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
<Virindi> it's laythe!
<Virindi> everyone's favorite moon.
<xShadowx> so....i gotta make UI_Control, and a UIPartActionFieldItem
<Virindi> guess I have to go back to my rpm software now, SIGH
<xShadowx> anyone ever played homeworld? other games might have it, basicly it used a droplist ish control, where it showed a titlebar for each, and if you click the titlebar, it would collapse all sections to the titlebar, but expand that one section of items
<Virindi> other ui systems have that style of menu too
<xShadowx> think ima try to make my droplist in that style
<xShadowx> any clue official name?
<Virindi> hrm
<xShadowx> not too important, i can name the class later :D
<Virindi> like that? :P
<xShadowx> :D
<xShadowx> that name makes so much sense too
<taniwha> xShadowx: btw, Unity has a droplist component
<xShadowx> ......o.o?
<taniwha> so all you need to do is provide the appropriate images and glue
<Virindi> like that accordion control taniwha?
<taniwha> accordion?
<Virindi> that is what he wants
<taniwha> no, traditional droplist
<xShadowx> taniwha: so am i on right track? make UI_Control class for storing the data, then UIPartActionFieldItem for the accually seen UI bit?:|
* xShadowx is poking between classes in ILSpy
<taniwha> xShadowx: yes
<xShadowx> Z^.^
<taniwha> the UI_Control derivative is what you use for your KSPField
<taniwha> the UIPartAction* is the visible side
<Virindi> yes you have to enable javascript to see it :P
* Virindi imagines taniwha browsing the web in lynx. or maybe with wget.
<taniwha> lynx: only in emergencies
<taniwha> wget: not often. I prefer lftpget
<xShadowx> Virindi: accordian is what im leaning at /now/, i was thinkin traditional droplist for picking items originally http://jqueryui.com/selectmenu/
<xShadowx> accordian seems easier "first time control"
<Virindi> ah
<Virindi> I like the accordion concept
<xShadowx> bit redundant vs the current toggle button control, basicly just diff looks, but i might be able to automate grouping with it
<Virindi> in fact, when I first started using the FAR submenus it confused me that they weren't only-one-open-at-once
<xShadowx> and make prettier ;3
<xShadowx> same heh
<Virindi> I am just not in the mood to go back and work on my boring plugin, maybe I will go make a post about probecontrolroom
<Virindi> since it is listed as "discontinued" and the thread is locked and it has an open source license, I'm thinking I should just start a new thread for it?
<xShadowx> make what? probecontrolroom?
<Virindi> probecontrolroom mod thread is locked, it is listed as discontinued, and I made a bunch of changes to fix it
<xShadowx> guy quit modding or ?
<Virindi> I guess, no idea
<Virindi> he changed it to say discontinued.
* xShadowx wonders if discontinued due to replacement
<Virindi> not that I can tell.
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<Virindi> that is the old old one
<xShadowx> with people talkin / makin releases....unless im missin somethin
<Virindi> yeah mine is much more fixed
<Virindi> the 'fixes' they are talking about
<Virindi> are the ones made by the guy who started the newer thread
<Virindi> and then discontinued it.
<Virindi> oh
<Virindi> there is another guy there
<Virindi> from the same date
<Virindi> november last year
<xShadowx> kinda wish its IVA wass bigger / nasa control srtle with 200 screens
<xShadowx> style
* Virindi posts
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<Virindi> well there are 3 chairs
<Virindi> you can switch chairs
<Virindi> dunno I was told I am not the best at making IVAs so I didn't change it :P
<taniwha> NathanKell: achieved a bit of canvas hacking yesterday: http://taniwha.org/~bill/screenshot4106.png
<NathanKell> Ah, cool!
<taniwha> all via script
<taniwha> so Sarbian will likely be interested
<xShadowx> o/
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<taniwha> it appears that LineRenderer's width units are in meters, not pixels: http://taniwha.org/~bill/screenshot4107.png
<xShadowx> take decimals?;3
<taniwha> yes
<taniwha> oh, and wow, something is SERIOUSLY wrong with either my survey calculations, or my debugging tool
<taniwha> hmm, forgot to set the layer.
<taniwha> would help visibility
<xShadowx> seeing your signs, i just had a memory of a mod i saw a couple months back, did floaty info panels with data
<xShadowx> cant remember mod -.-
<xShadowx> so i think i made the UI_Control (i really just took 2 others and made a baby ;3 ) so now i start the UIPartActionItem, but...i saw nothing in UI_Control saying how it links to UIPartActionItem?o.O
<xShadowx> like how it decides which UIPartActionItem class to use
<taniwha> it doesn't
<taniwha> attribute on the UIPartActionItem
<xShadowx> ohhhhhhhhhh
<xShadowx> derp i see now
<Virindi> what are you trying to do anyway taniwha
<taniwha> debug the survey spaw issue
<taniwha> what you see in those shots is the reference frame (maybe)
<taniwha> it is somehow in completely the wrong place :(
<taniwha> and orientation
<Virindi> christ I keep finding more people who contributed to probecontrolroom in every different place it was changed
<Virindi> nobody else apparently bothered to keep a full list of contributors even though the license requires it
<taniwha> just realized LineRenderer might default to using world coords
<taniwha> which would royally mess things up :)
<taniwha> that was the problem :) http://taniwha.org/~bill/screenshot4109.png
<taniwha> now the frame is right where it's meant to be, with the correct orientation
<taniwha> (-Z axis missing due to out-by-one in my for loop)
<Virindi> sweet
<taniwha> and thanks to NavHud for the lines :)
<taniwha> however, need to figure out how it overdraws
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<Virindi> so taniwha, in probecontrolroom in the room, you get light from the outside even though there are no windows in the 'iva'. is there some way to make it ignore external lighting?
<Virindi> they already disabled 'sun' but that doesn't seem to do it
<taniwha> I don't know
<Virindi> just not sure if it is a unity thing or a ksp code thing :\
<Virindi> guess I will dig
<taniwha> probably a "not understanding Unity and KSP" thing
<Virindi> hmm
<taniwha> ah, could look into layers
<Virindi> yeah so IVASun is a monobehavior, what they did was set its enabled to false
<taniwha> can't change the iva layers, but you might be able to turn off the iva layers for all undesired lights
<Virindi> I assume that just stops it from getting update calls
<taniwha> yeah, just updates
<taniwha> probably what they want is go.SetActive(false)
<Virindi> it looks like it set up the lights and then inside its update all it does is update their position. so the fact that pcr just sets enabled to false......uhh wut
<Virindi> of course that won't work
<Virindi> it will just make it even more broken
<Virindi> what does setactive(false) do differently than enabled
<taniwha> disables rendering and updates etc on the go and all children
<Virindi> ah so
<Virindi> the IVASun class has two members of type Light
<Virindi> LateUpdate just moves them around
<Virindi> so if I do setactive(false) it will magically not draw their members somehow
<Virindi> that is...weird
<taniwha> it's /really/ nice for gui stuff
<Virindi> so does unity scan all members inside all MonoBehaviors using reflection looking for stuff that "can draw"?
<taniwha> (with canvases because you get huge trees of GOs)
<taniwha> just SetActive the root and it all goos *poof*
<taniwha> OnGUI? yeah
<Virindi> ongui?
<taniwha> MonoBehaviour thing
<taniwha> not sure what it does for other components
<Virindi> there is no setActive
<taniwha> SetActive
<Virindi> there is no SetActive
<taniwha> plaque.SetActive (false);
<taniwha> better be :P
<taniwha> oh, gameobject
<Virindi> class IVASun : MonoBehavior
<taniwha> all components have a gameObject member
<taniwha> so sun.gameObject.SetActive(false)
<Virindi> cool
<Virindi> s/MonoBehavior/MonoBehaviour
<Qboid> Virindi meant to say: class IVASun : MonoBehaviour
<Virindi> stupid british spelling :P
<Virindi> now another thing...hrm, the little squares around nearby ships also draw in the iva, sigh
<Virindi> I bet that is another monobehaviour
<Virindi> having unity magically create components is really inconvenient for discovering them.
<taniwha> canvas
<Virindi> ?
<taniwha> iirc, there's a vessel labels canvas, you can disable that
<taniwha> or, you could use the same function F4 does
<taniwha> (f4 toggles vessel labels)
<Virindi> ....I didn't realize there was an f4....hah
<Virindi> thanks
<Virindi> that will get me directly where I need to go to find what to do
<Virindi> been playing since 2013 and never knew you could turn those off
<taniwha> don't you explore F keys?
<Virindi> not really
<Virindi> hum
<Virindi> calling setactive(false) seems to have destroyed the object?
<taniwha> it should not have
<taniwha> should be able to SetActive(true) it again later
<Virindi> hold on investigating
<Virindi> yeah the monobehaviour isn't there anymore
<taniwha> maybe there's an callback and it auto-destroys
<Virindi> maybe that is because of how it is being fetched.
<Virindi> the fetch is
<Virindi> sunbehavior = (IVASun)FindObjectOfType(typeof(IVASun));
<Virindi> if that only returns ACTIVE monobehaviours...
<Virindi> aha
<taniwha> possible
<taniwha> should cache it
<Virindi> okat
<Virindi> okay
<Virindi> the mod...also....previously never reenabled sun
<Virindi> *facepalm*
<Virindi> what kind of people write mods god
<Virindi> glad I noticed that
<taniwha> considering what a lot of mods do, instant gratification types
<Virindi> I think it's probably just a consequence of teaching people in java and never teaching c, people don't think about deallocation
<taniwha> people don't think
<Virindi> pretty much
<taniwha> obviously, there are exceptions
<Virindi> setactive seems a little....aggressive...since it makes it vanish from the getobject stuff
<Virindi> if another mod tried to find it, it would get null
<taniwha> Please note that this function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.
<Virindi> yeah I only called it at enter and exit iva
<xShadowx> huh......i can re order stuff in PAW window :D
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<Virindi> great, merely setting labels setting to false just causes them to not UPDATE
<Virindi> to reflection!
<Virindi> *bat symbol spins*
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<Virindi> for some reason the IVA is well lit when landed but dark when not
<Virindi> even well lit at night when landed on the landscape
<Virindi> not near ksc
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<Virindi> only landed at kerbin I guess
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<Virindi> wow I couldn't understand less about this unity editor stuff
<Virindi> the lights are there in blender and in the right layer yet they stop lighting as soon as you aren't landed at ksc
<taniwha> time to see how many Canvas related things I can cram onto one game object
<taniwha> (ie, can I put an Image on the same GO as the Canvas itself)
<Virindi> WAIT WHY
<Virindi> if (!MapView.MapIsEnabled && Input.GetKeyDown (GameSettings.CAMERA_MODE.primary)) {
<Virindi> why would they have done that
<taniwha> who?
<Virindi> one of the 40 people who worked on PCR before me
<taniwha> however, rotations of my planes are quite borked :/
<taniwha> positions are correct
<taniwha> lost the SetParent is why
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<Virindi> EVERY time I install mechjeb into a testing copy of the game, EVERY TIME, I load up a ship
<Virindi> "SHIT WHY IS MECHJEB NOT RUNNING"
<Virindi> it's because I didn't attach the stupid AR202
<taniwha> mechjebforall
<Virindi> heh
<taniwha> (mod name)
<Virindi> I have my own tweak config that does that, among other things, that I've had since years before that was a "mod"
<Virindi> I just always forget to install it :)
<Virindi> that's precisely why I expect mechjeb to just work
<Virindi> I am not used to needing an AR202.
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<Sarbian> MJ is perfection. It always work. You just need to believe in it.
<taniwha> Sarbian: scripted Canvas stuff ^
<taniwha> (however, Z and Y planes swapped due to getting my rotation quaternions wrong)
<Sarbian> :)
<taniwha> Sarbian: surprisingly non-tedious
<taniwha> also, turns out that you can have Image on the same GO as your root canvas
<taniwha> (and probably other things simple things)
<taniwha> creating buttons etc might be tedious, though
<Sarbian> The part that annoys me is not displaying something. it is the UI auto layout that just keep exploding in my face.
<taniwha> ah, I haven't played with that yet
<taniwha> just very simple Image + Text
<taniwha> Sarbian: have you played with it in Unity?
<Sarbian> A bit. But I did not really get serious about it.
<Sarbian> I am not in a coding mood and haven't been for a while...
* Thomas wants a lib that just aliases all UI stuff to GUI.xxx methods :P
<Sarbian> ^^
<Sarbian> Not that I am a fan of the GUI.xxx ;)
<taniwha> got the bounds display working
<taniwha> it is quite obvious that something went very wrong during the spawn process
<Sarbian> you are coding some visual debugging tool ?
<taniwha> specifically for EL
<taniwha> well, its intended purpose is specifically for EL
<Sarbian> http://forum.kerbalspaceprogram.com/index.php?/topic/135726-12-debugstuff-2016-10-25-see-the-hidden-secrets-of-the-game-objects/
<taniwha> the problem is there is no gameobject
<Sarbian> oh
<taniwha> it's all virtual
<taniwha> so it's clear I got something wrong in my math
<Sarbian> You are sure your display is right ? :)
<taniwha> yeah, I've checked it against the stakes
<taniwha> I got the direction working first
<taniwha> and yes, I had set +X of the site to be nearly due north
<taniwha> the planes go through the correct stakes and are perpendicular to the correct axes
<Virindi> hrm HighlightingSystem doesn't seem to turn off when you set FxEnabled false
<taniwha> check EL's SurveyStake.cs
<Virindi> yeah I wanted to globally disable them
<Virindi> looks like I must loop all highlightingsystem and disable
<Virindi> HighlightingSystem has code to turn them on but not off which is strange.
<Virindi> I figured they get turned off in a tick after you set it off but I don't see it
<Virindi> god damn
<Virindi> I looped them all and disabled, no effect, still on
<Virindi> ahhhh
<Virindi> it's called INFLIGHT_HIGHLIGHT
<Virindi> doh.
<Virindi> perfect :D
<Virindi> I really can't figure out why the lights turn off though
<Virindi> maybe they don't but the ones in the blend aren't bright enough
<Virindi> yeah that's it, set them to brightness 100 and now the whole scene is white
<Virindi> would be better if I could just set ambient
<Virindi> wow nothing is sacred in this mod
<Virindi> a null reference....in the debug spew
<Virindi> a debug print, that tostrings a variable BEFORE it is set
<taniwha> "it throws when I try to debug it" *gives up"
<Sarbian> Which mod ?
<taniwha> probe core iva
<Virindi> probecontrolroom, I am trying to fix it :(
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<taniwha> fixed, I think
<Virindi> THE GIANT RED BOX, it's attacking your base
<Virindi> if (something)
<Virindi> { somelist.clear(); somelist = null;
<Virindi> ...lots of logic...
<Virindi> somelist.clear();
<Virindi> }
<Virindi> somelist = null;
<Virindi> seriously how did this mod work
<Virindi> basically..
<taniwha> oh, for crying out loud
<taniwha> got my X and Z planes swapped :(
<taniwha> (in retrospect: duh, of course the Z plane would be unrotated)
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<taniwha> hahaha, just saw "Thanking sarbian..." in the loading messages
<Sarbian> uh ?
<Virindi> there are a lot of those
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<Sarbian> "let's quickly love this VM to a new server" < no one ever
<Sarbian> err Move
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<Sarbian> "0% 3456MB 53.7MB/s 2:41:39 ETA" :(
<Virindi> of course people have issues with deepfreeze+probecontrolroom, holy crap deepfreeze is enormous
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<Virindi> yep I thought this bug was mine but no, it is a problem with deepfreeze instead
<Virindi> mine as in mine to fix heh
<taniwha> after a lot of faffing about getting the debug right, success
<Virindi> now that you finally have debug, will it take half as long to fix the actual problem
<taniwha> I fixed that before I got the debug fixed :P
<taniwha> it was after fixing it I discovered the debug was still broken
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<APlayer> Hi!
<taniwha> hi, APlayer
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<APlayer> Anyone seen xShadowx today yet?
<taniwha> whose today? :P
<taniwha> chatted with him about 8h ago, and it's 2034 now :)
<Virindi> yes I saw him earlier...wait that was before 12:00am...
<Virindi> but I haven't slept since then
<Virindi> does that count as today?
<taniwha> APlayer: see? :)
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<taniwha> do not try to talk about today, for there is no today
<Virindi> half my life is lived on japan time, now all I need is a teleporter to go back and forth
<APlayer> Well, nevermind then
<Thomas> !seen xShadowx
<APlayer> I should have mentioned "today" started two hours ago for me
<Qboid> Thomas: I last saw xShadowx on [01.05.2017 05:00:39] in #kspmodding saying: "huh......i can re order stuff in PAW window :D"
<taniwha> APlayer: just poking a little fun. didn't want to upset you
<APlayer> Didn't upset me at all :-) Sorry for making such an impresssion
<Virindi> xshadowx sounded like he was in canada in an earlier conversation
<Virindi> so it is early for him yet, then.
<taniwha> APlayer: ah, whew :)
<APlayer> Heh, you won't get me as easily as that :P
<APlayer> What's that?
<taniwha> debug for EL
<APlayer> Oh
<taniwha> those are the bounding planes I set up for the site
<taniwha> you can see little stake plaques too
<taniwha> those are new UI
<APlayer> And how is that relevant to me? :P
<taniwha> you're here :P
<APlayer> Sorry?
<taniwha> anybody who's here must suffer my screenshots :)
<APlayer> Ah. Well, then, I guess I am ready to bear it :P
* Virindi unleashes the feared virindi bug report spam on jplrepo
<Virindi> dang, I can't repro the third bug :(
<taniwha> yup. helped jplrepo with it yesterday
<Sarbian> oh :)
<taniwha> seems he fixed it, too :)
<Sarbian> When you burn the node find itself in the past and then you get a mun intercept => boom
<taniwha> yeah
<Virindi> btw taniwha, is it expected that my craft with pe at like 1m and ap above mun around kerbin, if I set it spinning, the pe constantly walks upwards
<Virindi> I reprod that with no mods
<taniwha> no
<Virindi> well then.
<Virindi> is that a known bug
<taniwha> though that /might/ be getting into 32-bit floating point accuracy
<Virindi> yes I was thinking that might be it.
<taniwha> worth reporting, though
<Virindi> how :P
<taniwha> vid?
<APlayer> How is my G-Force 1.4 while my TWR is 1.8, at an altitude of something like 4 km
<Virindi> I will make one.
<taniwha> APlayer: drag
<APlayer> At 200 m/s... Humm, well, probably
<taniwha> 200m/s at 4km is not slow
<APlayer> But it feels slow
<Virindi> of course now I try to repro it again and it oscillates rather than constant moving
<Virindi> hmm
<APlayer> I am used to powerful first stages and weak second stages... And in the beginning of career mode that's upside down
<taniwha> APlayer: only because your 4000m from anything
<taniwha> er, you're
<Virindi> grump only oscillating now
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<Virindi> the deepfreeze art is just hilarious, it's perfectly kerbal. and I never would have seen it if someone hadn't said the mod didn't work with pcr
<Virindi> I love the *DING* when your kerbal finishes the defrost cycle
<APlayer> Microwave style?
<Virindi> yes
<APlayer> Heh :D
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<APlayer> By the way, Virindi: MRCS is not altering my orbit at all
<Virindi> then you haven't tried very hard I think.
<APlayer> I haven't tried to alter my orbit, but it's not changing on a rotating sat after multiple timewaprs
<Virindi> make craft, go to 100x100 kerbin orbit, spin really fast, timewarp
<Virindi> if you only have 1 heavy part and greebles it wouldn't have much effect
<Virindi> also it depends on the parts
<APlayer> Spinnging at 6.3 RPM
<Virindi> keep in mind one of the bugs is that it uses part center rather than part com
<Virindi> so having parts that don't have com at their center, is a problem
<Virindi> like pods
<APlayer> A stack of three about equally heavy parts
<APlayer> But they're about centered, that is the CoM is at the center
<Virindi> no, I mean
<Virindi> for each part
<Virindi> it applies a force
<APlayer> Yes
<Virindi> it uses the part's center not the part's com
<Virindi> also 6.3rpm is super slow :P
<APlayer> Well, fast enough for a mapping sat to be hard to use :D
<Virindi> faster the speed the more the effect
<Virindi> if you only ever spin at a few rpm the associated fake force will be quite small and you might not notice it :)
<APlayer> Well, I am faily sure ships in space are not supposed to rotate at dozens RPM
<Virindi> note that the maximum spin rate in ksp is 477rpm
<Virindi> and that is what I was using for testing
<APlayer> That would doom a mission by introducing floating point errors IRL :P
<Virindi> so if you go 4.7rpm your fake force is 100 times less...you won't notice unless you care about 0.01ths of a m/s
<Virindi> or maybe 0.1 of a m/s
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<Virindi> depends of course on how off center the coms are on your parts
<APlayer> Virindi: It didn't alter my AP/PE by even 0.1 m
<APlayer> Wat
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<APlayer> I just did some rapid warp-stop-warp-stop cycles
<APlayer> And at some point it just stopped spinning
<Virindi> yeah that can happen
<Virindi> but if you only think the mod should properly simulate "good design" rates of spin, and don't care if "going unsafely fast" does ridiculous nonphysics things, then hey the existing code is fine for you
<APlayer> Well, I was considering installing reaction wheels on it, to stop the spin. But it stopped itself, so I just saved a few thousand bucks :D
<Virindi> to me kerbalness is all about doing crazy unsafe stuff and physics should cope with it :D
<APlayer> Nah, I like realism
<Virindi> if you have a failure or whatever that causes you to spin faster than 4rpm...
<APlayer> My last unrecoverable single-stage-with-boosters rocket bothered me
<APlayer> Well, that /was/ a failure
<APlayer> It got stuck upon detaching from the launcher, oscillated and spun up
<Virindi> regardless, the bugs are there. they may not matter to you but they are there.
<Virindi> everytime you exit timewarp, the code is applying the wrong force to your craft :P
<APlayer> Also, don't perform planetary scans in a 199 * 204 km Kerbin orbit
<APlayer> The period turns out to be Kerbin synchronous, pretty much exactly
<APlayer> Dang.
<APlayer> Should've calculated that before launching
<Virindi> I usually move it around a bit to pick up needed areas faster
<Virindi> I find the orbits marked as "optimal" by scansat are often anything but optimal
<Virindi> because of that
<Virindi> the speed you move across the surface
<APlayer> I don't even have reaction wheels on it
<APlayer> Woah. It's, accurately to the fourth digit, 1/9 of a Kerbin day
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<APlayer> Hi again!
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<Sigma88> question
<Sigma88> I have three pics I want to display in markdown
<Sigma88> is it possible somehow to have them in some sort of album?
<Sigma88> where you see only one, and click next to see the 2nd, 3rd etc
<Sigma88> ?
<Olympic1> markdown is limited, so I guess not
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<xShadowx> (curiosity dont need exact info yet) is there a way for github to link file from project A (not mine) to project B (mine)? from multiple diff repos :|
<Olympic1> xShadowx: yes that is possible, never tried it though
<xShadowx> oh cool ^.^
<Olympic1> I think its called submodules
<xShadowx> that one day when you hurt your back, and even sitting still to program stuff hurts -.-
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<Sigma88> !wa phobos semi major axis / deimos semi major axis
<Qboid> Sigma88: Phobos | semimajor axis/Deimos | semimajor axis: 0.3998 (39.98%)
<Virindi> that's cool
<Virindi> !wa kerbin synchronous orbit altitude
<Qboid> Virindi: Seems that Wolfram is unable to understand that.
<Virindi> guess not :P
<Sigma88> you need to give it the data
<Virindi> wolfram needs to learn about ksp bodies
<Sigma88> !wa orbit period 21553.2468 seconds , 5.29151583439215E+22kg
<Virindi> so if I go like
<Qboid> Sigma88: Kepler's third law | , orbital period | 21553.247 seconds, primary mass | 5.29151583439215×10^22 kg (kilograms)semi‐major axis | 3464 km (kilometers), = 2152.3 miles, = 3.463744×10^6 meters
<Virindi> hmm
<Virindi> cool
<Sigma88> is that right?
<Virindi> dunno, need to look up the radius of kerbin
<Sigma88> !wa orbit period 21646.9565 seconds , 5.29151583439215E+22kg
<Qboid> Sigma88: Kepler's third law | , orbital period | 21646.957 seconds, primary mass | 5.29151583439215×10^22 kg (kilograms)semi‐major axis | 3474 km (kilometers), = 2158.5 miles, = 3.473776×10^6 meters
<Sigma88> no wait
<Virindi> !wa 2863.33km + 600000 meters - 3.473*10^6 meters
<Qboid> Virindi: 2863.33 km (kilometers) + 600000 meters - 3.473×10^6 meters: -9.67 km (kilometers)
<Virindi> pretty much :)
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<Sigma88> second one
<Sigma88> :)
<Virindi> !wa mars synchronous orbit altitude
<Qboid> Virindi: Mars | stationary orbit radius: 20427 km (kilometers)
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<Virindi> altitude not radius! silly bots.
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<Virindi> so someone just needs to tell it about our bodies
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<xShadowx> !wa radius of mars
<Qboid> xShadowx: Mars | average radius: 3386 km (kilometers)
<xShadowx> !wa 20427km - 3386km
<Qboid> xShadowx: 20427 km (kilometers) - 3386 km (kilometers): 17041 km (kilometers)
<xShadowx> Virindi: ^
<xShadowx> and the bot isnt doing it, wolfram alpha is
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<Virindi> seeing how bizarrely I can construct a spaceplane in terms of using weird parts at strange angles but still make something that looks planelike :D
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<Virindi> making a cargo bay out of 4x mk2 parts in a circle
<Virindi> what I really need is a mk2 cargo bay that doesn't have the doors on it
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<xShadowx> welcome to ksp, land of "will randomly placed parts fly?"
<Virindi> far is giving me some "interesting" readings for wave drag heh
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<Virindi> you know your design is getting awesome when b9pw control surfaces don't have enough "offset" to fit
<xShadowx> taniwha: so basicly trying to copy UI_Toggle and UIPartActionToggle as a first test (not at home to accualy hit run yet, soon :D ) and i just realized, UIPartActionToggle has nothing saying /where/ to place button/text hah
<xShadowx> and while browsing think i mighte found how to replace the fuel xfer window, which has the xfer code in it, so i think looks like i could just replace it to fix the whole xfer gives free momentum bit :D maybe
<xShadowx> sorting of PAW items works ^.^
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<Virindi> hey cool all I had to do to get far un-wtfy was line up the "seal" of the parts better
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<Virindi> the kss wtf is ready for its maiden voyage http://www.virindi.net/junk/screenshot004.png
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