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<xShadowx> a thought on efficiency - while count >= 0 vs for for(int i = max - 1; i >= 0; i++
<xShadowx> wonder whats better :|
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<JPLRepo> They are virtually the same. Although I believe a for loop is more efficient on arrays... just...
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<Sarbian> My guess would be that compile can optimize the for loop a bit better. But before you worry about such things you should not have one allocated byte / frame ;)
<Sarbian> err, I forgot some words.
* Sarbian fetch some coffee
<Sarbian> my guess would be that THE compileR can ...
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<egg> sarbut sarbian
<Sarbian> Hoy egg
<egg> Sarbian: did they tone down on the obfuscation? the, er, I mean, the tea leaves seem more readable today
<Sarbian> the x64 build is not obfuscated
<egg> ah neat
<egg> (arguably API insanity still does that job quite well, but that's a different issue :-p)
* egg ponders coffee
<egg> riight, so GetWorldSpaceVel is World *including Krakensbane*
* Sarbian launch tomatoes at Unity 5.4 for having more bugs than 5.5
<egg> Sarbian: is the following statement true? "when not in a rotating frame, the krakensbane framevel is minus the world vel of the common main body of all loaded vessels"
<Sarbian> IDK
<Sarbian> Only NK could answer that, if he remembers it
<egg> blarg
<Sarbian> did you have a look at floatingOrigin ? I think most of the logic is there in 1.2
<egg> floatingOrigin is afaict for the position, rather than the velocity
<egg> the velocity being handled by krakensbane
<Sarbian> yes, but I think he moved a few things in there. It s been a while...
<Thomas> egg: You just argured with API insanity, so I wouldnt wonder
<Thomas> *argued
<egg> Thomas: do you know about the krakensbane?
<Thomas> Not really
<egg> Sarbian: iirc I did some fun krakensbane stuff for smokescreen >>_
<Sarbian> you did
<egg> also both of my eyes are on the same side of my mouth in that smiley
<egg> user is a flatfish
<Sarbian> or have a look at VesselPrecalculate. It may give some info on who things actually work now
<Sarbian> hum. how who. How do I manage to type the letter in a totally wrong order ??
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<Sarbian> Unleashing the dogs of war : http://forum.kerbalspaceprogram.com/index.php?/topic/157358-122-sideview-alpha-09-expand-your-horizon-or-crash-the-game/
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<Sarbian> ve2dmn: technically I would just need to duplicate some code but I am not sure I want to get there for now ;)
<ve2dmn> I would be much happier with a screen with JUST data
<Sarbian> And Unity handle only 8 monitors
<ve2dmn> like, An entire live feed dedicaded to KER-like info
<Sarbian> That s the next step, allowing UI on the second monitor
<Sarbian> with a simple way for other mods to use it
<ve2dmn> I want to feel less like a flight sim, more like Mission Control
<Probus> You are going to have to draft some friends into watching all you monitors ve2dmn
<ve2dmn> that... could be done
<ve2dmn> ... does my cat count?
<Probus> Definitely :)
<egg> ve2dmn: but I want to hear the loop where your cat meows about things being nominal
<Sarbian> meowminal
<xShadowx> ve2dmn: the bigger question is why the fuck so many screens and not a couple https://www.newegg.com/Product/Product.aspx?Item=9SIABHJ4H58115
<xShadowx> though at some point, projector!
<ve2dmn> xShadowx: because back in the days of CRT, that was the only way. Today? Sure! Why not?
<xShadowx> i wonder if projector can compete with led/lcd color wise
<egg> Sarbian: hmm, a part's position (or a part's rb's position) isn't necessarily the same as the position of its centre of mass? so I can't get the part's CoM just from the protovessel's protopartsnapshot?
<Sarbian> there is a CoMOffset
<egg> is that equal to the difference?
<Sarbian> but the rb should be at the CoM
<egg> oh, it should?
<Sarbian> well it how the physic is done AFAIK
<egg> because RigidBodies have a worldCenterOfMass *and* a position
<egg> something something Unity
<egg> CalculatePhysicsStats uses part.rb.worldCenterOfMass
<egg> but part.physicsMass and not part.rb.mass?
* egg is confused
<egg> yes, I saw that
<egg> but do you use it? or is worldCenterOfMass equal to position?
<Sarbian> Ok I hecked. part.rb.worldCenterOfMass is the actual position of the object CoM
<Sarbian> checked
<egg> (nah the missing c is fine :-p)
<egg> Sarbian: and is there a way to know the difference between the position and the worldCenterOfMass (well, it's the centerOfMass if I have the rb, but what if I don't)
<Sarbian> None that I know of
<egg> AHA this.rb.centerOfMass = Vector3.zero + this.CoMOffset;
<egg> in PromoteToPhysicalPart()
<egg> (why the hell is that adding zero?)
<egg> but that seems to be my answer
<egg> there doesn't seem to be a CoMOffset in the protopartsnapshot though?
<egg> and it's assigned only in ModuleProceduralFairing?
<egg> O_o
<xShadowx> egg: if this.rb.centerOfMass = this.CoMOffset; it would be placing a ref to this.CoMOffset wouldnt it? so this.rb.centerOfMass = Vector3.zero + this.CoMOffset; is triggering its math code to return a new vector3 object?
<egg> Vector3 is a struct not a class
<egg> so not a reference type
<xShadowx> :|
<egg> things are stupid, but not *that* stupid
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