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"
<Bornholio> 38 total
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<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?
<Qboid> [#1832] title: Recompile for KSP 1.4.1 | | https://github.com/KSP-RO/RealismOverhaul/issues/1832
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<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...
<Bornholio> awang are you anon?
<awang> Um
<awang> Bornholio: I should be logged in
<awang> Unless I broke something
<Bornholio> i see only anons and no request
<Bornholio> .shrug
<awang> Hmmm
<awang> I'll try again
<awang> Just sent
<awang> I think I got access?
<awang> Bornholio: Should I replace the current GitHub link?
<Bornholio> put it in the master/non ckan link column
<awang> Got it
<blowfish> awang: yeah
<blowfish> avc version, assembly version, assembly file version, KSPAssembly version
<blowfish> and readme
<blowfish> awang: I find it useful to look at old version bump commits to remember what to change
<awang> blowfish: Why does it have to be so complicated :(
<awang> blowfish: Good idea
<blowfish> I have B9 Part Switch set up so that it sets all that stuff based on tags
<blowfish> lots of custom scripts involved though
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<awang> Wonder if deployment for other things is always this complicated
<awang> Never as simple as "just" a version bump :(
<awang> Heh
<awang> First: THERE IS NO SUPPORT FOR THIS MOD SO PISS OFF
<awang> Bornholio: Looks like RF is updated for 1.4.1?
<awang> taniwha commited something about version 1.4 at elast
<awang> s/elast/least
<Bornholio> hmm
<Qboid> awang meant to say: taniwha commited something about version 1.4 at least
<Bornholio> awesome job Awang
<lamont_> yep, its never as simple as a version bump
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<blowfish> awang: would be for MFT which shares a repo
<awang> !tell Sarbian Do you have a .csproj for ModularFlightIntegrator?
<Qboid> awang: I'll redirect this as soon as they are around.
<awang> blowfish: Ah, so RF still needs an update
<awang> I'll get that
<Bornholio> lol raidernick i forgot that guy that was a hoot
<awang> Bornholio: ?
<Bornholio> awang if you want to see why the no support happens read this guy https://github.com/KSP-RO/SovietRockets/issues/11#event-1529772582
<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
<Qboid> [#980] title: aaaaa | hi | https://github.com/chef-cookbooks/docker/issues/980
<Bornholio> nice
<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
<Bornholio> it started with this one, and i had beer it was great fun https://github.com/KSP-RO/SovietRockets/issues/6
<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?
<Sarbian> good question
<Sarbian> oh no, why did I grep those. 48 "author = RoverDude" for 62 parts (and 2 author = HarvesteR)
<lamont> for “i don’t use mods” people it looks fairly cool
<Sarbian> Yeah, too bad the 5m tanks still have 24 faces
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<lamont> cool, so not a ton
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<rsparkyc> o/
<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
<Bornholio> so it renders down to a PID loop
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<Bornholio> assuming this is in space, radiative losses and gains depending on the emissivity of the object, the area taking incomming light and the light intensity also see as usual open course ware from MIT https://ocw.mit.edu/courses/aeronautics-and-astronautics/16-851-satellite-engineering-fall-2003/lecture-notes/l23thermalcontro.pdf
<Bornholio> see page 15 for steady state equation
<Bornholio> also q=σ*ε(eff)*(th^4-Tc^4)
<Bornholio> for MLI systems
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<KevinStarwaster> already have an equation for the MLI stuff; I'm using the Modified Lockheed Equation. That's in the NewCryo branch
<KevinStarwaster> except that I just spotted a bug where I wasn't converting from watts to kilowatts... that might be helpful
<KevinStarwaster> hmmmm... SSTU tanks are NOT updating their drag cubes and therefore their radiative areas... that sucks.
<KevinStarwaster> hmmm page 15 just gets me the surface temperature exposed to the sun, which I already get from KSP analytical :(
<Starman4308> Well... if there are no other sources of heat, the steady-state should be the ~2 K of interstellar space.
<Starman4308> Unless you're referring to the slight cooldown you'd get from the boiloff.