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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<blowfish> PSA, it seems that having mods for 1.2.2 on 1.2.9 and the reverse can actually cause hard crashes even if they don't require code changes. Hard crashes as in log says Crash!!! with environment dump, no warning when loading the plugin. If anyone reports something like that, incompatible KSP versions is probably a good guess
<taniwha> blowfish: thanks
<taniwha> hmm, come to think of it...
<taniwha> hmm, no, they're all "max" 1.2.99
<xShadowx> ksp unity 5.4.0f3?
<taniwha> yeah, that's rather important info
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<xShadowx> so quickly stabbing at crew gravity based on distance from vessel CoM rather than vessel CoM itself - using part CoM distance from vessel CoM only half-way bandaid-like works, because vessels that are single pod get nothing from it
<xShadowx> so only solution i think would be scanning IVA for seat loc, for the seat said kerbal is in, using that for distance to vesel CoM for grav
<xShadowx> but then that only works for parts with an IVA installed
<xShadowx> stratochief: ^ which way you wanna be screwed by :P
<Virindi> if it is a single pod then the difference in acceleration between different parts of the kerbal's body is significant
<Virindi> being in a spinning small pod seems like it would be much worse than a stationary pod
<Virindi> the purpose of this is some element of life support for "health" that is improved by "gravity"?
<Virindi> if so imo it shouldn't work at small radii
<xShadowx> the purpose, is stock uses vessel CoM for crew grav purposes, and therefor any vessel rotation doesnt mean squat :)
<Virindi> stock has crew gravity purposes??
<xShadowx> too much G = kill crew
<Virindi> oh
<stratochief> xShadowx: check if a part has IVA. if it has an IVA, use it. if not, assume the crew is at the CoM
<xShadowx> kinda simplified system
<stratochief> Co of the part
<xShadowx> stratochief: thinkin that but....CoM of part just seems so.....not right >.<
<xShadowx> ahah i could get seat rot too
<Virindi> how many parts lack ivas these days, even the simplest mods have an empty box with some seats in it
<xShadowx> see if grav is +/-
* stratochief cries xShadowx a river. if a part lacks an IVA but accepts crew, what do you expect?
<Virindi> every crew part should have SOME iva :)
<xShadowx> ^
<Virindi> so if it is missing who cares
<xShadowx> i myself only play with parts with iva + rpm
<xShadowx> even combed out a few lesser iva, but i got a few parts in dire need of a nice iva because the part is awesome ;3
<Virindi> airplaneplus
<xShadowx> stx has that one cockpit for a concord
<xShadowx> or sxt
<xShadowx> animates nose down, last check, no rpm iva :(
<Virindi> you can copy and paste a lot of them from like, rpm-stock or b9 cockpits
<xShadowx> need the prop added
<xShadowx> for rpm
<xShadowx> <- bad at props :P
<Virindi> placing props isn't hard
<Virindi> especially since you just want glass cockpit :P
<taniwha> that reminds me, I need an IVA prop thingamajig for my addon
<taniwha> (noted on paper so I can go back to bed)
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<taniwha> (FAR)
<Virindi> what am I looking at
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<taniwha> juno + lv-909 spaceplane
<taniwha> SSTO
<Virindi> so wait, you lofted that thing somehow without a booster
<Virindi> ..............but, wha???
<taniwha> juno power to 11.7km, then lv-909 power
<Virindi> right and that jet tops at what like mach 1.1
<taniwha> 1.4
<Virindi> must have a lot of dv in the lv909
<Virindi> that is really quite excellent, I would never have imagined that would work
<taniwha> (earlier attempt)
<Virindi> what is the twr of the lv909 with full fuel at 11.7km
<taniwha> probably won't without FAR
<taniwha> it's output was pretty close to max
<Virindi> I mean of your vessel with the engine running
<taniwha> < 1
<Virindi> I am picturing a super long slow climb
<taniwha> Juno climb was very slow
<taniwha> lv-909 climb was not too bad
<Virindi> it says 46 minutes in your second screenshot, is that how long it took to get to ap :P
<taniwha> had about 2800m/s on the lv-909
<Virindi> wow not a ton either
<Virindi> I want to try out this craft
<taniwha> it took careful L/D management
<taniwha> (fly using trim)
<taniwha> (front on view made me think of a cat(fish?), so "flying cat")
* Virindi excitedly opens the file
<Virindi> sounds like a big challenge to fly
<Virindi> I'm gonna just try winging it :D
<taniwha> oh, main trick is to fly on Junos until the mk0 tanks are not quite dry (about 0.3u remaining)
<taniwha> it flies well
<taniwha> but getting up to 11.7km, 415m/s is the trick to getting to orbit
<taniwha> surprisingly stable
<taniwha> didn't wig out once on the way up
<taniwha> comes down mostly nicely (had no EC that time, so got squirrelly in the upper atmosphere)
<taniwha> (came down because was 100m/s shy of orbit)
<Virindi> why does the inside elevon have roll attached? I would think it would be more stable to control if you dedicate that one to pitch only
<Virindi> ie rolling will cut out on your pitch authority without giving you much roll because they are so far inboard
<taniwha> actually, I forgot to set them on the successful run until around 11km
<taniwha> that's the setup I had on the flight up
<taniwha> but didn't roll much, so it wasn't a problem
<taniwha> but I agree
<taniwha> anyway, they're that way because that's the config used (by mistake) on the flight that got to orbit
<taniwha> (named post-success)
<Virindi> ah
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<taniwha> good AoA seems to be between 3 and 4 degrees
<Virindi> I see what you mean about trim, I tried to rotate by just pulling back and it couldn't accelerate into it
<taniwha> (depends on sub/trans/super sonic, though)
<taniwha> on the lv-909? you don't rotate
<Virindi> on takeoff.
<taniwha> can't take off until about 120m/s
<Virindi> as in on takeoff I pulled back hard and it just resulted in slowing down
<taniwha> heh, yeah
<taniwha> about 2 notches on the indicator
<taniwha> doable with a joystick if careful
<taniwha> but flying like that gets old fast
<Virindi> I am restarting the flight with pilot assistant
<taniwha> (fine for buzzing mountains, lousy for cruising)
<taniwha> I found 10-14 degrees pitch angle when on lv-909 to work
<taniwha> (ie, don't let the plane get above 14, try to keep it above 9-10
<taniwha> )
<Virindi> I do tend to use joystick for manual flight then enable pilot assistant for things like holding the same pitch for 20 minutes
<taniwha> yeah. I haven't used PA, just trim and FAR's assistants
<Virindi> oops tailstrike
<taniwha> however, I need to get back to been. 3am and I've been up for a bit over an hour (meeting)
<Virindi> :)
<taniwha> heh
<Virindi> night :)
<taniwha> goodnight
<aeTIos> night taniwha
<Virindi> jeez how did you even get this thing to 415m/s! heh
<Virindi> the reasonable ceiling is more like 9600m @330m/s
<Virindi> mach 1.1
<Virindi> I'm climbing <5m/s
* Virindi descends to gain more speed
<Virindi> there we go
<Virindi> 418.4m/s
<Virindi> mach 1.400
<Virindi> climb 3m/s pegged at mach 1.400, have like 2/3 fuel remaining so I will probably have to wait around a bit for it to empty
<Virindi> 1/3 remaining I mean*
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<Virindi> top out 11,794m, 414.8m/s, pitch 4.27deg
<Virindi> 3400m/s in the lv909 at ignition
<Virindi> according to engineer
<Virindi> ah yeah dropped to 2600 now that the jets flamed out
<riocrokite> hey guys do you know what are units in unity raycast method? meters / inches / something else?
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<riocrokite> ok got the answer, 1 unit = 1 meter in unity
<Virindi> I suspect that is really ksp's interpretation of a 'unit'
<riocrokite> nope, it's unity engine default
<Virindi> taniwha: http://imgur.com/a/NcHQH
<Virindi> :D
<Virindi> flies great, got everything without having to retry or reload anything
<Virindi> very light and efficient for a spaceplane
<Virindi> in aircraft mode
<Virindi> I am impressed :)
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* xShadowx supplies BBQ sauce
<Virindi> ferram should probably do something about the cheatiness of landing gear airbraking
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<Virindi> real airbrakes should be better for reentry, and landing gear should be unusable for the purpose
<Virindi> better as in less explody
<Virindi> I mean if, irl, you wanted airbrakes in upper atmo reentry it would be doable, but you'd never use landing gear for that purpose
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<Virindi> gear should just have terrible heat resistance when open
<Virindi> but airstream should also rip off gear so hum
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<Virindi> ferram4_: what do you think about some kind of mechanism to make landing gear not usable for high speed airbraking, with voxel aero they are basically a free extremely durable very effective airbrake with insane heat resistance too
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<xShadowx> lower their heat resistance in cfg :P
<Virindi> no because then they would explode when retracted
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<aeTIos> anyone on linux having issues with dmagic? I have the module installed, but it's not loading proper
<aeTIos> animate module(
<aeTIos> *
<aeTIos> so all my dmagic modules are static, I can't deploy them which is just sad
<aeTIos> neverrrrrminds
<aeTIos> okay
<aeTIos> reinstalling worked
<aeTIos> umm
<aeTIos> worth i suppose
<Virindi> whoa
<Virindi> I just noticed that if I make the front of this spaceplane with 2x flt400, it has a wave drag area of 0.29...but with 1x flt800 it is 0.41
<Virindi> that is....weird
<Orum> this is why planes don't have short stubby wings
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