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"
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<taniwha> https://forum.kerbalspaceprogram.com/index.php?/topic/54284-el/&do=findComment&comment=3347604
<blowfish> nice
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<taniwha> thanks
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<Bornholio> very cool taniwha
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<xShadowx|2> \o/
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<Maxsimal> o/
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<BadRocketsCo> Hullo
<Bornholio> hey
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<BadRocketsCo> What's up?
<Bornholio> RP-1 release prep
<BadRocketsCo> Uuu
<BadRocketsCo> Official release?
<Bornholio> maybe
<Bornholio> need to poke people to put some feature switches in :)
<BadRocketsCo> Ah, nice!
<BadRocketsCo> Is NK still alive these days?
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<Bornholio> I've seen his ghost a while back
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<BadRocketsCo> Hmm
<BadRocketsCo> I wonder if my mod idea would be possible...
<BadRocketsCo> It'd be cool to have a sort of engine builder. Give it the thrust and ISP and fuel and it would make an engine with the proportions and stats as needed.
<BadRocketsCo> And you could choose which engine model to edit
<BadRocketsCo> Probably a bit on the fantasy side but it'd be super useful in RO/RP-0
<Bornholio> procedural engines have been proposed but its a very complex endeavour
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<Bornholio> pap does the sheet system remove the need for any files in RP0, i'm guessing the CTT SVG file for one
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<Raidernick> Bornholio, wtf is that PR
<Bornholio> one to port master changes into dev and the pther to change the developmentla Readme to have RP1 information
<Raidernick> Bornholio, i'm not merging that
<Bornholio> or something else?
<Raidernick> it has all sorts of stuff that is wrong
<Raidernick> it has a ton of files that are incorrect
<Raidernick> and it's reverting changes from prs in the dev branches
<Bornholio> weird
<Raidernick> you didn't pull the master branch and merge it with your own branch before making changes
<Raidernick> the dev branch is dead
<Raidernick> i'm deleting it
<Raidernick> i already merged it into master
<Raidernick> before 1.3.1 release
<Bornholio> okay so why is dev 30 commits behind master...
<Raidernick> because DEV is dead
<Raidernick> i just said that
<Raidernick> i merged it into master before 1.3.1
<Bornholio> okay
<Raidernick> and since then all prs have been merged to master
<Raidernick> so i just deleted the dev branch
<Bornholio> okay then off to change bunch of RP1 wiki things
<Raidernick> Bornholio, that pr needs to be closed and resubmitted
<Raidernick> it has a ton of incorrect things in it
<Raidernick> make a fresh pull of master
<Raidernick> then resubmit the changes
<Bornholio> no it can die. just need to not send people to get dev branch
<Raidernick> i should probably remove all the dead branches also
<Bornholio> I'd agree
<Bornholio> okay wiki refers to master now, off to change the sheets
<Pap> Bornholio that is correct. It also doesn't need CTT anymore.
<Pap> The sheet will need to be changed a little if you want to release without the new stuff added by NK
<Pap> The module tags it calls will spam the log
<Pap> Raidernick there should be a new dev branch for RO then, correct?
<Bornholio> anything else that can be trimmed? also opening it in libre office i get lots of err:508's i assume it was made in MS Offise?
<Bornholio> office
<Raidernick> Pap, typically we don't use dev branches unless we are making a major overhaul for a new ksp version
<Raidernick> the next ro release will be for 1.3.1 still
<Raidernick> then after that the 1.4.x one
<Raidernick> so only 1 more 1.3.1 release
<Raidernick> when we do the 1.4.x release we will make a new dev branch for that
<Pap> Gotcha
<Raidernick> btw Pap can i remove all those old stale branches
<Bornholio> RO master works fine for RP1 right now
<Raidernick> they confuse people
<Pap> Please do
<Raidernick> we had guys making prs off them
<Raidernick> not just Bornholio
<Raidernick> dockrockwell kept making fucked up prs
<Raidernick> lol
<Raidernick> we should probably do it for rss and stuff also
<Raidernick> there are 3-4 year old branches there
<Raidernick> Pap, can I remove your bdb updates one? phineas says it's still relevant
<Raidernick> was it not merged?
<Pap> It was probably not merged. It should not be now. BDB has made some big changes. Keep it so I can backup the changes
<Raidernick> ok
<awang> !tell Bad* I think ferram is actually working on something like that
<Qboid> awang: I'll redirect this as soon as they are around.
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<Bornholio> raidernick get any consensus on a RP0 release?
<Raidernick> haven't heard anything nope
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<Raidernick> can you make an issue there and ping the relevant people
<Raidernick> and see if they'll respond there
<Bornholio> sure, i'm going to make a second one for RP1 also
<awang> Bornholio: Would releasing for both 1.3.1 and 1.4.2 be reasonable?
<awang> Or are there still deps missing for 1.4.2?
<Bornholio> not sure, personally i'd give 1.3.1 release just a bit to get a fix cycle in then rapidly go to 1.4.x after that
<awang> That makes sense
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<Bornholio> https://github.com/KSP-RO/RP-0/issues/865 opinions please
<Qboid> [#865] title: RELEASE v0.55 for KSP 1.3.1 | Shall we release current master RP-0 to 1.3.1 and get ready for further changes towards RP1 and KSP 1.4.X?... | https://github.com/KSP-RO/RP-0/issues/865
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<Starwaster> does anyone know what the result of (someVariable > double.NaN) would be? (or any other math operation against it) - my understanding is that it should fail right then and there either with an exception or at least returning False...
<Starwaster> taniwha what do you think? ^^^
<Starwaster> sigh, this is what I'm reduced to: https://gist.github.com/Starwaster/402a852fb0647547e0e8ea84a5846e09
<Starwaster> The thing is that a NaN in most of those should cause a fail somewhere else even earlier on
<Rokker> Bornholio: apache crash
<camlost> who wants to test new AJE helicopters?
<soundnfury> float oblate ^^^
<camlost> pretty close to release
<Starwaster> too busy hunting down random NaNs
<soundnfury> Starwaster: it looks like my attempt to summon an egg for you failed :(
<soundnfury> I believe all comparisons against NaN are false, but icbw
<egg|zzz|egg> Starwaster: meow
<egg|zzz|egg> !csharp 0 > double.NaN
<Qboid> false
<egg|zzz|egg> !csharp 0 >= double.NaN
<Qboid> false
<egg|zzz|egg> !csharp 0 < double.NaN
<Qboid> false
<egg|zzz|egg> !csharp 0 <= double.NaN
<Qboid> false
<egg|zzz|egg> !csharp double.NaN == double.NaN
<Qboid> false
<egg|zzz|egg> !csharp double.NaN != double.NaN
<Qboid> true
<egg|zzz|egg> !csharp double.NaN < double.NaN
<Qboid> false
<egg|zzz|egg> !csharp double.NaN > double.NaN
<Qboid> false
<soundnfury> egg|zzz|egg: how come oblating floatage didn't summon you successfully?
<egg|zzz|egg> it did but I was trying to sleep
<egg|zzz|egg> Starwaster: it should *not* throw exceptions
<egg|zzz|egg> (there are exceptions in IEEE 754 but they're not exceptions in the sense you think and you likely can't access them from C#, at least not easily)
<egg|zzz|egg> Starwaster: but the inequalities will be false, see above
<Starwaster> ok thanks egg|zzz|egg
<Starwaster> you can go back to your slumber if you desire
<soundnfury> hail to the e_g
<soundnfury> what would we do without him (it?)
<Starwaster> goddamit the cause of my problems is the exact opposite of what I was expecting... boiloff function is getting called with deltaTime 0... how the hell does that happen?
<Starwaster> HOW DOES THAT EVEN HAPPEN???
<soundnfury> Starwaster: 0_o
<soundnfury> consider your misery empathised-with.
<Starwaster> it's not a really serious problem in that it doesn't cause unwanted boiloff (0 deltaTime = 0 boiloff) but the code doesn't account for it happening so the heat loss from the boiloff still happens and the conversion to watts means I need the delta time reciprocal
<Starwaster> and 1/0 = double.Infinity and trying to do anything with THAT ends with a NaN being passed to AddThermalFlux
<egg|zzz|egg> Starwaster: not *anything*
<egg|zzz|egg> plenty of things are valid on an infinity
<Starwaster> which means that the part's stored flux is temporarily NaN in one frame which means the analytic code chokes on the NaN and sets the temperature to NaN which it then corrects by
<Starwaster> setting the temperature to 4 (lowest possible space temperature)
<Starwaster> this isn't one of those things
<egg|zzz|egg> !csharp double.Infinity + double.Infinity
<Qboid> (1,9): error CS0117: `double' does not contain a definition for `Infinity'/usr/lib/mono/4.5/mscorlib.dll (Location of the symbol related to previous error)
<egg|zzz|egg> meow
<soundnfury> Starwaster: "setting it to 4" makes me think of https://xkcd.com/221/
<egg|zzz|egg> !csharp 1.0/0.0+1.0/0.0
<Qboid> Infinity
<egg|zzz|egg> but of course
<egg|zzz|egg> !csharp 1.0/0.0-1.0/0.0
<Qboid> NaN
<soundnfury> also of how renormalisation in QM basically says things like "this here divergent integral equals the mass of the electron, plus 4."
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