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"
<Raidernick>
yes
<Bornholio>
crum is it logs time then?
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<ferram4>
Raidernick, do you happen to know what version of MFI Kopernicus is distributing? Is it 1.2.4?
<Thomas>
Yes
<Thomas>
Is there a newer one?
<Raidernick>
yes
<Raidernick>
1.2.4
<ferram4>
Excellent
<Raidernick>
Pap, nope doesn't work at all still white with both dx9 and 11
<Raidernick>
only earth and the moon are ok
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<Mike`>
Raidernick, shouldn't the old textures fail because they lack the new planets/moons? I think they did for me, while it works with pap's textures - i'm still on kopernicus-3 though
<Raidernick>
they didn't
<Raidernick>
but the log is intereseting
<Raidernick>
kopernicus errors for all the missing texture
<ferram4>
egg, Raidernick, and there is nothing else to do, yes?
<Raidernick>
it's still looking for them in the parent directory
<Raidernick>
ferram4, nope it should be good
<egg>
ferram4: for realheat? I think that's all
<Raidernick>
Pap, ../GameData/RSS-Textures/PlutoColor.dds texture oes not exist
<Raidernick>
and for all other missing
<Bornholio>
MM problem?
<Raidernick>
using kopernicus -7 now
<Raidernick>
and the latest mm for 1.3.1
<Raidernick>
the issue is RSS
<Raidernick>
rss configs are still pointing to the old textures
<Raidernick>
why were those not updated when it was recompiled for 1.3.1
<egg>
Raidernick: yeah they need dividing by ten too. I'll comment on the pull request, but it won't make it into that release unless PhineasPhreak acts quickly.
<Raidernick>
egg, as long as it's getting done
<Raidernick>
I am still waiting on responses from 7 people on RO prs before i can release that
<Raidernick>
hopefully they hurry the hell up
<Raidernick>
but i can wait a bit for rss if he doesn't respond immediately
<Raidernick>
just not like a year lol, we are already really behind
<egg>
Raidernick: well, we're going to tag RSS for 1.3.1 anyway so that release won't last long; I'm fine with that fix waiting until the 1.4.x release
<egg>
also I cannot into github so I approved and then I requested changes :-p RSS#125
<Raidernick>
egg, did you test them or should i test them?
<egg>
Raidernick: test what?
<Raidernick>
the changes
<egg>
which changes? the Triton changes? I didn't test them, I just stared at them
<Raidernick>
ok
<egg>
but they're bad, don't test them yet
<egg>
like they're negative-pressure bad
<Raidernick>
ok
<egg>
if you don't scale the derivatives things will get silly
<egg>
Raidernick: anyway, I'll look into bumping the version number and that sort of thing for RSS tomorrow, and make a pull request with that for you to review, and then I can tag RSS 13
<egg>
Raidernick: can you draft a change log for RSS 13? there's probably a bunch of stuff
<egg>
Raidernick: also if we're going to do the releases ourselves maybe we should switch to a regular release schedule like principia
<Raidernick>
egg, i can look at making a change log but I'm not sure of everything that was changed even with the commit list, my speciality is NOT programming
<Raidernick>
but i can try lol
<egg>
that really helps with things getting stuck
<egg>
s/regular/lunatic/
<Qboid>
egg meant to say: Raidernick: also if we're going to do the releases ourselves maybe we should switch to a lunatic release schedule like principia
<Bornholio>
pap can you interject on update notes?
<egg>
PAP I SUMMON THEE
<Raidernick>
the person who made 90% of the prs should do the changelog
<Raidernick>
like phineas
<Raidernick>
lol
<egg>
actually Pap has RSS powers too, they can even do the release if they want
<Qboid>
[#109] title: Updates for 1.3 | With #108 PhineasFreak has fixed many of the updates to make RSS compatible with the new version of Kopernicus and 1.3.... | https://github.com/KSP-RO/RealSolarSystem/issues/109
<Raidernick>
Bornholio, like i said lol
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<Raidernick>
there he is hey blowfish
<egg>
!wpn blowfish
* Qboid
gives blowfish a centrifugal Hermitian line
<egg>
blowfish: RealHeat has been released for 1.3.1!
<egg>
and we're working on RSS
<blowfish>
nice
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<blowfish>
need anything from me?
<egg>
ask Raidernick, he's the great coordinator
<Raidernick>
blowfish, all the stuff you maintain in relation to ro is good to go right?
<Raidernick>
or rather that ro needs
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<Bornholio>
egg should i manually inspect that Pressure PR, see if teh pressure curve is wonky?
<blowfish>
yeah, should be
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<blowfish>
mostly just SolverEngines, RF, AJE
<blowfish>
which all had 1.3.x releases ages ago
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<Raidernick>
ok cool
<egg>
Bornholio: I can prove it is wonky
<Bornholio>
okay :)
<egg>
Bornholio: but if you want, this should be fairly visible and amusing
<Bornholio>
done on my way
<egg>
Bornholio: go from 0 to 2000 m :D
<Raidernick>
egg, tested it, yep it's really screwed up lol
<egg>
the power of cfg file review!
<egg>
also understanding splines
<Raidernick>
also egg you are right we should start releasing ro more often
<Raidernick>
once per ksp update is not acceptable
<Raidernick>
there are TONS of prs inbetween, some that fix really important stuff
<Raidernick>
or add new popular mods
<egg>
every new moon, like principia!
<Raidernick>
i'm thinking of doing this big 1.3.1 release, then in like a month or so doing 1 more
<Raidernick>
then working on 1.4.50
<Raidernick>
or w/e taketwo is on by then
<Raidernick>
with all their weekly releases now
<egg>
Raidernick: from an extremely selfish point of view I'm happy if the release after 1.3.1 is 1.4.x already because releasing principia for multiple versions is tedious :-p
<Raidernick>
egg, so what you are saying is releast 20 versions for 1.3.1 then
<Raidernick>
release*
<egg>
>_<
<egg>
Raidernick: I mean that would still be better than being stuck with having to make a 1.2.2 build, but yeah, let's move on from 1.3.1 too ;-p
<Raidernick>
egg, that won't be for a LONG time
<Raidernick>
most dependencies aren't even beginning to be updated yet
<egg>
ferram4: how is it on the FAR front for 1.4.x?
<ferram4>
Should be relatively simple, I think.
<ferram4>
Haven't been putting too mcuh focus on it right now though. Real life stuff to focus on.
<egg>
ow
<egg>
perhaps awang can take a look
<egg>
awang, upgrader of all the mods ever
<Bornholio>
yup sawtooth profile on triton P curve
<egg>
:D
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<xShadowx>
pesky life stuff, so annoying
<xShadowx>
i wonder how many years until we can scan a brain and run it as an app
<xShadowx>
if i talk to it, would that count as being schizo?
<Bornholio>
yes, is that a problem? ;)
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<xShadowx>
Bornholio: hell no! finally someone to talk to as smart as me :P
<soundnfury>
xShadowx: yeah, 'cos everyone else you meet is smarter
<xShadowx>
ouch
<soundnfury>
:)
<Bornholio>
I am so jealous of scott foster. Off to get 'nother beer
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<Raidernick>
hey does anyone here know if they changed the way node scaling works between 1.2.2 and 1.3.1
<Raidernick>
for every RO config i've ever made when i scaled the @model and @scale it would scale the attach nodes up or down with the scale of the part
<Raidernick>
now for some reason everytime i scale something in mm it doesn't scale the nodes anymore
<Raidernick>
i need to manually change them all 1 by 1
<blowfish>
I thought it was the same
<blowfish>
scale and rescaleFactor should reposition nodes
<blowfish>
(scale on the PART, not in a MODEL node)
<Raidernick>
blowfish, my ro configs no longer work for some reason
<blowfish>
strange
<Raidernick>
i have to multiply all the damn nodes by the scale
<Raidernick>
to fix them
<Raidernick>
it takes forever
<blowfish>
very strange
<blowfish>
I really don't think anything changed
<Raidernick>
did something change in mm maybe?
<Raidernick>
from 1.2.2 to 1.3.1?
<Raidernick>
blowfish, also i thought rescalefactor was bugged and it HAD to be set to 1
<Raidernick>
otherwise weird shit happened
<blowfish>
I recall that being fixed
<Raidernick>
i would ask if you could test my config and see if it happens to you also
<Raidernick>
but i'd need to release my mod updates
<Raidernick>
cause i made a bunch of new parts
<Raidernick>
and i haven't pushed any of it yet
<Raidernick>
but i KNOW this should work
<Raidernick>
i've been using it for years
<Raidernick>
and all my stock configs are 0.80 scale
<Raidernick>
and the nodes are from my 1:1 scale models
<Raidernick>
i got directly from blender
<Raidernick>
and the game appears to be scaling them to 80%
<Raidernick>
but it's not working with my mm ro configs suddenly
<blowfish>
size or position?
<Raidernick>
position
<blowfish>
does everything look correct in ModuleManager.ConfigCache?
<Raidernick>
well it shows the incorrect node placement
<Raidernick>
it's showing what's in the stock config
<Raidernick>
unless i override it
<blowfish>
which would make sense, MM doesn't do the scaling
<blowfish>
but scale and rescaleFactor are both what you'd expect?
<Raidernick>
yes
<Raidernick>
0.9305
<Raidernick>
the game is doing something weird
<blowfish>
mind if I see the stock config and the patched entry in the config cache?
<Raidernick>
hold on
<Raidernick>
it's huge can i just copy you one part?
<Raidernick>
if it really was an order thing, you'd think mm would always load scale first
<Raidernick>
i can't think of any reason you'd ever want to load it last
<blowfish>
ugh
<blowfish>
if you use % (replace), MM removes all existing values then adds a new one at the end
<Raidernick>
but I did use @ for MODEL and the scale in there
<Raidernick>
and i did that BEFORE %scale
<Raidernick>
and it's still loaded last
<Raidernick>
that doesn't make sense
<blowfish>
nodes are always after values
<blowfish>
just how KSP parses things
<Raidernick>
so, is there any way to make it work
<taniwha>
mostly accurate. more, by the time anything sees a config node, the interleaving of values and nodes is lost, and the code extracting data from config nodes has to choose whether to process values first or nodes first
<Raidernick>
basically what you are saying means i'd need to put the node overrides in the mm config even if i don't change them
<Raidernick>
they just need to be after scale
<blowfish>
by nodes I mean {} things, by values I mean = things
<taniwha>
Raidernick: it means you're hosed
<blowfish>
this can work
<Raidernick>
that fucking sucks taniwha
<taniwha>
though possibly not entirely
<Raidernick>
how did i never notice this before
<blowfish>
just use @scale = 0.9305 rathe than %scale = 0.9305
<Raidernick>
but how does that work
<blowfish>
since it's a specific part you know it already has a scale value
<Raidernick>
that will cause scale to load first
<blowfish>
because %scale puts it after the node_ things
<Raidernick>
but you said that nodes are after values
<blowfish>
whereas @scale keeps it in the same place
<Raidernick>
and the "node = " is going to be loaded before the MODEL {}
<blowfish>
nodes meaning SOMETHING { }
<blowfish>
mixing terminologies here, sorry
<Raidernick>
this is super confusing
<taniwha>
blowfish: not your fault
<Raidernick>
since you have part nodes
<Raidernick>
and node nodes
<Raidernick>
lol
<taniwha>
whoever named them NODE :P
<Raidernick>
i have no idea what you are talking about
<taniwha>
and node_
<blowfish>
node_stack_top = xxx is a value ;)
<Raidernick>
but it's also a node
<Raidernick>
cause it's literally "node"
<Raidernick>
lol
<blowfish>
okay, I'm going to start over
<blowfish>
when I say NODE, I mean a thing with brackets (for instance MODEL { })
<Raidernick>
and which is always loaded first
<blowfish>
yes
<Raidernick>
yes what?
<Raidernick>
nodes or values
<blowfish>
yes, NODE is always loaded first
<blowfish>
sorry VALUE
<taniwha>
blowfish: but what about NODE { ... } :)
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<blowfish>
ugyh
<blowfish>
ugh
<taniwha>
but yeah, talking about confignode is hard
<blowfish>
let me finish the setup
<blowfish>
when I say NODE, I mean a thing with brackets (for instance MODEL { })
<blowfish>
when I say VALUE, I mean a thing with = (for instance, rescaleFactor = 1)
<Raidernick>
ok so if values are always loaded first, then @MODEL {} is ALWAYS going to be loaded after node_stack_top =
<blowfish>
when KSP parses, it puts the NODE and VALUE entries into separate lists, so the relative order between them
<Raidernick>
so it doesn't matter what i do
<blowfish>
let me finish
<blowfish>
now, you have node_x = x,y,z,a,b,c and scale = w at the part level
<blowfish>
those are both VALUE entries
<blowfish>
if scale = w appears first, any node_x = x,y,z,a,b,c that follows it will have w scale applied
<blowfish>
in the reverse order, it will not
<Raidernick>
i get that
<Raidernick>
i am talking about the order in mm patches
<Raidernick>
it doesn't matter right
<blowfish>
you have %scale = 0.9305, which will remove the scale entry and remove it at the end
<blowfish>
it does matter
<blowfish>
*remove and inset
<blowfish>
insert
<Raidernick>
the way i have it now it is breaking anything or just uneccessary
<blowfish>
so just change that %scale = 0.9305 to @scale = 0.9305 and it will appear before the node_x entries
<Raidernick>
i can keep that in mind for future additions
<Raidernick>
but i don't want to reedit 150 part entries
<Raidernick>
can they be left as is and still be ok?
<taniwha>
Raidernick: learn the power of sed or awk
<Starman4308>
Or scripting in general, I suppose.
<taniwha>
yeah
<Starman4308>
(though yes, sed and awk are powerful tools from a more refined age)
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<blowfish>
okay, just checked, this is not a change in behavior between 1.2.x and 1.3.x
<Raidernick>
blowfish, i guess i just never noticed before because i've never used anything but 1:1 scale
<blowfish>
I filed a bug with Squad for what it's worth
<blowfish>
we'll see where that goes
<Raidernick>
well blowfish everything is fixed now thanks
<blowfish>
glad I could help
<blowfish>
sometimes these issues just need a little digging
<blowfish>
lots of moving parts in KSP, it can be hard to disentangle them
<Raidernick>
that's just the first time i've ever rescaled a part so i've never run into that before
<Raidernick>
on stock configs i ALWAYS put node_x = after scale
<Raidernick>
and for mm configs i always used 1:1
<Raidernick>
so it didn't matter that scale was being loaded after
<Raidernick>
but i fucked up when modeling this and the scale was slightly too big
<Raidernick>
so i had to make it smaller than 1:1
<taniwha>
why not fix the scale at the source?
<Raidernick>
taniwha, i could but what's easier, changing 1 value in the config, or rescaling every single part on the entire rocket, all adapters, engines, payloads, fairings and then also rescaling all the node values again
<Raidernick>
also if you rescale a part with nla strips and then bake the scale it breaks the animation
<Raidernick>
so i'd have to reanimate all parts that are animated
<Raidernick>
i think i'll stick with changing the single value
<Raidernick>
it's 10 minutes of work vs like 15 hours of work
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<taniwha>
that's a good reason
<Raidernick>
if it was just like a few parts it'd be no big deal
<Raidernick>
but apparently when i made these rocket parts something happened to the scale and it came out wrong
<Raidernick>
i didn't notice for 3 years
<Raidernick>
and single then i've added hundreds of parts and payloads to it
<Raidernick>
all to that wrong scale
<Raidernick>
lol
<taniwha>
ouch
<Raidernick>
yep not too happy about it
<taniwha>
I had to reanimate EL's launchpad2. that was rather painful
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<blowfish>
is that ... camlost?????!!!!!
<camlost>
yes
<camlost>
I'm making a new algorithm for helicopters
<taniwha>
so, nick change to camfound?
<camlost>
using blade element theory
<camlost>
made a demo in Unity, looks promising
<blowfish>
taniwha: :D
<camlost>
so when an engine gimbals, does its thrustTransform rotate?
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<Raidernick>
camlost, depends
<Raidernick>
the thrust transform will move if it's a child of the gimbal transform
<Raidernick>
and it won't if it's not
<camlost>
Raidernick: what is the best way to tell?
<Raidernick>
try and gimbal and if the engine bell moves but the flame doesn't then it's not set up roperly
<Raidernick>
properly*
<blowfish>
generally yes, because othewise the gimbal would be pointless
<blowfish>
thee are engines where some thrust transforms rotate and othes don't though
<blowfish>
*there
<blowfish>
gotta sleep, night all
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<camlost>
night
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<egg>
meow
<schnobs>
wags tail
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<egg>
!tell Raidernick so it seems rsstimeformatter got added to the realismoverhaul team overnight, I assume by Agathorn; Agathorn is one of the people who can mutate that particular team, and is still here, so it's just RSS and RealHeat that are in a weirdly wedged state
<Qboid>
egg: I'll redirect this as soon as they are around.
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<egg>
!tell Raidernick as for regular releases, we're close to the full moon so maybe we can make it every full moon from now on
<Qboid>
egg: I'll redirect this as soon as they are around.
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<egg>
!tell Pap, Raidernick so, I have control over RSS-Textures as well as RealSolarSystem, I guess we should bump that one for the new bodies
<Qboid>
egg: I'll redirect this as soon as they are around.
<Qboid>
egg: I'll redirect this as soon as they are around.
<Maxsimal>
o/
<Qboid>
Maxsimal: soundnfury left a message for you in #RO [30.03.2018 23:41:28]: "yeah I think basically right now non-proc tanks just aren't really supported in RP-1. Unlock costs are wrong too..."
<Maxsimal>
!tell soundnfury: Ok I'll stil using them, didn't know that.
<Qboid>
Maxsimal: I'll redirect this as soon as they are around.
<Maxsimal>
!tell soundnfury: Stop using them, I mean
<Qboid>
Maxsimal: I'll redirect this as soon as they are around.
<Bornholio>
working on a fork for textures egg, i'll PR after changing all the files i Understand and comment on the issue 133 with anything i don't
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<Bornholio>
okay egg and pap, take a look at my PR whenever just note i did not change the build.pl since i think i may be missing intent. https://github.com/KSP-RO/RSS-Textures/pull/16
<egg|tea|egg>
!tell Raidernick if you want I can tag a release of KSP-RO/RSSTimeFormatter, that should not require any changes
<Qboid>
egg|tea|egg: I'll redirect this as soon as they are around.
egg|tea|egg is now known as egg
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<Bornholio>
Is egg all waxy and colored yet :P
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<UmbralRaptop>
Dye egg, dye!
<egg>
easter me!
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<soundnfury>
happy eathyl eathanoate, all
<schnobs>
Wanted: storable propellant rocket engine, rated for a service life of perhaps 20 ignitions and one hour total burn time.
<schnobs>
IOW, a tug that could arguably get to the moon and back several times.
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<Bornholio>
.poke
<Maxsimal>
?
<Bornholio>
juske poking qboid for messages :)
<Bornholio>
just
<Maxsimal>
gotcha
<soundnfury>
o/ Bornholio
<Bornholio>
hello to yall in gmt+0
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<Bornholio>
i'll try a quick catchup to you max
<egg>
!wpn Bornholio
* Qboid
gives Bornholio a down scandium exception
<Maxsimal>
No worries at all.
<Raidernick>
egg, that changelog looks good to me
<Qboid>
Raidernick: egg left a message for you in #RO [31.03.2018 09:26:21]: "so it seems rsstimeformatter got added to the realismoverhaul team overnight, I assume by Agathorn; Agathorn is one of the people who can mutate that particular team, and is still here, so it's just RSS and RealHeat that are in a weirdly wedged state"
<Qboid>
Raidernick: egg left a message for you in #RO [31.03.2018 09:27:54]: "as for regular releases, we're close to the full moon so maybe we can make it every full moon from now on"
<Qboid>
Raidernick: egg|tea|egg left a message for you in #RO [31.03.2018 15:25:46]: "if you want I can tag a release of KSP-RO/RSSTimeFormatter, that should not require any changes"
<Raidernick>
also, yep about rsstimeformater, i asked it be added to the group
<Raidernick>
i can also do a release there now
<Raidernick>
but yeah you should be the one to do the release there
<egg>
Raidernick: ok will do that
<egg>
let me just fix something on a principia pull requset and I'll get tho it
<egg>
s/tho/to/
<Qboid>
egg meant to say: let me just fix something on a principia pull requset and I'll get to it
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<egg>
lamont_!
* egg
pokes lamont_ in the underscore
<lamont_>
!
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<soundnfury>
¡
<lamont_>
_ means i’m on a plane
<lamont_>
although i thought i logged out at home
<soundnfury>
lamont_: and words_joined_with_underscores are called "snake_case"...
<egg>
lamont_: so we're doing a 1.3.1 release under the auspices of Raidernick in the absence of NathanKell|AFK
<Raidernick>
egg, I plan to do the Ro release next saturday
<Raidernick>
i'm holding off for one more huge pr phineas is finishing
<Raidernick>
if he doesn't finish by then i'm going to just do it
<egg>
Raidernick: if we're going to say regular releases I'd advise not holding off the release for this kind of thing, and saying it'll be in next month's release
<Raidernick>
ok
<egg>
otherwise you end up stacking delays and people disappear
<egg>
currently drafting the RSSTimeFormater release notes
<egg>
(actual new features there!)
<Raidernick>
ok then
<Raidernick>
as soon as everything is done ill release
<Raidernick>
for the dependencies
<Raidernick>
i told him he can get in on the next release
<egg>
it has a .version file that I hand-patched, the release process was a bit silly but it should be correct
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<schnobs>
Regarding the SPS issue, it crashes the game without a trace in the log. MM configcache lists an entry price (which I don't see in the game).
<Raidernick>
egg, I'm going to open a PR for netkan updates for this stuff but say not to merge until rss is released
<egg>
ack
<schnobs>
It will take me longer than a few minutes to find out what's going on. Which also means it won't happen for the next two days, at least.
<Raidernick>
schnobs, I can wait if it's that big of a deal
<egg>
Raidernick: do you need to do something in netkan? I thought this was indexed automatically from new tags?
<Raidernick>
egg, no the netkan files are listed by ksp version
<Raidernick>
i need to update that
<Raidernick>
or the changes won't be indexed
<Raidernick>
only RO has it's own netkan file
<schnobs>
Oh, nyancat!
<Raidernick>
ok egg rssdatetimeformat has it's own version file
<Raidernick>
so no need to update anything there
<Raidernick>
you updated that file correct?
<Raidernick>
realheat does NOT have a version file and needs it's netkan updated though
<egg>
Raidernick: yeah I updated that file
<egg>
it should be mostly correct
<egg>
yeah the DOWNLOAD link is correct; the CHANGE_LOG_URL link is broken and has always been afaict, but also nobody uses that link so it's fine
<schnobs>
On the off chance that it's just me, could anyone with a working install please have a look at the 1967-68 rocketry node? For me, the SPS engine has no price there.
<Raidernick>
egg, can you do kscswitcher releases?
<Raidernick>
which means we cna't release rss without it
<egg>
!seen rsparkyc
<Qboid>
egg: I last saw rsparkyc on [29.03.2018 19:27:34] in #principia saying: "np"
<egg>
he exists
<egg>
sometimes
<Raidernick>
i can't ping him on git because there is no issue forum for that repo
<Raidernick>
dunno why
<egg>
huh that's really weird
<egg>
good lord NK what nonsensical state did you leave this in
<Raidernick>
ill ping him using the rss one
<Raidernick>
since rss needs it anyway
<egg>
yeah that makes sense
<Raidernick>
ANNNDDD i can't ping him there
<Raidernick>
since he's not part of that organization
<Raidernick>
lol
<Raidernick>
fml
<Olympic1>
You should be able to ping him anyway. doesn't matter if he is in the org or not
<Raidernick>
Olympic1, it won't let me
<schnobs>
In a much earlier savegame, the engine costs $700 to unlock. I have a hunch that some carry-over depresses the procurement price into the negative.
<schnobs>
Which file deals with unlock costs and carryover, again?
<egg>
Olympic1: you can't create an issue on that repo
<egg>
for whatever demented reason
<egg>
Raidernick: you can still say @rsparkyc on an RSS issue
<egg>
Raidernick: even if it doesn't autocomplete it works
<egg>
other channels include, but are not limited to: forum DMs, pigeons, ICBMs
<Olympic1>
what repo? RSSTimeFormatter
<egg>
nah KSCSwitcher
<egg>
Raidernick: if nothing else works you can just fork it and change RSS to have a dependency on your fork, but I'd like to avoid that if possible
<egg>
let's try to reach rsparkyc
<Raidernick>
yeah egg trying to avoid that I pinged him on rss git
<Raidernick>
i'm updating the RO dependencies now, linuxgurugamer took over several dependencies and made continued versions of them
<Raidernick>
i'm switching the old broken ones over to his new ones
<Raidernick>
egg, there are 16 ro dependencies that haven't been updated in years
<Raidernick>
some since before ksp 1.0
<Raidernick>
we can probably remove them right?
<egg>
Raidernick: ferram4 will have to tag something for 1.3.1 too I guess? or is the current one 1.3.1-compatible? it says 1.3.0 on the fora
<egg>
Raidernick: what are those?
<egg>
(I never install via ckan so how would I know)
<Raidernick>
b9 aerospace procedural wings, semi saturable reaction wheels, aies, forgotten real engines, 3 laztek mods, near future, habitat pack, rla, soviet engines, rocketdyne engine, space shuttle system, tweakable everything
<Raidernick>
those to start off
<Raidernick>
then we have stuff like rcs build aid, teset flight which SHOULD be updated
<Raidernick>
but haven't been
<egg>
uh the pwings are really useful
<egg>
check on the golden spreadsheet, some of this stuff is on there
<Raidernick>
it says 1.0.5
<Raidernick>
for those
<Raidernick>
kinda outdated lol
<egg>
if it's not mentioned in the golden spreadsheet then Bornholio is living without it so that works
<Raidernick>
i don't have that link
<egg>
Raidernick: you're checking the wrong version, the b9 pwings say yes for 1.3 on the golden spreadsheet
<egg>
Raidernick: see the bornholio's install order sheet it has everything with sources and order
<Raidernick>
that fork is outdated
<Raidernick>
it says 1.3.0
<Raidernick>
so ckan won't install it
<Raidernick>
even if it works
<egg>
yes that's documented in the golden spreadsheet
<Raidernick>
i can't fix that
<Raidernick>
it's not a netkan thing
<Raidernick>
he has his own version files there
<Raidernick>
he needs to push a new update
<ferram4>
egg: I have something that I can get out for 1.3.1. Are we waiting on just me yet?
<egg>
ferram4: no, we're not at that stage yet
<ferram4>
I would prefer a little more time to make sure that it works right. Technically it does already, but there are a few improvements in the dev build.
<egg>
ferram4: we may be near that stage for hard deps
<egg>
b9 pwings isn't quite as hard a dep as FAR
<Raidernick>
ferram4, we are waiting for kscswitcher and rss
<Raidernick>
and you 3rd
<egg>
yeah those are hard deps
<Raidernick>
so you have a bit of time
<egg>
rss is waiting on rss textures which is waiting on Pap's review
<egg>
PAP I SUMMON THEE
<egg>
kscswitcher might get interesting
<egg>
Raidernick: you may want to ping rsparkyc by forum DM as well as github issue, in case he doesn't read his github spam
<Raidernick>
Bornholio, looking at your spreadsheet are there any mods that are so old that we can lose them as recommends or suggests?
<Bornholio>
community tech tree for RP0
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<Bornholio>
persistent rotation is skipping 1.3
<Raidernick>
Bornholio, what about procedural fairings for EVERYTHING, aies, atk propulsion, atomic age, near future electric(it's not even indexed), habitat pack, rla, rocketdyne engine , space shuttle
<Raidernick>
some of those are very old
<Raidernick>
or not even indexed on ckan
<Raidernick>
or are abandoned and have licenses that prevent updating them
<Bornholio>
Nertea's stuff is supported in RP1 but not needed until way late
<schnobs>
I'm playing without procfairings for everything, without ill effects.
<Raidernick>
schnobs, then it needs to be updated
<Bornholio>
don't think i have PF FE either
<Raidernick>
the laztek stuff i'm removing
<Raidernick>
it's from ksp .25
<Raidernick>
the colliders will be bsuted
<Raidernick>
busted*
<Raidernick>
since they are concave
<Raidernick>
and not convex
<Bornholio>
i have a list in an issue
<schnobs>
Raidernick: I was trying to say that we can do without PF FE.
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<egg>
Raidernick: I think you're misreading what schnobs is saying
<Qboid>
[#1796] title: Remove dead mods or tree them off to reduce waste patching | Ignoring anything 1.1.3 and above: Also ignoring ones I can't ID easily... | https://github.com/KSP-RO/RealismOverhaul/issues/1796
<Bornholio>
what i'm suggesting is quite a bit of work but yeah having tehm rec or dep is silly
<Raidernick>
Bornholio, i'm going to use that list you have in the issue and remove
<Raidernick>
i don't even need to test pre 1.1 mods
<Raidernick>
if they are older than that they won't work
<Raidernick>
the colliders will be fubar
<Bornholio>
actually some are now LGG'd and ressurected but they don't reference the same mod
<Raidernick>
Bornholio, that doesn't help though lol
<Raidernick>
they still should be removed
<Raidernick>
as the part names can be different
<Bornholio>
!tell Rsparkyc would you be able to edit the RO thread a bit paring off some of the dead mods see #1796
<Qboid>
Bornholio: I'll redirect this as soon as they are around.
<Raidernick>
Bornholio, the thread is by theysen
<schnobs>
Repeat Q: could someone please check the Apollo SPS (AJ10-137) entry cost?
<Raidernick>
i talk to him every day
<Raidernick>
i'll have him edit it
<Raidernick>
once ro is ready to release
<Bornholio>
ah cool
<egg>
Raidernick: oh theysen exists?!
<Raidernick>
on discord yes
<Raidernick>
he doesn't use irc
<Raidernick>
RO has a huge active discord
<Raidernick>
you guys should really be there too
<Raidernick>
lol
<egg>
eh, never figured out how that worked
<egg>
IRC is nice :-p
<egg>
also we have Qboid
<egg>
!wpn Raidernick
* Qboid
gives Raidernick a ferromagnetic fluent bifurcation
* schnobs
refuses to sign up for yet another service.
<egg>
!wpn schnobs
* Qboid
gives schnobs a war-surplus cotangent monad
<Raidernick>
schnobs, i can't check that maybe someone else can
<schnobs>
I was hoping for Bornholio perhaps?
<Bornholio>
who what where?
<schnobs>
My apollo SPS has no unlock price, crashes the game when I try to buy it.