Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<aeTIos>
I bought it for three fiddy in oct last year
<Virindi>
I bought a $900 video card once. it lasted about 3 years, then I reflowed it and it lasted another 6 months
<aeTIos>
taniwha: lol
<Virindi>
rohs sucks
<taniwha>
Virindi: ?
<aeTIos>
what's rohs ?
<Virindi>
lead free solder.
<taniwha>
ah, yeah
<aeTIos>
solder shouldn't matter for your gpu though tbh
<Virindi>
it does, the memory chips are leadless surface mount so the solder joints are subject to more stress from thermal cycling
<Virindi>
leadfree solder forms tin whiskers more readily than leaded solder...
<aeTIos>
... not that I plan on keeping this GPU for much longer than 2-3 years
<Virindi>
if you had large packages with leads it wouldn't matter
<taniwha>
looks like I got 8x AA working via nvidia-settings
<taniwha>
and turned off sync
<Virindi>
ah, yeah, I keep my computers a long time. I upgraded from a core2duo to a haswell, that was my last upgrade
<aeTIos>
yeah, I have amd taniwha
<aeTIos>
no driver vsync overrides because I use mesa
<taniwha>
I think there may be an env-var for that
<aeTIos>
I looked into it, I haven't been able to find anything at all
<aeTIos>
I might just suck at searching though
<taniwha>
try searching for getenv in the source
<Virindi>
ew :(
<taniwha>
(I think that's the right function)
<aeTIos>
ew
<aeTIos>
?
<Virindi>
having to look in source to find driver options, that is ew.
<aeTIos>
not unheard of
<Virindi>
but still ew!
<taniwha>
Virindi: may be ew, but better than sol
<Virindi>
sure
<Virindi>
whoa.
<Virindi>
just noticed that the eye level in IVA for female kerbals is WAYYYY low
<Virindi>
I need like, a booster seat. Holy cow.
<aeTIos>
heh
<aeTIos>
are you working on that first person mod?
<Virindi>
that can't be correct, I measured the actual eye level difference and it was tiny
<Virindi>
well, I spent 3 days on it, probably around 36 hours, then submitted a PR and started looking at other iva stuff, I am working on a MFD software
<Virindi>
what I am talking about here is stock, in a cockpit
<aeTIos>
that would be pretty cool
<Virindi>
yes I am all about IVA, I want a way to control mechjeb from iva that is better than what we have
<Virindi>
in space you don't need the aircraft stuff
<Virindi>
but I found the mechjeb controls lacking, and I don't want to have to turn on UI drawing to do maneuvers
<Virindi>
I can't even set a particular attitude into smart ass, how am I supposed to reenter! and lack of autopilot integration altogether makes ascent a pita too
<Virindi>
normally I ascend using autopilot
<aeTIos>
i just fly by the seat of my pants
<Virindi>
been there, done that, got tired after the 1000th spaceplane ascent
<aeTIos>
i don't build space planes so I guess there's that
<Virindi>
yeah I ONLY build spaceplanes, rockets are much less tedious to launch
<aeTIos>
makes sense then :)
<aeTIos>
I just pressed F1 out of habit while flying a plane
<aeTIos>
PersistentRotation is a cool mod
<Virindi>
I would worry about those (frequent) times when timewarp is required because of glitching, to stop rotation which is caused by glitch not by "real" physics
<aeTIos>
you can deactivate the mod temporarily
<Virindi>
ah
<Virindi>
cool
<Virindi>
that solves that then.
<taniwha>
Virindi: you don't fly space planes? (you did say you only build them :P)
<aeTIos>
he makes MJ fly them :)
<taniwha>
(should be "I build ONLY spaceplanes")
<taniwha>
aeTIos: heh
<Virindi>
I fly them
<Virindi>
and mechjeb autopilot sucks in atmo.
<taniwha>
only I only put only the only apple only in only the only fridge
<aeTIos>
I should install that mod that makes engines have realistic exhaust flames
<taniwha>
real plume
<aeTIos>
that one, yeah
<Virindi>
as I am ascending I am adjusting the throttle and commanded AoA
<Virindi>
if that's not flying, then real life commercial pilots don't fly either.
<aeTIos>
honestly I don't understand why that's not in stock ksp
<taniwha>
oh, and ReentryParticleEffect is pretty cool
<aeTIos>
but, I wonder about that for more things.
<Virindi>
and of course landings are completely manual once in atmospheric regimes (past high altitude reentry)
<Virindi>
I do not understand why the hatred for automation, if you hate automation it is probably because you haven't played enough hours of the game yet to be tired of constantly clutching the joystick trying to hold a particular attitude :P
<aeTIos>
I just don't like mechjeb
<aeTIos>
it's so cluttered
<aeTIos>
that said the last time I tried it was ages ago
<Virindi>
the ui is complex because it has a lot of functionality.
<taniwha>
Virindi: you don't use trim?
<Virindi>
no, because the game's implementation of trim is...poor.
<Virindi>
I used to use trim, because I was like, oh, we have trim! I'll use that
<Virindi>
after a few times crashing because I couldn't change trim fast enough, I stopped that.
<Virindi>
besides, trim won't keep your wings level, and stock sas is poor at it
<taniwha>
FAR auto-leveler for that
<aeTIos>
I tried AtmosphereAutoPilot
<taniwha>
(though it goes weird when you change your heading)
<aeTIos>
it felt great
<taniwha>
still haven't figured out why
* taniwha
grumbles
<Virindi>
atmoautopilot does "turn coordination"
<Virindi>
I can just type in a pitch angle
<taniwha>
gotta bisect MFT to find the commit that broke the PAW again :/
<Virindi>
etc
<Virindi>
mft? paw? :P
<taniwha>
mft = modular fuel tanks
<taniwha>
paw = part action window
<taniwha>
aka, right-click menu
<taniwha>
er, s/,//
<Virindi>
is modular fuel tanks the one that pops up the blue transparent window with a list of every possible fuel, and you type in the amount and click add
<aeTIos>
REEEEEEEEEEEEEEEEEEEEEEEEEE realplume has a folder called Gamedata
<Virindi>
there are so many different fuel tank mods :(
<taniwha>
it is
<taniwha>
and I plan on doing some MM patches that replace all the configs for all those other ones with MFT configs
<taniwha>
one day :/
<Virindi>
on some stuff there are like triple conflicts too
<Virindi>
it is a mess
<Virindi>
it's like
<Virindi>
fuelswitch or whatever button, then your mod overwrites that, then the part has 0.00000001 mass..........
<Virindi>
I mean I love the options but the mods all play not-nicely
<xShadowx>
taniwha: modding ksp is never done......always more ideas :D
<aeTIos>
modularfueltanks felt kinda weird to me when I used them
<taniwha>
Virindi: silly thing is, MFT was there first (or /maybe/ second as FireSpitter may have had a tank-switch first)
<Virindi>
yes and then there is that other one, do we still have it, which is almost exactly the same as modularfueltanks but with a window that looks different and is not transparent
<taniwha>
(if you have multiple engine types, you will get different fuel mix options)
<xShadowx>
real fuels?o.O no....
<Virindi>
oh btw
<taniwha>
real fuels /is/ mft
<Virindi>
taniwha, have you fixed the bug where after loading a craft for the first time those fuel mix option buttons don't appear until you change a part?
<xShadowx>
^
<taniwha>
with more stuff
<xShadowx>
he said looks almost exactly the same though :| so
<taniwha>
it does look almost exactly the same
<taniwha>
Virindi: didn't know about it
<Virindi>
oh, whoops, sorry
<taniwha>
checking
<Virindi>
should have reported that, I will go see if it still happens with the latest
<taniwha>
oh, heh, ok, another bug to fix
<Virindi>
you repro'd?
<taniwha>
yeah
<Virindi>
:)
<taniwha>
"did you fix the bug that...?" "uh, what bug that...?" :P
<taniwha>
however, bed
<aeTIos>
taniwha: gn
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<Virindi>
yes my apologies
<Virindi>
I didn't pay enough attention to the problem either, I didn't even know which fuel switch mod it was
<Virindi>
poor way for me to phrase it.
<Virindi>
it's a great mod and that "bug" was pretty minor so it didn't even really bother me :)
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<Virindi>
how uncivilized. I only play stock. Adding mods is cheating.
<xShadowx>
i remember back at like 0.90 and stock purists would poo poo using regolith mod, cuz mods are buggy and inefficient, it gets added to stock with identical code people praise it XD
<taniwha>
yay, synergy back up and running
<xShadowx>
\o/
<Virindi>
but all my ships feature a kerbal in a command seat in a cargo bay. and until it got nerfed all my planes had 1 jet engine and 1000000000000000000 air intakes. and if I ran out of fuel I just spammed pitch up/down to get more speed.
<taniwha>
3 monitors, two computers, one keyboard and mouse
<xShadowx>
kvm <3
<Virindi>
but adding mods is cheating.
<taniwha>
xShadowx: no, just move mouse off the side of one screen
<xShadowx>
i use kvm :P
<xShadowx>
i see the logic in your way
<xShadowx>
atm only 2 screens :(
<taniwha>
probably the nicest thing about synergy is you can have as many computers as you want
<taniwha>
does mean lots of screens, though
<taniwha>
but if those computers are laptops...
<xShadowx>
so monitor is set to 2nd pc, its just being smart and scrolling mouse off edge of desktop1 onto desktop2?
<taniwha>
yes
<Virindi>
mechjeb is not written to make it easy to call into maneuver planner :(
<xShadowx>
ya id need a 3rd screen first
<taniwha>
and sending mouse and kb events to the right place
<xShadowx>
using RDP or such could have same effect, and simply minimize the unused desktops
<Virindi>
yes you can mix and match windows and linux systems with synergy too.
<xShadowx>
upside to that is pc2 doent need to be nearby
<Virindi>
guess I can just set my code to gpl3 and start copying and pasting out of MJ ui code heh
<taniwha>
dunno about MJ, but too many mods do UI wrong in KSP
<Virindi>
unity's ui system seems prone to that.
<taniwha>
(I've learned a lot about IMGUI over the last few weeks)
<taniwha>
it's actually halfway decent when used properly
<taniwha>
though not as good as its canvas based ui
<taniwha>
Virindi: take a look at EL's gui stuff, too
<taniwha>
(though it has some mistakes)
<Virindi>
a winforms or whatever style system where you create controls, with containers, etc and then they persist in your class is better than the weird unity system that wants to pretend that isn't what is going on
<xShadowx>
im still a fan of as much going into PAW as possible (and logical), FAR obviously not, but MFT and realhutes for example i hacked my way into doing it :D
egg is now known as egg|zzz|egg
<xShadowx>
submenus like FAR does is a nice example of doing it clean
<Virindi>
oh that reminds me, I also discovered that RPM's realchute support is broken with FAR now :(
<Virindi>
need to investigate that one too
<Virindi>
with far's version
<xShadowx>
o.O RPM touched realchutes?
<Virindi>
yes it has a chute module
<Virindi>
aset has chute buttons.
<Virindi>
they don't work.
<xShadowx>
ah
<Virindi>
it looked like maybe the name of the class changed in FAR or something, will have to look later
<Virindi>
it used to be called realchutelite
<Virindi>
yeah now it is called realchutefar
<Virindi>
bet that is the issue.
<taniwha>
probably
<taniwha>
yup, mix button fix working nicely
<taniwha>
Virindi: fix pushed. I have a couple of other things to look into before doing a release
<taniwha>
(very easy to build and install yourself on linux)
<Virindi>
taniwha: One thing that would be nice in that mod: if the fuel edit window, had entries for fuel mixes as well as single fuels. So if I had a tank with 1000 space, I could be like, "I would like to add 400 units of the proper mix of lfo"
<taniwha>
yeah
<Virindi>
currently you have to fill the other 600 with some dummy material, click the context menu, then delete the dummy