<egg>
!tell Sarbian j'ai des questions concernand ModularVesselPrecalculate quand tu seras la
<Qboid>
egg: I'll redirect this as soon as they are around.
<egg>
blarg typos
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<egg>
!wpn Thomas
* Qboid
gives Thomas a Tillinghast NFPA 704 galaxy
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<egg>
Sarbian: avec la reimplementation de principia a base de pile-ups de parts on a tendance a exposer des bugs bizarres (par exemple le spawning des asteroides peut dupliquer les asteroides :D)
<Sarbian>
J ai auqi fini de coriger
<Qboid>
Sarbian: egg left a message for you in #kspmodding [22.03.2017 13:53:39]: "j'ai des questions concernand ModularVesselPrecalculate quand tu seras la"
<Sarbian>
err
* Sarbian
reboots brain
<Lothsahn>
Sarbian... Have a couple questions on how FlightIntegrator updated the orbit parameters from the rigidbodies...
<Sarbian>
J'ai quasi corrigé egg
<Sarbian>
Lothsahn: err, ask but I am not be able to help with that
<egg>
Sarbian: okay, avec quelle solution?
<Lothsahn>
It seems like unpacked vessels update the orbit parameters if I call orbit driver.trackrigidbody
<Sarbian>
Proper timing, proper insert of the module, checks if enabled
<Sarbian>
I guess you could use something to run before FixedUpdate ? (I am not a fan of your enable/disable trick)
<Sarbian>
Lothsahn: ok, I guess I should ask what you actually want to do first
<Lothsahn>
But if the vessel is more than 250 meters away,
<egg>
Sarbian: me neither, but there isn't really a hook to run where I want
<Lothsahn>
So I'm working on multiplayer. Copying vessel position and velocity from one client to another
<Sarbian>
crap, I left some spam
<Lothsahn>
I can get the current vessel position and state by calling orbit driver.trackrigidbody
<egg>
Sarbian: hmm, so you run in precalc, and me, too; that might make it interesting to ensure that you do run, but run only once
<Sarbian>
egg: It can only run once / frame
<Lothsahn>
But when I copy said orbit to a packed vessel on the other client it doesn't put the ship in the right place. It's off by 50-250m. Unpacked vessels work right.
<egg>
Sarbian: well, if I call it it's going to run, right?
<egg>
Sarbian: and it's not idempotent, and if you call it twice it breaks things
<Sarbian>
egg: call mannualy ?
<egg>
yes
<Sarbian>
:(
<egg>
Sarbian: afknomz, on en reparle apres diner?
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<Sarbian>
k
<Sarbian>
Lothsahn: moving an active vessel is quite tricky
<Lothsahn>
I'm always moving a non-active vessel... But some are packed and some unpacked.
<Lothsahn>
We can talk after your dinner, if you want.
<Sarbian>
Lothsahn: have a look at FlightGlobals.SetShipOrbit
<Lothsahn>
Will do.
<Lothsahn>
That helps.
<Lothsahn>
It only works for the active vessel but gets me started
<Lothsahn>
It's putting it on rails though... So you'll have lots of unpacking if you do it frequently... Right?
<Lothsahn>
... if the ship is close to the active vessel
<Sarbian>
The problem you have is related to the drift compensation. It s not easy to bypass
<Sarbian>
I am sure you can ignore some of that code but I don't exactly remember what makes the FI behave
<Lothsahn>
Thai Drift code, do you mean floating offset and Krakensban Or do you mean something else?
<Lothsahn>
If not, where is the drift compensation code you're talking about?
<Sarbian>
In VesselPrecalculate
egg|nomz|egg is now known as egg
<egg>
Sarbian: blu?
<Sarbian>
egg: red
<egg>
hah
<Sarbian>
No idea how to fix that mess :(
<egg>
Sarbian: also, re. moving active vessels, that's what I do all the time now :-p
<egg>
Sarbian: donc, mon idee est la suivante: au lieu d'appeler FixedUpdate, je pourrais appeler MainPhysics(true)
<egg>
dans stock, c'est pareil
<egg>
Sarbian: dans pas-stock, tu pourrais rajouter un flag qui garantit que ca s'execute au maximum une fois par fixedupdate
<Sarbian>
en effet
<egg>
et ca dispatche
<egg>
je disable, donc si ton precalc veut tourner avant il ne fait rien, et mon appel fait
<Sarbian>
ok, facile
<egg>
s'il veut tourner apres, mon appel a fait, et le flag l'empeche de refaire
<egg>
Sarbian: also, 1. c'est gentil de t'en occuper aussi vite; 2. la vache c'etait dur a debugger celui la (d'autant que je savais pas que j'avais MFI, je regardais juste des decompilations de stock; j'ai fini par conclure que ca devait avoir quelque chose a voir avec onVesselPrecalcAssign, j'ai googlé, et je suis tombe sur MFI :-p)
<egg>
euh s/decompilations/marc de café/ bien sur, ma langue a fourché :-p
<Sarbian>
Je vais me detendre à coté. ping au besoin et je regarde avant de me coucher
<egg>
ok
<Lothsahn>
Sarbian... Any idea why calling Game.DestroyVessel is throwing Can't remove orbit driver (Script) because PatchedConicSolver depends on it
<Lothsahn>
I'm assuming Destroy vessel isn't clearing up the Game objects properly?
<Lothsahn>
It only happens when the vessel is targeted
<Thomas>
Probably the wrong order
<Lothsahn>
But that's a bug in KSP, not my mod, right?
<egg>
Sarbian: ok, ca a l'air de marcher, merci! :-)
<xShadowx>
could try clearing things yourself, if you're destroying the vessel and you dont break other things in the process of using duct tape, no harm in testing ;p
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