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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<awang>
Anyone know if I should be using TestFlightRF in the TF repo or in the RF repo?
<Bornholio>
but maybe i just skimmed it too fast before
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<BadRocketsCo>
o/
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<KevinStarwaster>
bornholio no, not in the user guide, I searched it pretty thoroughly. It's not something they would put in there...
<KevinStarwaster>
it flies a fairly steep initial ascent and doesn't really start pitching until later than I would have expected
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<Bornholio>
awang can you re-open the 1.4.x things you closed, since they are the only source right now for those things. and i suspect it will be a while tille 1.5 releases get anywhere
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<KevinStarwaster>
What the hell is it with Shadowmage and his hatred of the stock animator?
<Bornholio>
Where is he hating on now
<KevinStarwaster>
just lamenting that I can't get the deploy state of Kerbal Foundries landing gear in DRE like I can with stock
<KevinStarwaster>
(DRE makes gear more vulnerable when deployed than when retracted)
<KevinStarwaster>
it's got some proprietary system like SSTU does
<KevinStarwaster>
same with SSTU solar panels. Can't detect if they're open or closed
<KevinStarwaster>
never mind. whatever.
<Bornholio>
lol
<Bornholio>
correct answer
<KevinStarwaster>
on the subject of wheels... the new not-new wheels that KSP introduced awhile back... I've been peeking and poking on how springs and dampers work and I think spring is implemented like a velocity... how fast they try to spring back rather than how much force the springs can exert
<KevinStarwaster>
landing gear bounciness is worse for heavy vehicles than for light ones.... which really doesnt make a lot of sense unless they're doing springs like I just said
<KevinStarwaster>
KSP calls it springRatio but at its core, in the vehicle API that Unity uses, it's springRATE.... the one maps directly to the other and it really does seem like it's a rate rather than any kind of calculated force
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<Bornholio>
KevinStarwaster: unity's handling of that has always had a serious sense of wrongness in regards to surface contacts
<Bornholio>
long ago they should have started giving things RLC constants and left it to tuning
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<awang>
Bornholio: You mean the 1.4.something TF issue?
<KevinStarwaster>
TF?
<awang>
TestFlight
<KevinStarwaster>
talking about wheelcolliders and springs and dampers (oh my)
<awang>
Erm, sorry
<KevinStarwaster>
still a pain in the ass in 1.5.1
<KevinStarwaster>
BUT
<awang>
I was responding to the thing Bornholio was talking about when he mentioned me
<KevinStarwaster>
edit settings.cfg and set LEGS_ADVANCED_SUSPENSIONDAMPER to False
<KevinStarwaster>
oh sorry
<KevinStarwaster>
didnt see that
<awang>
Nah, my bad for barging into an unrelated conversation without some context
<KevinStarwaster>
well we just crossed some wires or something