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
<Bornholio> well i have two mercury flyby missions a week or so out from midcoure correction buring as my jupiter missions go out from earth. I have a mars Window but its all sample return there
<Bornholio> course
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<Bornholio> probus login set to beginning of each song on an album
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<KevinStarwaster> HAH! Finally got Xamarin to compile C# 7... but also learned that Xamarin/Monodevelop are not supported any longer :'(
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<Bornholio> rokker itallian ? https://imgur.com/gallery/390Ri
<Rokker> Bornholio: starship 2000 looked better
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<Maxsimal> Any channel mods on here?
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<Maxsimal> Bueller?
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<KevinStarwaster> Bueller has taken the day off
<schnobs> ?
<KevinStarwaster> before you entered the channel, Maxsimal asked a question and then said 'Bueller?'
<KevinStarwaster> to which I replied... well you know the rest
<schnobs> anyone?
<KevinStarwaster> hey, does anyone here use stock autostruts? Either alone or in conjunction with KJR? And will bad things happen if I DO turn autostruts on for a part if I also have KJR?
<KevinStarwaster> ferram4 how about you? Is it bad to turn on autostruts if I have KJR installed?
<schnobs> Never used them together.
<ferram4> I have never used it.
<schnobs> Autostruts were fine most of the time, but sometimes would lead to odd side-effects, specifically, like parts being re-attached at an acute angle on vessel load.
<Maxsimal> Hey ferram4, you're a channel mod, yes?
<ferram4> Yes, why?
<Maxsimal> Soundnfury and I are trying to get a test race into space game going - was wondering if you could add something to the channel welcome message to advertise that we need a couple more players.
<Maxsimal> I put up a signup sheet on google docs here - https://docs.google.com/document/d/1M83lJ0thTwOewdlIK3PyFnY62Hx56N34SwjWYEv8tnk/edit
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<Maxsimal> Or a shorter version - https://goo.gl/8H9icj
<ferram4> Well, I don't think that I can fit the longer links, and the short version doesn't work
<Maxsimal> Odd - google doesn't like to link to itself. This one works for me - http://bit.ly/2DEVm2i
<ferram4> Very well.
<Maxsimal> Thank you :)
ferram4 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 ! | Maximal & soundnfury's RP-1 Race Into Space Signup: http://bit.ly/2DEVm2i [15:01] <soundnfury> Straight Eight Stronk (and) RP-0/1 is basically "Space Agency Spreadsheet Simulator"
<KevinStarwaster> schnobs I've had a general problem with parts loading in with their orientations all deranged and I didn't have autostruts on.... that's part of why I'm now experimenting with turning them on even though I have KJR
<KevinStarwaster> though ATM I'm doing it because I just attached a really large propulsion pod to my space station (to turn it into a Duna Transfer Vehicle) and it's getting a little noodly so I took the really large parts and autostrutted them to root
<KevinStarwaster> unfortunately that seems to have frozen the forward half of the ship at a slight angle to the engines :(
<KevinStarwaster> goddamit, confirmed... my ship is bent out of shape
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<schnobs> KevinStarwaster: I've had success with disabling autostruts and saveloading again.
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<Slaintemaith> So Realism Overhaul (current dev) is busted.
<Qboid> Slaintemaith: Bornholio left a message for you in #RO [18.03.2018 21:23:16]: "make sure you have https://github.com/KSP-RO/RP-0/issues/749 RF dll, i have a missmatch between what i have and yours"
<Slaintemaith> Bornholio: I did indeed have that.
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<Slaintemaith> (Assuming it lives in .../Realfuels/plugins
<Slaintemaith> I attempted the minimalist install on the first page df the spreadsheet and have everything there installed. It breaks as soon as you add RO to it.
<Slaintemaith> I'm even over 50% convinced it's nothing I've done.
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<schnobs> So. Let's presume I have a Polar orbit, PE/AP over the eqator.
<schnobs> PE quite low, AP quite high.
<schnobs> I'd like to know just how high teh AP may get if I want to be under 500km at thhe poles.
<schnobs> How do I solve this?
<Ezko> semi minor axis
<Ezko> semi minor axis = semi major axis * sqrt(1 - eccentricity^2) according to wikipedia
<Slaintemaith> I failed math. I wouldn't know.
<schnobs> wrong time of day to solve this other than experimentally.
<schnobs> Notes taken, maybe I'll have more luck tomorrow.
<schnobs> Or would anyone happen to know a nice website where I could just put in the numbers?
<Ezko> looks like for a perigee of 200 the highest apogee you can do is between 500 and 1000
<Ezko> roughly 800
<schnobs> It's a scansat problem, trying to cover the moon. Altitude ~1760km just to stay above the surface; at the poles I'm looking for a sma of ~4480.
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<Ezko> i have an excel ready here
<Ezko> tell me the periapsis and i'll tell you the other specifications of the orbit xd
<schnobs> Thanks.
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<schnobs> As said above: pe1760m, SMA 4480m (2240m above center of gravity)
<Ezko> well brb, break from class
<schnobs> no worries.
<Slaintemaith> Wow. How'd you get RO to work
<Slaintemaith> ?
<Slaintemaith> Mine's broken.
<Ezko> if your periapsis is 1760km with SMA of 4480km your apoapsis will be 7040 and semi minor axis will be 3520
<Ezko> i think
<schnobs> sorry... I'm aiming for a semi-minor of 4480.
<schnobs> (I'm really too tired, didn't even notice that SMA isn't unique.
<Ezko> oh ok
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<Ezko> well
<Ezko> looks like that's pretty much hyperbolic
<schnobs> good news for me, I can afford to come in too low.
<Ezko> if you think about it going from 1760 at the equator to being at 4480 at the pole it kinda makes sense
<schnobs> Mind you, those figures already include the size of the body as well, so it's an altitue-above-ground of 30 and 500km, respectively.
<Ezko> the moon
<Ezko> 's radius is 1730?
<schnobs> 1737, says the tracking station.
<Ezko> well even so seems like it'll be hyperbolic with 500km above the surface at the pole
<Ezko> hmm i think something's wrong, 1 sec
<Ezko> alright i guess i did something wrong with the other stuff, 1100 apoapsis
<Ezko> well just under 1100
<Slaintemaith> That's cool. My game keeps crashing. *nods sagely*
<Slaintemaith> Dev build, master build, speadsheet, new .dll, old .dll. Crash crash crash crash crash.
<schnobs> Slaintemaith: I can provide a ~300MB backup of my install. Includes the CKAN folder (so all the mods installed through CKAN can be uninstalled/upgraded), excludes squad, textures, and CKAN downloads.
<schnobs> No eye candy mods.
<Slaintemaith> Is this 1.2.2, or 1.3.1?
<schnobs> And technicylla broken (like, no oceans), but playable. 1.3.1.
<Slaintemaith> I'm just wondering why no one seems to know why it's broken.
<schnobs> I don't either.
<Slaintemaith> Or know -that- it's broken.
<Slaintemaith> I've got all the eyecandy mods working.
<Slaintemaith> Everything works, in fact, until I add RO.
<schnobs> It took me a few rounds of looking at KSP logs to figure out the worst. Basically it was doing everythign as prescribed, removing a few extra folders (also described), plopping in a few custom DLLs.
<Slaintemaith> I've done that.
<Slaintemaith> The logs don't really say what the issue is.
<schnobs> might include a few custom patches, but neither many nor weird ones.
<Slaintemaith> I'll give it a go.
<Slaintemaith> And thanks.
<schnobs> Technically I'm redistributing mods here. While I don't think anyone would object, I might violate some license or other. Please don't spread the link.
<Slaintemaith> Of course not.
<Slaintemaith> I noticed the squad folder isn't there. Was that an anti-piracy measure, or is that one of those things everyone knows to remove when doing RO?
<Slaintemaith> (It's fine, I can re-add it, just noticed it wasn't there)
<Slaintemaith> Or simply a 'save space in .tar file' measure?
<schnobs> Both. Leaving squad and textures out saves a lot of space; and you won't catch me spreading Squad's stuff on public IRC.
<Slaintemaith> Good deal.
<schnobs> Redistributing mods might possibly against some arcane rule, but redistributing KSP... I don't need to be a lawyer to know better than that.
<Slaintemaith> Okay, so it loads, but RSS isn't there.
<schnobs> ?
<schnobs> It's in my copy of that tarball. You still need the RSS *textures* (another ~1GB download on hi res)
<Slaintemaith> I saved the -old- GameData, so I wonder if I just can't transplant RO.
<Slaintemaith> Ah ha.
<Slaintemaith> Got those.
<schnobs> Keep in mind that the ckan folder goes in the parent KSP directory, not Gamedata.
<Slaintemaith> Right.
<Slaintemaith> I'm going to try a simple /realism overhaul transplant first.
<Slaintemaith> Since the latest dev builds might have broken something.
<schnobs> My tarball, plus RSS textures, should you provide with a mostly working RP-1 (KSP 131).
<schnobs> Just try that first, then toss in EVE or whatever you're lacking.
<schnobs> SO: pristing KSP, add tarball, add textures, press play.
<Slaintemaith> Yeah. I know. And I did. And it works. I just want to know my -mine- isn't. =)
<schnobs> have linux?
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<Slaintemaith> I did, once. Got tired of having to config everything just to work.
<schnobs> Well, I could tell you how to quickly compare the whole shebang under linux. No idea how to do in on windows.
<Slaintemaith> Well, I'm paring away your directories and replacing them with mine to see if I can get a working version of what I had installed.
<Slaintemaith> And also try to see what the culprit is.
<schnobs> My issues were a) DLLs (they're all listed in the spreadheet/wiki but I needed several pointed out to me anyway), and b) the need to remove one subfolder from... was it RealFuels?
<Slaintemaith> Yeah. I noted the dlls that were on the sheet. And there was a subfolder that needed added to RealFuels.
<schnobs> dlls: KCT, RP0, RF, RSS.
<Slaintemaith> So here goes the big one.
<schnobs> Plus KRASH, CC_RemoteTech, X science (the latter not strictly necessary)
<Slaintemaith> I hadn't even bothered with RP-0, since I was just getting RO to work first.
<awang> Slaintemaith: idk what's going on with your install either
<awang> I have had a working 1.3.1 install for ages with a bajillion mods
<awang> How are you getting the dev DLLs?
<awang> git checkout?
<awang> Downloaded the release zips from GH?
<awang> That reminds me, I should get a dev environment set up on my Windows partition
* awang shakes fist at Squad
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<schnobs> Am I the only one using the XASR as an apogee motor?
<Slaintemaith> I wouldn't know a git checkout if it bit me in the arse.
<awang> Slaintemaith: Download from github then?
<Slaintemaith> ...which could be my issue. I installed git, but never did anything with it due to excess of ignorance.
<awang> schnobs: nope, got it too
<awang> Slaintemaith: If you're not developing, the only command you really need to know is "git pull"
<awang> At least once you have things set up
<Slaintemaith> So how does one set things up?
<Slaintemaith> I have git options as context menus.
<Slaintemaith> For any directory in on my PC.
<awang> Uh
<awang> Does one of the options say "Open Git Bash here" or something along those lines?
<awang> If so, do that
<Slaintemaith> Yep.
<Slaintemaith> But: where?
<Slaintemaith> RO? Any Mod?
<awang> Wherever you want the RO repository to live
<awang> In my case
<awang> I have a "code" folder
<awang> And dump all the code-related things in there
<awang> ....Now I'm curious...
<Slaintemaith> Ah-so. So -not- the working install directory. =)
<awang> What would break if you put the repo in GameData?
<awang> Well
<awang> More like I don't know what will happen :P
<awang> I'd imagine Bad Things will happen
<awang> Once you have git bash open, type
<Slaintemaith> It is.
<awang> And then you have all the RO stuff there
<awang> You can do similar things with the RP-0 repo
<awang> Now just copy the contents of the GameData directory in the RO repositry to your actual GameData
<awang> And you're good
<awang> Whenever you want to update, open a git bash shell inside the RO repo and run "git pull"
<Slaintemaith> Donesies. Now the question is, since I'm a point-click man, is there a GUI version what'll allow me to cut/paste these things rather than typing all that out? (That's what killed me with Linux--remembering all the bloody commands)
<awang> Maybe?
<Slaintemaith> Well, that and having to write a config just so I could play 'pong.'
<awang> I have very little experience with the GUIs
<awang> I know GitHub has a GUI of their own
<awang> GitHub for Desktop or something like that
<Slaintemaith> Yes, but it looks awkward. "Create/Clone/Open existing repository here"
<awang> I've also heard about TortoiseGit and GitKraken
<awang> Yeah, that's the right button
<awang> It's either create an empty git repo, clone an existing repo from somewhere, or make the GUI aware of a repo already sitting on your hard drive
<Slaintemaith> Right. I have dangerous looking buttons like 'commit.'
<awang> Sure, commiting works
<awang> Since you won't be able to publish the changes
<awang> And the next time you try to update git might complain
<awang> I know how to undo commits using the command line, idk about GUIs
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<Slaintemaith> Oh good.
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<Rokker> Bornholio: is the Buff cockpit supposed to cost so much to unlock?
<Rokker> Bornholio: its listed as costing 41k
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<Bornholio> considering the bulk order cost of 8ish million i think that might be in the order of magnitude, thats 41 million '65 dollars
<Bornholio> obviously a lot of defensive electronics and other non-rockety/civillian things are in that cost
<Bornholio> slaintemaith i've loaded new dev and still runs
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<soundnfury> Bornholio he's not here
<Bornholio> .shrug to much troubleshooting of other epoples installs