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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<Starwaster> bornholio: yes
<Starwaster> anyone: the upcoming SpaceX launch.... Block 5?
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<Starwaster> sitting here trying to fix the goddamn 1.3.1 asteroid bug that eats ships and... there's just no goddamn fixing it I think... there goes another goddamn save game down the toilet because I have to update against my will
<Starwaster> except maybe.... FORCE the seed to be a single static value for all asteroids. That could do it maybe
<Bornholio> what will you update to
<Starwaster> probably 1.5.1... may as well go all the way
<Starwaster> tired of never playing a career game to satisfaction though
<Bornholio> good luck on that one.
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<awang> Bornholio: Looks like I have some compiling to do this weekend
<Bornholio> yes!
<awang> Did FAR ever get updated for 1.4.x?
<Rokker> soundnfury: what the fuck
<Bornholio> awang: no, just the PR sitting idle
<Bornholio> someone did a 1.5.1 patch also
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<soundnfury> Rokker: Westland Welkin?
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<BadRocketsCo> o/
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<Rokker> soundnfury: yep
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<KevinStarwaster> There. Solved the f***ing asteroid problem. Just give everything the same damned seed. Can't believe I wasted two days on trying for a coded solution
<KevinStarwaster> problem apparently went beyond just asteroids.... persistant KSPFields just haven't been getting loaded before OnStart gets called.... across the board. I ran into that with DRE and didn't realize the scope of the problem
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<KevinStarwaster> who here is using Real ISRU?
<KevinStarwaster> I need someone to test with the liquefaction array harvesting water/hydrates and liquefying it - turn thermal debugging on and check the tank temperature when you turn on the refrigerators
<KevinStarwaster> bornholio maybe?
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<soundnfury> Rokker: what's wtf about it?
<soundnfury> it's a perfectly cromulent high-altitude interceptor for anti-Ju86P duties
<Rokker> why
<Rokker> soundnfury: why are they adding it
<soundnfury> who? Are WT adding it?
<soundnfury> If so, it's so that they can over-tier it like they did with the Whirlwind. And the (Wrong) Mossie.
<Rokker> soundnfury: what do you think that picture was from
<Rokker> its the WT model for it
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<soundnfury> I guessed probably but couldn't find anything about it online and didn't want to assume
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<soundnfury> though we might also need it for chasing Ju288s (also He177s)
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<KevinStarwaster> So.... if the liquefier starts sucking up life support oxygen... that's ok right?
<soundnfury> depends, do #GreenLivesMatter?
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<KevinStarwaster> lol
<KevinStarwaster> actually as it turns out, if I lock the resource on the part it can still be consumed by the 'green lives' probably because it's on the same part - but the converter can't touch it so that effectively lets me protect their O2
<KevinStarwaster> experimenting with using SSPX + ISRU + stock parts to make an asteroid miner
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<KevinStarwaster> I can transport the miner via nuclear shuttle and then it can maneuver with its RCS to the asteroid
<KevinStarwaster> going to make propellant depots
<soundnfury> is there yet any mod/combination that makes cryo prop depots workable? e.g. refrig to prevent boiloff
<soundnfury> all my prop depot stuff has been laying out caches of storables
<KevinStarwaster> soundnfury yes, I'm doing it right now
<soundnfury> how does one achieve this
<KevinStarwaster> Real ISRU - it still needs quite a bit of work but it is useable
<soundnfury> it has active cryocooling?
<KevinStarwaster> no, that's what Real Active Radiators is for
<KevinStarwaster> although... you CAN pull off cryocooling with the stock radiators AND RO configs
<KevinStarwaster> but it's unrealistic and the stock radiators can be buggy
* soundnfury looks up that mod
<KevinStarwaster> one of the stock radiator bugs is that they don't want to pull heat if you're not hotter than ambient
<KevinStarwaster> the radiators that is
<KevinStarwaster> so RAR fixes that bug
<KevinStarwaster> and a few others
<KevinStarwaster> it's basically the replacement for Heat Pumps except that it's compatible with core heat since it just extends the stock radiator code
<soundnfury> hot diggety
<soundnfury> (actually cold diggety but you get the point)
<KevinStarwaster> https://forum.kerbalspaceprogram.com/index.php?/topic/175254-131-real-active-radiators-v100
<KevinStarwaster> have to remember to update it... I'm kind of still playing on 1.3.1 so I forgot to update
<soundnfury> so am I :)
<KevinStarwaster> one of the stock radiator bugs btw is that cooling power is REDUCED during time warp
<KevinStarwaster> the faster you warp the less they cool
<KevinStarwaster> because rover dude divides thermal transfer rate by update time
<KevinStarwaster> I can't even.... just... WHY...
<soundnfury> cannot into maths?
<KevinStarwaster> lol
<KevinStarwaster> apparently not
<KevinStarwaster> core heat is also full of the same kinds of issues but fixing it has proven more challenging than the radiators
<KevinStarwaster> I should bug JPLR personally to fix those.... radiators would be easiest since the code to do it is already there now
<soundnfury> gl with that :)
<KevinStarwaster> one caveat here about RealISRU is that production is scaled for small to medium craft... Mars landers specifically, so a deep space or cislunar depot or similar might be larger than those parts were meant for unless you include a bunch of them.
<soundnfury> that's ok
<soundnfury> I (almost) always do missions with the smallest craft I can get away with
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