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
Sigma88 is now known as SigmaAway
blowfish has joined #kspmodding
Orum has quit [Ping timeout: 200 seconds]
<taniwha>
Virindi: nice!
<Virindi>
I've been iterating it heh
<Virindi>
I reduced the wave drag by 66% and increased the available deltav in orbit to 600m/s+, with a docking port and an rcs system
<taniwha>
It's cool that you too succeeded with my plane
<Virindi>
it could be loaded down MUCH more with fuel and still make it to orbit, it is still very light :)
<taniwha>
5-odd tons dry-mass is not what I'd call light :)
<taniwha>
(thought for a KSP space plane...)
<Virindi>
most of my spaceplanes are designed to have 3000+m/s dv after they hit orbit, usually they fly (and land) like a brick, typical landing speed is 160m/s
<Virindi>
this is the lowest tech ssto spaceplane I've seen though, I just had no idea it was possible
<Virindi>
when I recently did career mode planes only I just farmed kerbin science until I got the afterburning turbofan and made spaceplanes with those
<Virindi>
much easier engine :)
<taniwha>
well, that big one you did can dock and refuel in orbit
<taniwha>
and then it will have about 2800m/s ΔV
<Virindi>
btw with the lower wave drag area the tobineko v can hit like mach 1.46
<taniwha>
anyway, as can be seen from ^, I didn't have a lot of info available while building or flying (just EL's mass display)
<Virindi>
ahhh right you have mft installed, if I had known that I would have put some ox in those mk0 fuel tanks :P
<Virindi>
I drained them a bit because all the lf is not required
<taniwha>
I considered that, but wanted to keep the plane otherwise stock
<taniwha>
yeah, it takes a while to drain 1/2 tank :/
<Virindi>
yeah I didn't add any nonstock stuff because I didn't know what you have, I mean let's be honest, normally I edit the small antenna part file so that my nose spikes have more heat resistance ;P
<Virindi>
it just decreases tedium to do so
<Virindi>
but I reverted that to stock to make sure this would fly and it is fine
<Virindi>
I think what I like most about your craft is how it reminds me of the aeris 4a, but low tech edition :)
<taniwha>
not sure I've even seen that one
<Virindi>
it comes with ksp.
<Virindi>
they have made it less crap over the years, it used to have like broken fuel lines, barely take off without tailstriking, etc
<Virindi>
classic.
<Virindi>
that's why I parked these planes next to the FAR Dark Hammer II, the dark hammer and the aeris 4a were the first spaceplanes everyone flew in old far :D
<Virindi>
(and yes the Dark Hammer II still works in voxel far with just minor tweaking)
<taniwha>
I know of the aeris, but haven't really messed with stock craft
<taniwha>
and certainly not since they were de-junkified
<Virindi>
I remember when spaceplanes came out and I spent freaking forever trying to get the aeris 4a to orbit, then a short while later I got FAR and it took freaking forever to relearn getting to orbit all over again, good times :)
<taniwha>
I remember my first attempts at space planes in KSP
<taniwha>
already had FAR installed
<Virindi>
when I loaded up FAR for the first time and looked at the crafts that came with it I saw the DH2 and was like "what the hell how is that possible"
<taniwha>
I do not know how many kerbals I killed
<Virindi>
btw when you are making supersonic planes you can often cut like 20% off your wave drag just by going around to each part and moving it slightly forward/back while watching the number and pick the spot with the lowest.
<xShadowx>
ive killed 8 in play
<xShadowx>
countless in testing :P
<VanDisaster>
good grief, everyone's early space planes were hilarious
<VanDisaster>
https://flic.kr/p/e8CkVH I'd like to load that up & check wave drag :p if all the parts still existed
<VanDisaster>
I dunno, that's kinda deliberately breaking the plane before you hit the ground :p
<xShadowx>
do any mods have wheels that auto fall off when plane leaves runway?
<VanDisaster>
don't reall yneed mods for that
<VanDisaster>
just stage once on gear up :p
<taniwha>
xShadowx: you've watched BTTF too many times
<VanDisaster>
I did that for a bda tournament
<Virindi>
you can even just set the gear action group to fire decouplers
<blowfish>
U-2 style?
<Virindi>
taniwha: your first plane at least looks viable as a plane, nice :D
<taniwha>
well... it got off the runway
<VanDisaster>
erh, U2s at least keep *some* wheels
<taniwha>
I /think/ properly rather than falling off the end, don't remember
<taniwha>
Virindi: Tobineko is probably the result of 4 years of using FAR and always chasing "how subtle can I get" with my designs (both rocket and plane)
<Virindi>
too light, flies too well :P
<Virindi>
a proper spaceplane can barely fly!
<VanDisaster>
well
<VanDisaster>
can barely take off, at least :p
<Virindi>
because it is so loaded with fuel
<Virindi>
right.
<taniwha>
tobineko /does/ have trouble taking off
<Virindi>
nah
<Virindi>
actually one of those versions I made had the gear moved way back for wave drag reasons and the only way that variant can take off is by falling off the end of the runway
<Virindi>
THAT is "trouble taking off" :P
<taniwha>
would probably take off a little more easily if I tweaked the wheel heights so it sat level
<taniwha>
(rather than nose-down)
<Virindi>
it's fine, the canards are super far forward
<Virindi>
I am not sure if it counts as a successful takeoff if some part randomly explodes as you pull up off the end of the runway
<VanDisaster>
it was the bump wheels at the tail :p
<VanDisaster>
1.1 wheels, hey
<VanDisaster>
and yeah it's dull as hell, I was just too lazyto take & publish screenshots
<taniwha>
heh, strobe lights, even
<Virindi>
get the navlights mod taniwha :D
<Virindi>
you know you want red and green wingtips
<taniwha>
have it, actually (in my ckan install)
<taniwha>
VanDisaster: not bad, something that big getting to 250m/s
<taniwha>
very slow climb, though :)
<VanDisaster>
drag reduction took a long time :p
<Virindi>
I am on the edge of my seat waiting to see if it is actually going to land on the little north pole complex runway, with a huge building just to the left of the runway, without clipping the wing
<Virindi>
I figured since you were using ILS that you were using kerbinside
<VanDisaster>
nah I stuck an entry in for the guy's building
<Virindi>
jeeeez talk about glide
<VanDisaster>
dead stick for 250km
<VanDisaster>
and it was horrid, very narrow speed window to land
<Virindi>
needs airbrakes
<Virindi>
so you can actually put it down without lining up 250km away at ground level
<Virindi>
:D
<taniwha>
VanDisaster: 320 passengers?
<VanDisaster>
uh, more maybe? I forget, I'd have to dig the contest thread up
<taniwha>
640
<taniwha>
did the math wrong
<taniwha>
(headache)
<VanDisaster>
yeah, 640
<Virindi>
surprised to see you using "dir" mode in pilot assistant at the pole
<Virindi>
whenever I have flown near the pole PA has been breaky
<VanDisaster>
I don't generally pay attention to it
<Virindi>
always have to set it to hdg mode until I get off the ice cap
<Virindi>
or it does crap like turn my aircraft constantly
<VanDisaster>
I just go "I need to go *that* way"
<VanDisaster>
oh, and if anyone claims KSP is unstable, https://flic.kr/p/JQRzVK was done without time acceleration or save/reload :p
* taniwha
tries to think of any trip he went on as a kid that took only 1h
<taniwha>
hmm, maybe Medicine Hat to Elkwater
<VanDisaster>
what about the 18 days?
<taniwha>
(Elk Water?)
<VanDisaster>
er, 13 days
<VanDisaster>
kerbal days, but still
<taniwha>
13 days gets me out to Toronto
<taniwha>
(earth days)
<VanDisaster>
you could probably drive to toronto in 13 days :P
<taniwha>
3-4 day trip... we stayed put for 2-3 nights
<taniwha>
VanDisaster: s/gets/got/ :)
<Virindi>
only 1 hour? kerbals don't have airport security. if you discount that dc->ny is less than half an hour...
<taniwha>
(I was 8, we went on a road trip from Medicine Hat to Quebec City)
<taniwha>
plan was for further, but it didn't work out
<taniwha>
got home in about 7 days
<Virindi>
maybe kerbals need airport security. mod that makes you strip down and take off your shoes before you launch your plane
<taniwha>
(16-20 days to get to Quebec)
<VanDisaster>
that seems quite long even for halfway across canada
<taniwha>
we took it slow
<taniwha>
drove south through Lake of the Woods, too
<taniwha>
(added a few days there)
<VanDisaster>
does sound fun for an 8 year old
<VanDisaster>
I went to montreal from north NY when I was 8, that's not quite the same :p
<taniwha>
curled up around Lake Superior, crossed Huron, then down along Eerie, stopped at Niagra for a day, around Lake Ontario, then followed the seaway to Quebec
<taniwha>
it was probably the best month of my 4-11 year life
<taniwha>
(partly because I got to skip school:)
<VanDisaster>
hah
<taniwha>
only a week or two, though
<taniwha>
Nana (maternal grandmother) was visiting from NZ
<VanDisaster>
now that is a trip
<taniwha>
especially back in 1978
<taniwha>
er, 79?
<taniwha>
yeah, 79
<VanDisaster>
the year of DC-10s falling out of the sky
<VanDisaster>
( I remember well, my first flight was on one that year :p )
<taniwha>
heh
<taniwha>
that "think of a 1h trip" was because I was thinking "are we there yet?" while watching your vid
<taniwha>
then got to thinking about my childhood
<Virindi>
he is still gliding into the landing at 1.8km altitude on my screen
<Virindi>
for ksc
<taniwha>
however, none of us ever asked "are we there yet?". I asked "how long until we get there" a few times, but that declined
<taniwha>
my younger brothers just had no concept of not being on the road ;)
<Virindi>
the wings on this aircraft look ultra thin
<VanDisaster>
I was generally "so now where are we?"
<taniwha>
same, when I was a little older (I was busy studying the map)
<taniwha>
got very good at reading it, too :)
<taniwha>
(that was on that cross-canada trip)
<taniwha>
"where are we now?" "where are we going next?" "where will we stop?" (that last one was usually not known until we stopped)
<VanDisaster>
"what's the funny noise?"
<taniwha>
that was the engine falling apart
<taniwha>
(Dad had to do an overhaul in Thunder Bay, I think it was)
<taniwha>
(unless it was somewhere in Manitoba)
<taniwha>
I remember my cousin came out to help
<taniwha>
(well, one of my cousins (8 in canada, 4 in NZ))
<VanDisaster>
that is a handy number
<taniwha>
dad has 2 sisters, mom 1 (surviving) brother, everyone had 4 kids
<taniwha>
though at the time, it was something like 4 3 3 3
<taniwha>
or maybe 4 4 3 3
<Virindi>
oh no! THE WING
<taniwha>
definitely 3 for my family, not sure about dad's second sister or my mom's brother
<VanDisaster>
I was rather more worried by what the wing hit :p
<taniwha>
VanDisaster: are those counter-rotating props?
<Virindi>
I guess either you really really like autopilot, or the plane can't be controlled manually
<VanDisaster>
er, it's PA, I use wasd with it
<VanDisaster>
they are, I think they're sxt props
<Virindi>
it's not very responsive to do that for landing
<VanDisaster>
it's better than using wasd raw :p
<Virindi>
that's what joysticks are for :(
<VanDisaster>
specially with nerve damaged hands
<VanDisaster>
I can't hold one
<Virindi>
ahh
<taniwha>
VanDisaster: ouch
<VanDisaster>
well I can, for 30s :p
<taniwha>
yeah, well, 30s doesn't get you far
<taniwha>
(unless you're going really really fast, but that's a bit of a lame joke)
<VanDisaster>
I'm kinda used to using PA now tho anyway
<VanDisaster>
it is def not responsive, but it works
<taniwha>
at least you can enjoy KSP :)
<taniwha>
VanDisaster: how well/long can you use a mouse?
<VanDisaster>
I'm fine if I don't have to grip
<taniwha>
there's a mouse-aim mod
<VanDisaster>
yeah, there's a few, never really got on with flying with a mouse
<taniwha>
seems to be popular in the BDA group
<VanDisaster>
shoudl get a trackball sometime & try that
<taniwha>
TAPE Gaming and Beardy Penguin use it in their Fall of Kerbin series
<VanDisaster>
did someone do 3d mouse support yet?
<Virindi>
yes and they are always complaining about how buggy it is too...
<taniwha>
yeah
<taniwha>
but if more eyes look at it, it might be less buggy
<taniwha>
I need to do some more work on AFBW
<Virindi>
too many mods too few eyes
<taniwha>
too few competent eyes
<Virindi>
afbw?
<taniwha>
advanced fly by wire
<taniwha>
replaces KSP's joystick input
<taniwha>
main use for me is allowing more than 20 buttons :P
<taniwha>
(stupid unity limit)
<Virindi>
any other benefit?
<taniwha>
in-flight configuration
<taniwha>
including js callibration
<Virindi>
I know there was some joystick mod I looked at at one point and rejected because it didn't support linux but that couldn't have been your mod
<taniwha>
Virindi: not actually my mod, I just picked up the pieces a little
<taniwha>
got it working well enough for 1.2
<VanDisaster>
who's was abfw? there's been a few
<Virindi>
hmm
<Virindi>
so here's something
<taniwha>
AlexanderDzhoganov I think
<taniwha>
going by my .git/config
<Virindi>
I have a whole flight pedals and stuff setup from awhile back but I never used it in ksp because it is too easy to accidentally hit it in space
<taniwha>
one thing I want to do is give it a cubic curve for JS sensitivity
<Virindi>
is there a way to easily switch between like "plane" and "rocket" config or something, some kind of profiles
<taniwha>
it's way too sensitive near the deadzone
<taniwha>
Virindi: yes
<taniwha>
you can have multiple profiles
<Virindi>
sweet.
<taniwha>
of course switchable in-flight
<Virindi>
and of course the last time I checked, ksp didn't really work with multiple joysticks and the pedals are a "separate joystick"
<Virindi>
it worked but on startup it randomly assigned one as joystick 0 and one as joystick 1
<Virindi>
last time I tried
<VanDisaster>
hm, I fixed that with a virtual joystick once I think
<VanDisaster>
I don't have flight pedals, do have driving ones tho :p ( that was interesting as rudder pedals )
<taniwha>
one thing I've been working (of and) on is replacing AFBW's dependency on SDL for JS input
<Virindi>
I have a throttle controller too that I got for flying helicopters in fsx/xplane, but that is even MORE dangerous on a spaceship :D
<taniwha>
er, (off and)
<taniwha>
I use my throttle all the time
<taniwha>
(saitek x52 hotas)
<Virindi>
I tried it once, and accidentally nudged the throttle up in the middle of a mission in deep space
<Virindi>
screwing up my encounter
<Virindi>
I promptly disconnected it
<VanDisaster>
I have an ancient thrustmaster f16 hotas thing that is hell to calibrate, I'm kinda glad I can't use it
<taniwha>
for me, it's switching to another ship after running out of fuel on the first ship
<taniwha>
(forget to throttle down)
<VanDisaster>
coz i'd feel the urge to & just get annoyed :p
<taniwha>
(another thing I want to fix in AFBW... sometimes)
<taniwha>
it's nice when doing a lot of retries of something: consistent throttle setting each try
<kmath>
YouTube - KSP Charter Challenge - Cargo landings
<VanDisaster>
except when you can't see the ground properly
<taniwha>
I prefer airdrops
<taniwha>
(shown in that OBS Test ;)
<VanDisaster>
I have a vid of that too, but it's much less interesting
<taniwha>
yeah
<Virindi>
basically I would lock out all joysticks as soon as I go to spaceship mode
<taniwha>
Virindi: easy enough to do with AFBW's presets
<taniwha>
just turn off the joysticks in the main panel :)
<taniwha>
(or have a special preset)
<VanDisaster>
mebbe have the thing reconfigure what the stick does?
<taniwha>
can do that too
<taniwha>
via presets
<taniwha>
it's a well thought out mod
<taniwha>
it just had problems with post 1.0 vessel stuff
<taniwha>
or was it 0.90?
<taniwha>
VanDisaster: that glide slope...
<Virindi>
aiiiiirbraaaakes
<taniwha>
or just flaps, even
<VanDisaster>
seen the size of the flaps that thing has?
<taniwha>
hard to
<VanDisaster>
they'll open up
<taniwha>
can't change the PoV :P
<taniwha>
and she's down
<taniwha>
for a very gentle landing despite being > 100m/s
<Virindi>
100m/s, aka "normal landing speed in FAR" :P
<taniwha>
uh, no
<VanDisaster>
which one, the first? I think that's kts, not m/s
<taniwha>
50m/s is more my idea of normal
<taniwha>
VanDisaster: polar landing. PA shows m/s
<Virindi>
your crafts are clearly not densely packed enough with fuel tanks.
<VanDisaster>
ah that one
<Virindi>
I laugh when I see the stock kids landing some insane behemoth at 40m/s in stock aero
<VanDisaster>
the cargo ones are more exciting
technicalfool_ has joined #kspmodding
<taniwha>
and people wonder why I consider stock aero cheating
<Virindi>
it is pretty cheaty, these are the people who consider any mods cheating yet every trip to eeloo is a kerbal sitting in a chair the whole way
<Virindi>
cheaters.
<Virindi>
I consider kerbals sitting in chairs for decades to be cheating :P
<taniwha>
I'm slowly getting used to Persistent Rotation
<taniwha>
makes docking with debris... interesting
<Virindi>
I removed it since on the first try it bugged out and changed the orbit a huge amount
<VanDisaster>
I would have used that long ago if my stations aren't usually buggy framerate murdering monstrosities
<taniwha>
I've got MJ holding them +norm
<taniwha>
(my stations)
<taniwha>
caused me to hack up a no-control-switch addon for EL's rocket workbench, though
<Virindi>
I'd love persistent rotation but as time passes I have less tolerance for bugs and and more likely to just delete the mod
<taniwha>
(having control switch to a strangely oriented kerbal every time one boarded a seat was no fun)
Technicalfool has quit [Ping timeout: 383 seconds]
<VanDisaster>
heh
<Virindi>
like I tried principia and my craft teleported into the sun and detonated on the first launch, so I deleted the mod
<kmath>
YouTube - KSP 1.2.2 PersistentRotation Mod
<taniwha>
(as for principia, that's just odd)
<taniwha>
ie, the mod is just odd
<Virindi>
it was a known bug
<Virindi>
crafts teleporting into the sun and exploding
<Virindi>
was a known bug :P
<Virindi>
sorry the PR bug was LAST week :P
<taniwha>
recent enough
<Virindi>
other than that video I did a bunch of funny shit messing with it, like, deorbiting myself from 100x100 orbit with no engines or rcs on the craft
<Virindi>
doing nothing but spinning and timewarping
<Virindi>
any mod that lets you do that
<taniwha>
did you at least report it? :)
<Virindi>
I am not willing to run unfortunately.
<VanDisaster>
doesn't the core game do that? :P
<Virindi>
no?
<Virindi>
I don't think so.
<VanDisaster>
in times past I've had fun with spinning things
<Virindi>
it used to but these days I am pretty sure it has an orbit correction type deal
<VanDisaster>
not tried to break anything recently
<taniwha>
VanDisaster: NK and I worked on that (more him, I helped test)
<Qboid>
[#19] title: Orbit changes upon exiting timewarp while rotating | The orbit of the vessel changes upon exiting timewarp while rotating. This seems to depend on the distribution of mass of the vessel and the rotation rate.... | https://github.com/MarkusA380/PersistentRotation/issues/19
<taniwha>
iirc, we fixed that for 1.1.3
<taniwha>
Virindi: cool. hopefully it will get fixed
<taniwha>
and that will be why I haven't noticed much: I try to be reasonably stable before warping
<Virindi>
if the mod was written back when ksp limited rotational velocity then maybe the bug was impossible to manifest when it was written
<taniwha>
I think it came out sometime in the 1.0 series
<taniwha>
which would mean prior to the rotation fixes
<taniwha>
(rotation limit was before 1.0, though)
<Virindi>
yeah I dunno, I know it was part of RSS but I never installed it because I felt I needed timewarp to kill bogus rotation induced by the game
<Virindi>
realism overhaul, whatever
<Virindi>
the pack.
<taniwha>
I don't think I've ever seen bogus game-induced rotation
<Virindi>
hah.
<Virindi>
dang I wish I had a video
<taniwha>
not saying you haven't
<Virindi>
one time I was trying to dock in eeloo orbit after the game had been left running for several days realtime and the second I brought it out of timewarp both vessels started spinning like crazy
<Virindi>
basically, the longer you leave the game running, the more it happens, or at least that's how it used to work
<Virindi>
I don't leave the game running that long anymore.
<Virindi>
it happens more in fast orbits
<Virindi>
like
<Virindi>
try to dock two vessels in sun orbit, much more of a problem
<taniwha>
I did have some weirdness trying to dock in Minmus orbit in 1.1.3, but it seemed to be the other ship responding to my input
<taniwha>
(the other ship had a control module, but no crew)
<Virindi>
when this happened there was no control input, I disabled all reaction wheels and rcs on both craft and it still spun out of control, in fact, with reaction wheels on stock sas was constantly fighting it
<Virindi>
it used to happen a lot when I left the game on and I could tell because stock sas would end up fighting it
<taniwha>
Virindi: you sure you didn't have FAR's assistants turned on?
<taniwha>
that has given me /much/ trouble
<Virindi>
I would look down at the sas control outputs and it would be like, a little over
<Virindi>
nah I never use those.
<Virindi>
this used to happen to me even before I ran any mods
<Virindi>
surely though, for instance, you have noted that when trying to dock in sun orbit if you timewarp the other vessel teleports...that is better now but still an issue
<taniwha>
teleport I have noticed
<taniwha>
and sun orbit pushes doubles beyond their limits
<Virindi>
back in the day like 0.24 or something the game used to crash in krakensbane and it seemed to be correlated to the weird rotation
<taniwha>
NK and I had a lot of trouble with such orbits after I rewrote the orbital math
<taniwha>
turned out that before the rewrite, his orbital compensator was turning itself off due to the inaccuracies
<taniwha>
after the rewrite, the orbital math was accurate enough for the compensator to work, but not accurate enough for two ships to be close to each other properly
<Virindi>
it could be that the rotation thing is fixed for all I know, ever since that era I have always restarted the game every few hours
<taniwha>
(this rewrite was for 1.2, btw)
<Virindi>
yeah I noticed, I think, it is better in normal timewarp but worse in physical timewarp? it used to be that you could safely physical timewarp, now you cannot
<taniwha>
so now NK's compensator shuts down when too far from the main body
<Virindi>
so like approaching a vessel in sun orbit you had to wait forever at 4x physical warp
<Virindi>
now that causes teleporting
<Virindi>
but normal timewarp is better.
<Virindi>
heh something else that I always wondered if it was noticed...
<Virindi>
after that physics change, or maybe it was 1.1, timewarping became glitchy in low jool flybys
<Virindi>
like
<taniwha>
turns out that the float+double in Krakensbane gives better precision than doubles alone
<Virindi>
when you were above the point, where you are supposed to be able to normal timewarp, but still near jool's surface
<Virindi>
if you tried to normal timewarp it would not let you and say you can't warp while your vessel is under acceleration
<Virindi>
when you are not under acceleration.
<taniwha>
yeah
<taniwha>
NK fought that like crazy for 1.2
<taniwha>
don't remember the results, sadly
<Virindi>
ah glad someone noticed it at least :)
<Virindi>
that one bugged the hell out of me
<taniwha>
it was noticed during the 1.1 pre-release marathon
<taniwha>
(or was it 1.2? don't remember now)
<Virindi>
I noticed it on my first flight because my first reaction to heat was "screw this *disable*" and my normal procedure was a hard aerobrake at jool, heh
<Virindi>
it was funny because even after I change the configs to make every part have maxtemp 10,000k, they were still randomly exploding
<Virindi>
I got really pissed at the heat system
<taniwha>
heh, much more fun to do a gravity brake :)
<Virindi>
I wrote a plugin that, every update, set the temp of every single part on the ship to zero
<VanDisaster>
it's a good job there's no cryogenics in stock :p
<Virindi>
glad the heat system works better now
<VanDisaster>
suddenly find your fuel is solid
<Virindi>
I mean when heat first came out I would just be flying along in space and suddenly parts would detonate from "overheating"
<VanDisaster>
yep, I didn't use it until 1.1 I think
<Virindi>
just out of nowhere
<taniwha>
Virindi: yup, 1.0.4 was hell for that
<VanDisaster>
which would be 1.1.2, coz I didn't upgrade until then
<taniwha>
skipped 1.0.1 to 1.0.2 because they came out too fast
<taniwha>
played in 1.0 for a bit, then next thing I knew, 1.0.4 was out
<taniwha>
Virindi: and yeah, it looks like PR might be breaking the rotation fixes
<taniwha>
probably miscalculating the CoM
<Virindi>
doesn't it like, store your orbit when you go into timewarp and then restore it or something
<Virindi>
I really skipped past that code :\
<taniwha>
PR stores and applies your angular momentum
<Virindi>
I mean the game.
<taniwha>
actually, below that critical altitude (ask NK), all vessels are now always on rails
<taniwha>
but in such a way that the orbits can be modified by thrusting
<Virindi>
...ok
<Virindi>
weird
<Virindi>
I bet PR's problem is the standard like, off-by-one-frame deal
<Virindi>
seems to be common
<taniwha>
that, or doing its own (incorrect) CoM calculations
<taniwha>
and yes, that off-by-one-frame was NK's nightmare for 1.2
<taniwha>
especially when below the inverse rotation threshold
<taniwha>
(100km for kerbin)
<Virindi>
my logic was off by one frame for like a day when I was trying to fix kerbal fps, and I was beating my head against the wall
<Virindi>
because of the timing of the state machine switching
<Virindi>
but I believe you might want to ask timewarp
<riocrokite>
k will try
<Virindi>
timewarp.deltatime does a conversion based on the current warp rate
<Virindi>
during nonphysical timewarp
<Virindi>
in other words, physical timewarp is speeding up unity's delta time. nonphysical timewarp "skips ahead"
<riocrokite>
i'm inheriting from baseconverter which implements GetDeltaTime function
<riocrokite>
so hoped it would work like that
<Virindi>
oh I'm pretty sure that would be ksp time then
<Virindi>
should be np
<riocrokite>
i might just go with reliability as a intangible resource
<riocrokite>
'an
smoke_fumus has quit [Ping timeout: 204 seconds]
<Virindi>
you are using a converter to "convert" reliability points into something else?
<Virindi>
out of curiosity what are you converting to
<riocrokite>
surface ore harvester with variable operation rate and speed bonus
<riocrokite>
and limited reliability depending on operation rate
<Virindi>
so like you have a converter module that takes ore+reliabilitypoints?
<riocrokite>
so one can use is statically without moving in time warp (0.1% efficiency) or try to drive it with constant speed to get efficiency to 100%
<Virindi>
or whatever
<riocrokite>
hmmm probably use reliability resource since drowdown should dependent on operating speed
<riocrokite>
and time warp
<Virindi>
you need to prevent people from transferring around "reliability points"
SirKeplan has left #kspmodding [Konversation terminated!]
SigmaSemi is now known as Sigma88
Technicalfool has quit [Ping timeout: 190 seconds]
Technicalfool has joined #kspmodding
riocrokite has joined #kspmodding
taniwha has quit [Ping timeout: 201 seconds]
riocrokite has quit [Ping timeout: 204 seconds]
taniwha has joined #kspmodding
Tivec has quit [Ping timeout: 180 seconds]
Tivec has joined #kspmodding
Tivec is now known as Tivec
Tivec is now known as Guest52083
Thomas is now known as Thomas|AWAY
technicalfool_ has joined #kspmodding
Technicalfool has quit [Ping timeout: 200 seconds]
<Virindi>
taniwha: the author of persistentrotation claims the bug is squad's, but I personally cannot repro it in the stock game...with stock I can spin up like crazy and my orbit doesn't change coming out of warp at all now