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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<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> neat
<Virindi> stretched it, moved the gear, tail, canards and solar panels, added a nose spike
<Virindi> and a tail wheel
<taniwha> nose spike still helps, eh?
<Virindi> yeah they are a tradeoff, it overheats easily
<Virindi> means your ascent must be steeper to avoid it exploding
<taniwha> btw, I didn't try to use the landing gear as airbakes during my descents
<taniwha> just pitch at max
<Virindi> I just tried it without using it, no problem, I overshot again though...with the spike you really have to come down slowly too
<taniwha> (since I had no SAS due to no EC, no probs)
<taniwha> yeah, I bet
<Virindi> the deorbit point for this craft is like on the coast of the continent due west of the crater, from 75x75->pe 15km
<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> nice
<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
<taniwha> my first successful space plane: http://taniwha.org/~bill/screenshot180.png
<VanDisaster> I bet that was exciting to land
<taniwha> land?
<xShadowx> what is this landing thing you speak of
<taniwha> couldn't get close to the ground without losing control
<Virindi> my first successful self-designed (non-far) spaceplane docking with my first space station (just after docking came out): http://www.virindi.net/junk/bossmode.png http://www.virindi.net/junk/bossmode2.png
<VanDisaster> not so much a plane as a fancy looking rocket then :P
<taniwha> pretty much
<Virindi> that station was like 2fps
<Virindi> it's nice how the game is faster now
<taniwha> sure you had enough struts? :)
<Virindi> no
<Virindi> needs more
<Virindi> :P
<Virindi> I did that because my rockets kept flopping apart on launch
<VanDisaster> https://flic.kr/p/e7vGnD there, that's a landing
<VanDisaster> https://flic.kr/p/eaW9NU and that's a really good landing!
<Virindi> awww the wheels :(
<Virindi> <3 tt
<taniwha> VanDisaster: does staging the pod off the plane and splashing down on Laythe's ocean count?
<taniwha> (sorry, no shot of /that/, but... http://taniwha.org/~bill/screenshot256.png
<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
<VanDisaster> https://youtu.be/4OEQeYCT3IE this is probably the limit of "take off" vs "fall off", I think :p
<kmath> YouTube - Polar Charter - Passenger, ultra-cheap FAR run
<taniwha> yeah, but less down-force induced drag
<Virindi> video an hour long hah, is this charter to eeloo :D
<Virindi> taking off...a huge plane.......with propellers.........jeez
<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
<VanDisaster> heh
<VanDisaster> the contest did not use that
<Virindi> aww
<VanDisaster> https://youtu.be/0Nk3L-OKCAg?t=3961 there's the landing back at KSC though, I think it might even be two landings
<kmath> YouTube - Polar Charter - Passenger ( ultra cheap return flight )
<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> watch the first 5 minutes of this: https://www.youtube.com/watch?v=8Tpdh8A4dAI
<kmath> YouTube - OBS test
<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
<VanDisaster> https://youtu.be/qOxfTNW0HxQ ( more PA landings, easy enough when you're used to it )
<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
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<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)
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<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
<taniwha> Virindi: when did you try it?
<Virindi> this version.
<taniwha> (PR)
<Virindi> I tried it like this week.
<taniwha> hmmm
<taniwha> I've had no trouble with it
<taniwha> wonder what's going on
<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
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<riocrokite> does anyone know what is the difference between getDetlaTime and getBestDeltaTime ?
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<Virindi> you probably want deltatime? time.deltatime is the amount of time actually passed in physics
<Virindi> for this physics tick
<riocrokite> do you know whether 1 unit = 1 second or something else?
<Virindi> where are you seeing getDeltaTime
<riocrokite> need to implement deltatime to durability variable in a custom part
<Virindi> right is this in code? in unity Time.deltaTime is in seconds
<riocrokite> yah modifying modulresourceharvester code
<riocrokite> anyway cheers
<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
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<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"
<riocrokite> Virindi: this https://gfycat.com/ExemplaryTheseAuklet
<riocrokite> will just make resource untransferable in config
<Virindi> hah that thing is funny
<Virindi> it looks like a shredder
<Virindi> but it's a wheel too?
<Virindi> maybe it just looks like a wheel because of placement.
<riocrokite> it's basically mining regolith drum
<riocrokite> like this but industrial size
<Virindi> nice
<Virindi> mining blades that wear out is a nice concept
<Virindi> stock mine forever is cheaty
<riocrokite> yah
<riocrokite> ah I cannot use it as a resource since it will be linked to ore mining rate
<riocrokite> and I want to link ti to operating rate and not mining rate heh
<riocrokite> yah thanks timewarp.getdeltatime seems to be the one I need
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<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