Happens every time.
<schnobs>
Well, twice so far.
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<taniwha>
Probus: french
<Probus>
Merci beaucoup taniwha
<Starwaster>
+1 for Module Manager thread title
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<soundnfury>
Maxsimal: re the rules, 'Hard difficulty' normally forbids reverts and quickloads, but I think we should remind people to have them enabled for working around bugs
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<soundnfury>
also I'm not sure it's right to forbid someone e.g. building up KSCs at both the Cape and Vandy (they do have to pay a bunch of extra points for that)
<soundnfury>
it's more them taking advantage of having dozens of lvl1 pads and 0.05BP/s VABs dotted around the world that's the problem
<soundnfury>
(though I'm not sure how you translate that into actual rules)
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<Maxsimal>
Don't have to do hard difficulty, I guess.
<Maxsimal>
But yeah that is the problem. It'd kind of be best if you had to invest points to build up build rate at all.
<lamont>
4xF-1 liquid strapon boosters
<lamont>
i want to see those land back and the launch site
<lamont>
*at
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<egg>
!wpn lamont
* Qboid
gives lamont a specific โ with a singularity attachment
<egg>
lamont: have you toyed with the endpoints?
<egg>
they'll be in Coxeter
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<egg>
well, there's only one, the other returns not implemented :-p