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"
<soundnfury>
Pap: you seem to have some sort of filter on the Parts sheet, which I can't turn off
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<Pap>
soundnfury: it doesn't let you clear the filter?
<Bornholio>
my nuclear parts have no tech cost, and basic nuclear/improved nuclear propulsion icons swapped places
<soundnfury>
Pap: no, I think because it was made by you (the owner), only you can clear it :S
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<Bornholio>
are you changing the wrong one. look at a similar icon higher up
<Bornholio>
select the none optin from it
<soundnfury>
Bornholio: tried that. "You are trying to edit a protected cell or object. Please contact the spreadsheet owner to blah blah fishcakes. [OK]"
<soundnfury>
(that, uh... may not have been entirely verbatim)
<Bornholio>
yum fishcakes
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<awang>
Bornholio: Principia has a 1.4.1 release
<awang>
I'll try to compile as much of the RO suite as I can
<Bornholio>
i'm adding to that list only if it has a CKAN release
<awang>
Principia never has CKAN releases
<Bornholio>
well except Principia, cause egg no CKAN CAN
<awang>
I could at least get testing DLLs out
<Bornholio>
ja and PR's so they push to release faster
<awang>
Sarbian: Do you have a csproj file for ModularFlightIntegrator?
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<awang>
Do we still use the KSP-RO version of TACLS?
<awang>
Does the Release/Debug configurations matter much for C# projects?
<awang>
blowfish: Do KSP updates usually break AJE?
<blowfish>
awang: depends, usually no though
<awang>
Relatively major changes, that is
<blowfish>
something broken in this one?
<awang>
Alright
<awang>
No, just wanted to know
<blowfish>
I haven't tried recompiling SolverEngines or AJE
<awang>
Considering recompiling, but if it requires anything complicated it's probably out of my league
<blowfish>
there weren't many API changes in 1.4
<awang>
I'll try both
<blowfish>
mostly DLC-related stuff
<awang>
Alright
<awang>
Unlesss you were planning on recompiling them?
<blowfish>
I mean, I will eventually
<awang>
Planning on recompiling them soon, then?
<blowfish>
no idea
<blowfish>
probably when someone asks for them
<Bornholio>
awang if you compile want to post your PR links into the MK1.4 sheet?
<awang>
blowfish: Mind if I do the recompiles?
<awang>
Bornholio: Sure
<awang>
blowfish: Are the repos in KSP-RO the official ones?
<blowfish>
awang: I mean, nothing's stopping you from recompiling
<blowfish>
yes
<awang>
blowfish: just wanted to make sure I'm not stepping on anyone's toes
<awang>
Bornholio: Sent an edit request
<blowfish>
awang: if you're going to change the actual version number, I think it would be best to update AssemblyInfo.cs and the readme too. Otherwise, just the KSP version number is fine and I can update the rest when the release actually happens
<awang>
blowfish: I know pretty much nothing about the release process, so I'll just follow your lead
<awang>
I'll get those two files changed
<awang>
Unless you don't update the version number on recompile?
<awang>
It's never consistent :(
<blowfish>
it's a bit weird
<blowfish>
everything gets updated except sometimes not the assembly version
<blowfish>
reason being that changing that will break any mods that depend on it
<Bornholio>
hmm
<blowfish>
but for a KSP version change that might be fine
<awang>
Um
<awang>
So yes, change the versions?
<awang>
I should probably do that for the other PRs...
<Qboid>
[#11] title: configuration of missile blankets | I have add more chip to keyboard and now the mod cause my game to load. With load I have been see that beyond cartridge pack the computer have evolution of access in the zone of violators for the link... | https://github.com/KSP-RO/SovietRockets/issues/11
<Bornholio>
raider nick just closed a half dozen issues like it
<Bornholio>
lemme just add these 5 a to your code :)
<awang>
Bornholio: Ow, my brain
<lamont>
i think that is just someone who has no idea what they’re doing and is just mashing buttons and learning to use the editor (and doesn’t natively speak english)
<taniwha>
yeah, getting MFT to work for 1.4.1 was pretty easy
<Qboid>
[#6] title: Fix colors | I want you to fix the colors of these to be real. They are weird and don't match the pictures I see on google. I was in tylerraiz stream earlier and he said you would fix this because it didn't match. | https://github.com/KSP-RO/SovietRockets/issues/6
<awang>
What is with that guy
<awang>
Hmmm
<taniwha>
ah, cfg updates and version check
<awang>
I think I'm done for tonight
<awang>
RF appears to be missing a file?
<Bornholio>
lol hurt his brain
<taniwha>
so RF should be fairly easy
<awang>
Too tired to figure that out today
<awang>
And that guy isn't helping
<awang>
taniwha: If only... Any idea what AssemblyInfoRF is?
<awang>
Doesn't show up in the github search beyond the reference in the .csproj
<awang>
Oh dangit, it needs a Makefile
<awang>
Yeah, definitely tomorrow
<blowfish>
awang: there's an .in file it's built from
<blowfish>
nothing to do with make
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<blowfish>
btw, I discovered a way to make ModuleManager even faster, wondering why I didn't think about it before
<blowfish>
while KSP loads models and textures, it isn't touching configs. So ModuleManager can run in a separate thread while that is happening.
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<blowfish>
it will subtract min(model + texture load time, MM patch time) from game load time (minus a little bit for a few MM things that can't be run in the background)
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<egg|zzz|egg>
Bornholio: meow?
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<BadRocketsCo>
soundnfury: ya on?
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<Maxsimal_>
!tell schnobs Saw you post about missing oceans, I had the same problem which Pap diagnosed. If you back your kopernicus version down to release 1.3.1-3, it'll be working - at least, it did for me using a golden-spreadsheet install on 1.3.1.
<Qboid>
Maxsimal_: I'll redirect this as soon as they are around.
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<awang>
Does anyone write mods in F#?
<awang>
...Does Unity even support F#?
<awang>
I'd guess as long as it compiles down to IL, then it's fine
<awang>
Still curious though
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<Bornholio>
eggsactly egg meow i understand
<Sarbian>
awang: I added it
<Qboid>
Sarbian: awang left a message for you in #RO [20.03.2018 02:29:25]: "Do you have a .csproj for ModularFlightIntegrator?"
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<awang>
Sarbian: Thanks!
<Sarbian>
Ah, I love this warm selfish feeling of seeing KER not handling the new engines plates properly while MJ does without any code change.
<lamont>
new engine plates?
<lamont>
thrust plates in stock?
<Sarbian>
in the DLC
<lamont>
yeah
<Sarbian>
with shroud
<lamont>
where’s the list of new parts in the DLC?
<Qboid>
rsparkyc: awang left a message for you in #RO [17.10.2017 21:57:19]: "Ahhh, I had no idea that info was hiding in the README. Thanks!"
<Qboid>
rsparkyc: Bornholio left a message for you in #RO [17.10.2017 23:21:10]: "thank you , yes that was me the theif if only I had time to do something about it"
<rsparkyc>
oh gosh, those were some old messages
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<rsparkyc>
…and my client crashed
<rsparkyc>
so, i haven’t been here a wihle, but i “successfully” got RO/RP-0 (on 1.2.2) to run in NVIDIA GO
<rsparkyc>
s/a wihle/in a while/
<Qboid>
rsparkyc meant to say: so, i haven’t been here in a while, but i “successfully” got RO/RP-0 (on 1.2.2) to run in NVIDIA GO
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<Bornholio>
is that a sparkyc i c
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<KevinStarwaster>
ok so I'm getting back to work on Real Fuels thermal with an eye to finishing the insulation systems and resolving analytical issues
<KevinStarwaster>
for good I hope
<KevinStarwaster>
for a given thermal input into and out of the tank wall (from the surface to the tank wall itself and into the cryogenic contents) how do I determine what the steady state temperature of the wall would be? Any input people?
<KevinStarwaster>
taking into account boiloff
<Bornholio>
yes, god uh give me a moment to grab a book
<Bornholio>
okay as i see it its a control system problem, thermal resistance, capacitance and inductance