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> that and airplane plus now
<Virindi> too bad the app flaps don't work very well in far
<taniwha> yeah, mk2 expansion
<taniwha> and it's my Jool expedition
<taniwha> (sorry, was changing a light)
<Virindi> I wonder if we could do some kind of config change to make the flaps work as expected
<Virindi> I mean real life flaps are based on more than just "stick a wing piece at a different angle"
<Virindi> like slats
<taniwha> there are a lot of unsatisfactory areas with KSP planes
<Virindi> I'm guessing ferram4 has books and books of formulas and approximations of different aspects of aircraft performance
<xShadowx> mainly, ksp planes :(
<xShadowx> uh he accually had skooling and edumacation for it
<xShadowx> FAR was like a class project kinda thing for him wasnt it?:|
<taniwha> part masses too high, stock wings are just horrible to work with, control surfaces are meh, control surface placement is GAH!!
* xShadowx points at RO
<taniwha> that covers only part masses
<xShadowx> true :|
<Virindi> meh schooling means textbooks :P
<JPLRepo> Hey all. Modders notes for 1.2.9 have been published for those that are interested. http://forum.kerbalspaceprogram.com/index.php?/topic/157804-modders-notes-for-129/
<taniwha> pwings (both b9 and dyj) sorta cover working with wings
<taniwha> nothing covers control surfaces at all
<Virindi> I think the real question is
<xShadowx> isnt that more a model issue? doesnt FAR cover control surface stuff?:|
<Virindi> are we going to forever be spotting places where something is called "joesmod.parts.partwing.name"
<Virindi> like in minecraft :P
<xShadowx> extending flaps would be an animation, link to FAR to recalc voxels
<Virindi> that is the situation in minecraft ever since they added localization
<taniwha> Virindi: what's the problem there?
<taniwha> or do you mean in the visible part title?
<Virindi> when something is not localized it just gives the type name and it is everywhere heh
<Virindi> xshadowx: wing shape isn't accounted for by voxels alone, in far
<xShadowx> mods use namespaces, parts dont, and not really needing to
<Virindi> jplrepo: wait what "all fonts are loaded regardless of language selected"?????????
<Virindi> that seems like a mistake
<JPLRepo> No mistake
<Virindi> if you want to display any font at any time there should be some kind of dynamic load, otherwise you are limiting the number of languages you can support by how much texture memory it takes up?
<JPLRepo> No.
<JPLRepo> there are two base fonts in KSP
<JPLRepo> and then there are sub-fonts.
<JPLRepo> the sub-fonts are dynamically loaded
<Virindi> ah okay
<JPLRepo> The two base fonts are the dotty thing on the main menu, and notosans.
<Virindi> hence my confusion :)
<JPLRepo> yeah it's ok.
<JPLRepo> I'm currently writing a document for how the fonts work for modders.
<JPLRepo> will publish early next week
<JPLRepo> as I have to make changes to parttools to give you guys stuff to be able to do your own.
* xShadowx scratches head trying to figure out why scenariomodule didnt load for spacecenter
* JPLRepo gives xShadowx some "Head & Shoulders" shampoo
<xShadowx> [KSPScenario(ScenarioCreationOptions.AddToNewGames, new GameScenes[] {GameScenes.FLIGHT, GameScenes.TRACKSTATION, GameScenes.SPACECENTER, GameScenes.EDITOR})]
<xShadowx> this is right right?:|
<Virindi> or maybe you secretly threw an exception in there :P
<xShadowx> nah no code even yet
<Sigma88> Dictionary<string, Dictionary<string, List<object>>> myDict = new Dictionary<string, Dictionary<string, List<object>>>();
<Sigma88> :|
<Virindi> so? :P
<Virindi> that's a simple one!
<Virindi> ooh "added gameevent oncommandseatinteractionenter"
<Virindi> wait is there an equivalent for leave seat already...
<JPLRepo> yes there is
<Virindi> sweet :)
<JPLRepo> onCommandSeatInteraction
<JPLRepo> Event fired when an EVA kerbal enters, exits, or loads into a command seat
<Virindi> I totally want to do first person view in command seats. I probably secretly just wish those "STOCK ONLY" cheaters on youtube who fly everything from a seat would have to do it from the perspective of the seat with no instruments
<JPLRepo> the new one is before they actually enter. whereis the old one fires after they have entered the seat.
<Virindi> ah
<xShadowx> Virindi: doesnt kerbaleva do first person in command seat?
<Virindi> no?
<xShadowx> thought it did :(
<xShadowx> the mod
<Virindi> you mean the through the eyes of a kerbal mod?
<Virindi> yeah it doesn't.
<xShadowx> nono was another
<xShadowx> or firstpersoneva was name......
<Virindi> then maybe, I haven't seen it
* xShadowx looks
<Virindi> btw xshadowx: no response yet on the persistentrotation pull request :P
<xShadowx> thats what i always used, never tried through the eyes, the few times i looked i just saw complaints / dead by time i found it :|
<xShadowx> nice its revived though ^.^
<Virindi> mouse based control ew
* xShadowx likes mouse based
<Virindi> TTE was very buggy before
<Virindi> but please
<Virindi> try my version :P
<Virindi> I worked a lot on it
<Virindi> http://forum.kerbalspaceprogram.com/index.php?/topic/160104-122-through-the-eyes-of-a-kerbal-2001-20170502/
rsparkyc has joined #kspmodding
rsparkyc has quit [Client Quit]
<xShadowx> ok....tested with new installs, and dif ways of setting KSPScenario scenes, even looked at how other mods are doing it, no matter what scenariomodule is only loading in flight -.-
<xShadowx> looked at old code (before i went screwing with it due it not loading) and its the same as the mods do it
<xShadowx> [KSPScenario(ScenarioCreationOptions.AddToNewGames, new GameScenes[] {GameScenes.FLIGHT, GameScenes.TRACKSTATION, GameScenes.SPACECENTER, GameScenes.EDITOR})]
<xShadowx> just isnt loading in anything but flight, so wtf >.>
<xShadowx> HAH
<xShadowx> changing anything on that line ie add/remove a scene doesnt apply after the 1st run?
* xShadowx tests again
<xShadowx> loads in tracking station, now to add all....
<xShadowx> DING wont load anything by tracking station
<xShadowx> ok stock stupidness
* xShadowx goes back to drownin kerbals for science
<Virindi> huh
<Virindi> "after the first run"?
Qboid was kicked from #kspmodding by *status [You have been disconnected from the IRC server]
Qboid has joined #kspmodding
ferram4 has quit [Ping timeout: 200 seconds]
Olympic1 is now known as Olympic1|Away
ferram4 has joined #kspmodding
Olympic1|Away is now known as Olympic1
Pap|Away is now known as Pap
Technicalfool has quit [Quit: brb]
<xShadowx> know when you add a class to a project, by default it has using system.linq; using system.text; etc, any way to change that?:|
* xShadowx is tired of deleting linq
<xShadowx> not that theres harm in an empty using....but....:|
<taniwha> xShadowx: use vim }:>
<xShadowx> taniwha: ?
<taniwha> if you use vim as your editor, you won't get any default using lines :)
<xShadowx> -.-
Olympic1 is now known as Olympic1|AWAY
Pap is now known as Pap|Away
stratochief is now known as stratochief|away
stratochief|away is now known as stratochief|remote
riocrokite has joined #kspmodding
blowfish has joined #kspmodding
Ezriilc has joined #kspmodding
Pap|Away is now known as Pap
blowfish has quit [Quit: Leaving]
<xShadowx> does KSP math take into account the.....gyro-spinning-fights-rotation thing? i mean i just spun my ship up to 60 RPM, and the amount of RCS to turn 180 on another axis seems the same as if not spinning
NathanKell|AFK is now known as NathanKell
Olympic1|AWAY is now known as Olympic1
<xShadowx> NathanKell: also ^ happen to know?
<NathanKell> That's simply a product of how physics works. So yeah.
<NathanKell> Same way KSP takes into account spin gravity, it's not a checkbox, it's just physics.
<xShadowx> ah k
<egg|zzz|egg> NathanKell: xShadowx: now otoh Unity/KSP doesn't enforce conservation of angular momentum, so things might spontaneously spin/despin in weird ways over time
<egg|zzz|egg> but it's reasonably good enough that you can easily observe that a thing spinning fast on its long axis is not very sensitive to attitude control around other axes
<Thomas> o/ NathanKell
<NathanKell> heya Thomas!
NathanKell is now known as NathanKell|AFK
riocrokite has quit [Quit: http://www.mibbit.com ajax IRC Client]
<xShadowx> stock is funny
<xShadowx> if (g == ProtoCrewMember.Gender.Male || g != ProtoCrewMember.Gender.Female)
<xShadowx> only male/female exist o.O
<Sigma88> ?
<Sigma88> where's that?
<taniwha> xShadowx: you sure it's not the compiler?
<Sigma88> what's the point of looking for (something or notsomethingelse)
<Sigma88> ?
<Sigma88> wouldn't notsomethingelse include something as well?
<xShadowx> CrewGenerator.GetRandomName
<xShadowx> the first check is even made useless by the 2nd (its just checking gender for name list)
<taniwha> xShadowx: I repeat my question
<xShadowx> taniwha: no clue :|
<xShadowx> saving kerbal data by their name, so wanted to be sure names were unique, ran into it -.^
<taniwha> anyway, one thing I learned pretty quickly when I started at squad: the source code bears little resemblance to the decompiled code
<xShadowx> oh sure, but /usually/ an if check will look the same (aside from variable names)
<xShadowx> as an if is simple enough
<taniwha> assuming it was an "if" in the first place
<taniwha> (other things a decompiled "if" could be: while, for, switch)
<xShadowx> o.O the switch i could see, the for/while though?
<taniwha> I know from writing a compiler that sometimes it's best to implement a switch as a series of if statements
<xShadowx> didnt i read there is no such thing as switch? it just converts to irs? juist easier syntax
<taniwha> for -> init; test: if !cond goto end; do stuff; incr; goto test; end: ...
<xShadowx> s/irs?/ifs?
<Qboid> xShadowx meant to say: didnt i read there is no such thing as switch? it just converts to ifs?? juist easier syntax
<taniwha> xShadowx: I've written a compiler :)
<xShadowx> right, but does switch accually exist in IL? or just compiler changing to ifs?
* xShadowx should google this :)
<taniwha> ifs, or table lookup
<taniwha> (though in IL, dunno)
<xShadowx> hmm now i gotta find a way for checking if kerbal near <part-that-is-on-fire> and raise his temp / catch on fire
<taniwha> put a sphere collider around the part that's on fire
<taniwha> trigger, of course, and big enough such that not colliding = cool enough to not worry about it
<xShadowx> and if inside sphere, does it constantly 'collide' ?
<taniwha> OnTriggerStay
<xShadowx> so time to learn colliders, yay me
<taniwha> gameObject.AddComponent<SphereCollider> (iirc for the component name)
<xShadowx> ever since i ran into this http://forum.kerbalspaceprogram.com/index.php?/topic/130163-wip105beta-016-nana-wildfire/
<xShadowx> i wanted burning kerbals :)
<xShadowx> oh......if eva from burning part, chance of being on fire.....
<xShadowx> but then eva would place inside the sphere collider.....ok so moot idea
<taniwha> anyway, colliders are the way to go for range checks like that
<xShadowx> k :)
<xShadowx> anything for distance between part vs kerbal?
<xShadowx> or it gives?
* xShadowx goes back to googling about unity colliders
<taniwha> no, but it lets you know when it's time to do the distance check
<taniwha> (rather than doing it for N kerbals * M parts)
<taniwha> ah, whoops. forgot the octo2 has no sas