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
<xShadowx> but the cgi view on a screen can work to fill the gap :D
<Virindi> yes I already was thinking about doing it :D
<xShadowx> ^.^
<xShadowx> im thinkin its prolly just a minor tweak from hullcam camera module
<xShadowx> instead of cfg to set camera coords, just grab vessel com and add some distance
<Virindi> I would make it free with controls on rpm buttons
<xShadowx> eh
<Virindi> it would though eliminate all the "disadvantage" of playing iva
<xShadowx> the other thing PCR needs is a 'zoom to screen' kinda like clicking pod windows
<Virindi> pcr IS a pod window :P
<xShadowx> no, pcr is a full iva o.o
<Virindi> it sets the internalcamera
<Virindi> like a pod window
<xShadowx> to a loc to see full room
<Virindi> you can move between stations
<xShadowx> i want like chair at each screen and hop seats, like a full nasa control room
<Virindi> that part is clunky
<xShadowx> O.O
<Virindi> you can.
<xShadowx> i never saw that bit
<Virindi> double click on the station
* xShadowx thinks that might be new
<Virindi> I didn't add it so the newest it can be is last fall
* xShadowx has been making mod tweaks too long and should really play
<Virindi> I think you will be the only person to ever play with fixed persistentrotation :P
<xShadowx> kek
<Virindi> so get playing
<xShadowx> wants PR license? can you release forks? lol
<xShadowx> poked dev on forums?
<Virindi> gpl3 you could fork if desired
<xShadowx> i could but then i wouldnt release it :P
<Virindi> I mean if I were going to do that I would make a new plugin based on it
<Virindi> but
<Virindi> I never even cared about PR! I never played with it!
* xShadowx has been working on LS mod for a year and still hasn't released due to wanting it to be perfect
<Virindi> I just got sucked into fixing bugs because I like fixing bugs
<xShadowx> fix the fuel xfer = free movement bug :P
<Virindi> but then it does bother me to just have it ignored
<Virindi> I mean it's your plugin, you don't have to take my changes as gospel, but at least discuss it.
<xShadowx> you poked him on forums? he might not get emails about PRs
<Virindi> nah
<Virindi> he saw and closed my bug report though.
<xShadowx> then he prolly just didnt see it :P
<xShadowx> o.o
<xShadowx> lol
<Virindi> I am basically done with the plugin and I just wanted to bitch about it :P
<xShadowx> another bit i want, is if you spin, that spin doesnt fight totating on a diff axis
<xShadowx> so fakey :|
<xShadowx> rotating*
<Virindi> like a gyroscope? :P
<xShadowx> yep
<Virindi> oh you mean it DOESN'T do that
<xShadowx> yep
<Virindi> are you sure, it seems like it should based on the fact that it is rigidbodies flying around
<Virindi> it is an approximation of distributed mass
<Virindi> maybe for one or two parts it wouldn't but for a large ship?
<xShadowx> i spun my pod up to 60 RPM, and applied force everytime it came around to 1 rotation, same resource cost to spin 180 degrees as not spinning
<Virindi> hmm
<Virindi> but gyroscopic force is just a result of the inertia of the stuff flying around the edges of a rotating object
<Virindi> and unity models that
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<Virindi> (the more parts with useful mass on your ship the better the simulation)
<xShadowx> so bad test?
<Virindi> not sure.
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<Virindi> I mean when I have messed around it seemed like rotation in one axis, then with a slight other axis added, did properly result in wobble
<xShadowx> spinning a rocket with 4 engines, 1 off, so imbalance, works, but wouldnt that just be spinning evens out the force applied?
<Virindi> "gyroscopic force" is not a real force though so it is all based on that sort of logic.
<xShadowx> all i know if i spent the same fuel to rotate 180 wether i was spinning or not :P
<xShadowx> is i*
<xShadowx> and rotating whie spining shouldve used more
<xShadowx> afk :P
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<taniwha> xShadowx: actually, it shouldn't use more unless you try to prevent precession
<taniwha> xShadowx: gyroscopes do not prevent rotation, they only change the direction of rotation
<taniwha> also, there is no fixed a mount to turn 180 degrees
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<xShadowx> lol set a reacion wheel to pilot only
<xShadowx> so you can manually 'roll'
<xShadowx> ie spin up
<xShadowx> then 2 RCS thrusters 1 disabled (to balance CoM) for control yaw or pitch
<xShadowx> then turn on rcs and sas, spin up, sas wont stop your spin, then set direction to prograde, or retrograde w/e
<xShadowx> the rcs pulses each time ship comes around, nudging your rotation on 2nd axis ^.^
<xShadowx> seems a bit glitchy though, some pulses at wrong time too
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<taniwha> xShadowx: it's actually very easy to turn a spinning gyroscope 180 degrees
<taniwha> but it won't be in the direction you push it :)~
<taniwha> I have a gyroscope toy that you run on the floor to rev it up to a few hundred rpm, then you wiggle your hand just right (while holding the toy) to pump it up to a few thousand rpm
<taniwha> (it's actually an exercise toy)
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<Virindi> yeah I am not convinced that ksp's behavior is wrong either.
<taniwha> rotational mechanics is very counter-intuitive
<taniwha> xShadowx: oh, and rather than being difficult to get the gyroscope to turn 180 degrees, it's difficult to get it to NOT turn 180 degrees (or really 1800000 degrees)
<taniwha> (the trick is to hold it loosely, otherwise the small force from your fingers causes it to precess quite wildly)
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<SigmaAway> anyone know where I can find some good quality navball symbols?
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<Sigma88> the ones I find in google have crappy resolution
<Sigma88> Specifically, I need the maneuvre prograde symbol
<Sigma88> but a bit less skinny
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<xShadowx> Sigma88: photoshop?:)
<xShadowx> Sigma88: http://wiki.kerbalspaceprogram.com/wiki/Navball you prolly saw it
<Sigma88> yes xShadowx I found the second link
<Sigma88> and I ended up using that one
<Sigma88> I'm making a set of flags for Stockalike Solar System
<xShadowx> :)
<riocrokite> nice
<Sigma88> (RGB)
<Sigma88> if you know any flag that's easily recognizeable let me know :)
<Sigma88> my favourite must be the canadian one :D
<riocrokite> all very nice, the only one I don't like is GB even though I get the joke ;)
<riocrokite> maybe without those white borders
<Sigma88> I have a whole bunch of RGB flags
<Sigma88> I'm still not sure which one to use
<riocrokite> hmmm
<riocrokite> maybe with thicker white borders then
<riocrokite> without it doesn't look good
<riocrokite> so more like original shapes
<riocrokite> with toned down green for more classy old imperial look http://i.imgur.com/HAkST7s.png
<riocrokite> last version, maybe you'll like something; http://i.imgur.com/FMpBWov.png
<Sigma88> I don't want to keep the same shape
<Sigma88> but I can do thinker white bands
<Sigma88> thicker*
<riocrokite> ok
<riocrokite> really really last version http://i.imgur.com/UMsjh12.png
<Sigma88> that's not the correct order tho
<Sigma88> it's GRB :)
<riocrokite> ok, i have to get back to my mod :P
<Sigma88> :)
<Sigma88> thanks for the suggestions tho
<riocrokite> np
<Sigma88> I was also thinking of making a mexican flag with the squad monkey in the white band (as opposed as the eagle)
<Sigma88> but it looks meh
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<riocrokite> you might try with kerbal face ;)
<riocrokite> its skin matches flag's green :OP
<Sigma88> :)
<Sigma88> I can try
<Sigma88> but I just don't like tricolors
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<riocrokite_> is there a more efficient way to convert durability level to different words? > https://pastebin.com/8mkNDKkd
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<Sigma88> riocrokite_: what about using a dictionary?
<Thomas> The problem is that he has no fixed values, he is checking if a value is smaller than something
<Sigma88> not sure it would be better
<Sigma88> ah
<Sigma88> yes now I see
<Sigma88> riocrokite_: is it more likely that the code will run agains a part at 100 or one at 0 ?
<riocrokite_> it's durability so it depends how long the part is used
<Sigma88> wait let me think
<riocrokite_> it's calculated only for tooltip so it might be fine I guess?
<Sigma88> riocrokite_: https://pastebin.com/ufRkwenX
<Sigma88> here you go
<Sigma88> this will go through 5 ifs at most
<Sigma88> not sure that's "more efficient"
<riocrokite_> hehe nice
<Sigma88> if you have a random distribution then it's better
<Sigma88> with a lot of new stuff its worse
<Sigma88> and with a lot of old stuff it's way better
<Sigma88> and it's also more difficult to read
<riocrokite_> yah, I'll remember that concept thx
<Sigma88> also, are you sure it's "farily good"
<Sigma88> I think it's "fairly"
<riocrokite_> yah
<Sigma88> as in "fair"
<Sigma88> :P
<riocrokite_> ok, I have 3 parts config'd and working, now back to miners
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* xShadowx stabs Sigma88 for making a slow if pyramid
<Sigma88> ?
<Sigma88> what is a slow pyramid?
<Virindi> he wants you to use switch.
<Virindi> "slow" should be in quotes :P
<xShadowx> if you want fastest, make a string array, load at start, return array[myint] :P
<xShadowx> it wasnt /bad/ i just hate pyramids :D
<Virindi> not necessarily faster!
<xShadowx> blasphemy!
<Virindi> switch could beat that, it depends on cpu cache
<Virindi> in most cases.............who the hell cares you can't tell the difference in most cases :P
<Virindi> maybe if you are writing an os scheduler then....you shouldn't be looking up a string in your scheduler?
* xShadowx stabs Virindi for supporting pyramids
<xShadowx> :3
<Virindi> need I also point out that that depends on the branch prediction logic and thus the relative frequency of hits for different items
<Virindi> if it's always the same item and that is the first item checked for then that will be predicted and it will beat switch
<xShadowx> Virindi: i think the worst one i seen, over 50 nested ifs......i scroll down the page and the dude's code vanished off the edge of screen o.o
<Virindi> I'm not saying "always use if", I'm saying that your blanket statements about speed are not always correct and if you care that much about speed you must go into a much deeper examination of the particular circumstances of your particular problem
<xShadowx> so many ways it coulda ben avoided
<Virindi> ie try several ways
<Sigma88> what about making a string array with 10 entries and then do:
<Sigma88> myarray[(int)parameter]
<xShadowx> Sigma88: lol dont worry about it :P
<Virindi> it is really a style question.
<Sigma88> myarray[(int)(parameter/10)]
<xShadowx> and that makes it not adjustable :)
<Sigma88> I think that's probably the quickest solution no?
<VanDisaster> it's an equal speed solution, at least :p
<Sigma88> I thought it was faster than 5 ifs
<Sigma88> but I wouldn't have any idea
<Sigma88> it's definitely easier to read, but you still need to be sure the parameter doesn't go into weird numbers, like > 100 or < 0
<VanDisaster> I mean all "branches" are equal length
<xShadowx> know what i miss? vb.net switch allowing ranges, case 1 to 10: dostuff
<VanDisaster> but it's easily extensible
<VanDisaster> I bet you miss goto statements
<xShadowx> hell no, goto can die
<VanDisaster> occasionally I miss writing asm, until I remember how many loc it takes to do absolutely anything
* Thomas punches goto with a punch card
* Thomas punches vb.net with the same punch card
<xShadowx> XD
<xShadowx> i dont hate vb.net, compiles down to the same IL in the end ^.^
<xShadowx> and more noob friendly to read
<VanDisaster> is delphi still around?
<Thomas> Yes
<VanDisaster> ah, it's not borland anymore
* Thomas is suprised that people actually use pascal
<xShadowx> every language is 'still around'
<VanDisaster> eh, it was my learning lang, I haven't actually written any since
<xShadowx> if it was made some nutcase is alone in a basement acting like its the holy grail
<VanDisaster> having done a bit of vb since I would prefer pascal tho
<Thomas> My school uses TurboPascal for learning
* Thomas was like "nope" and downloaded sharp develop
<VanDisaster> there wasn't an awful lot of choice when I was at school :)
<xShadowx> any used qbasic?;3
<rsparkyc> ha, qbasic
<rsparkyc> i used that like 20 years ago
<Thomas> xShadowx: Someone wrote a galaxy generator for ksp with qbasic
<xShadowx> o.o
<Thomas> and now he wants to add procedural planets
* Thomas isnt sure if it is still all in one file
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<VITAS> qbasic? how old is he?
<VITAS> i applaud the ambition to make galaxies and planets for ksp but i dont think it will work that way
<VanDisaster> every time someone mentions qbasic I visualise q-bert
<VITAS> i rememebr some pc guy claiming his crappy IBM; is as good as my amiga
<Sigma88> I studied DOS at school :D
<Sigma88> batch files
<Sigma88> and some C++ / html
<VanDisaster> was wierd at my place... first year pascal & the unix kernel, last year ( after I worked a few years ) javascript
<VanDisaster> that's kinda like "we're running out of filler ideas here"
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<Thomas> VITAS: He is like 15 years old or so
<VITAS> qbasic realy?
<VITAS> dotn they teach something more usefull?
<VITAS> like logo? ;P
<Sigma88> they should teach leg
<Sigma88> lego
<Thomas> We have a lego mindstorms course at school :P
<VITAS> we had fisherprice
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<Sarbian_> o/
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<Sarbian> !tell riocrokite I am seeing the problem now and I should have seen it yesterday... Instead of converterParticleEmitters[i].force do converterParticleEmitters[i].pa.force to set the value on the Unity component instead of the KSP class, no need for dirty then
<Qboid> Sarbian: I'll redirect this as soon as they are around.
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<riocrokite> is there a way to get positive / negatvie srfSpeed value
<Qboid> riocrokite: Sarbian left a message for you in #kspmodding [10.05.2017 17:01:08]: "I am seeing the problem now and I should have seen it yesterday... Instead of converterParticleEmitters.force do converterParticleEmitters.pa.force to set the value on the Unity component instead of the KSP class, no need for dirty then"
<riocrokite> rgr thx
<riocrokite> it doesn't work that way but maybe because i'm iterating through all found particles
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<Sarbian> uh
<VITAS> you should name all of them
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<Sigma88> anyone here familiar with Texture Replacer?
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<xShadowx> hmm....i wonder if [Persistent] works on Dictionary<>
<Sigma88> how do I make sure a texture doesn't get unloaded?
<xShadowx> if not that should be a thing, at minimum Dictionary<string, TValue>
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