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
<lamont> how would i go about tracking what sciencedata is currently in the process of being transmitted so that transmit/collect automation would not continue to collect science for data that is already being transmitted? i can search through all the containers on the ship to see if its a dup, and can call ResearchAndDevelopment.GetScienceValue() to check it against already transmitted data, but there’s a race while its being transmitted
<lamont> i need to plug.
<lamont> and right now i’m calling IScienceDataTransmitter.TransmitData and then immediately .DumpData’ing it from the container.
<lamont> ModuleDataTransmitter has a TransmitData(ScienceData, callback) method, but IScienceDataTransmitter doesn’t have that method and RT does not implement it (i was hoping that was a callback for progress/completion)
<taniwha> lamont: callback? do you mean via a delegate? the method could have any name
<lamont> yeah, but i can’t even call it
<lamont> Source/ForScienceRedux.cs(97,25): error CS1501: No overload for method `TransmitData' takes `2' arguments
<taniwha> on what object are you calling TransmitData?
<lamont> its only on ModuleDataTransmitter not on the IScienceDataTransmitter class, and even if i could cast it, i need to support RT as well, which does not implement the callback
<lamont> the return of `ScienceUtil.GetBestTransmitter(vessel)`
<taniwha> what about the queued data?
<lamont> the queued data looks all tucked away in protected stuff on ModuleDataTransmitter, so i don’t think i can query that?
<taniwha> mirror mirror on the wall, what function should I call
<lamont> correct
<taniwha> 'tis a hint :)
<lamont> lulz
<lamont> isn’t that a rather large sledgehammer to use here?
<taniwha> no
<taniwha> it's the only sledgehammer to use here
<lamont> i could just keep a lot of stuff i’ve sent and occasionally flush it when the antennas aren’t busy…
<lamont> although i might double-count in that case...
<taniwha> the less polling your code does, the less impact it will have on game performance
<taniwha> and while your code might be quick enough, it's not in a vacuum: there may be a few hundred other part modules running in the scene
<taniwha> vessel modules, scenario modules, addons...
<taniwha> it all adds up
<lamont> what about GameEvents.OnTriggeredDataTransmission?
<taniwha> that looks promising
<taniwha> doesn't tell you what's in the queue, though
<lamont> yeah, i’d wind up needing to keep my own list/dict still
<taniwha> a little bit of housekeeping that runs when certain events fire is far better than sitting there polling
<taniwha> lamont: ever wondered just how small kerbals are? http://taniwha.org/~bill/kerbalsaresmall.png
<lamont> thing is that if i use reflection i’m still just polling getting back a list from ModuleRTDataTransmitter/ModuleDataTransmitter — concievably i could just keep a dict of my own and bypass all the scanning through lists…
<lamont> wasn’t that point of the old banana-for-scale mod?
<taniwha> lamont: mk1 crew cabin internal inside an IVA I'm making
<taniwha> human (172cm) for scale
<taniwha> lamont: maybe, but I've been worrying about space in this thing. the /short/ sides are 1.25m long
<taniwha> (2.5 for the long sides)
<taniwha> whole thing is 3.75m long
<taniwha> bananas aren't /that/ big
<taniwha> the mk1 pod is about 1m tall
<lamont> or kerbals aren’t quite that small
<taniwha> the size of a 2yo child
<taniwha> fun with perspective
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<taniwha> why did the chicken lay only one egg?
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<Beeks> Okay, now that i'm possibly in the proper place to ask...
<Beeks> If i copy a stock engine from Squad, from Squad/Parts/Engine/jetEngines/turboRamJet to Squad/Parts/Engine/jetEngines/turboRamJet2 then change the part name so there's not a duplicate, and change the model path so it matches the new part, why won't it load at all?
<taniwha> Beeks: cfg file is using mesh = dfadfa?
<Beeks> No, long path in the model block.
<taniwha> check the logs
<taniwha> likely it's failing to compile for some reason
<xShadowx> Beeks: why copy all? MM and +PART[name] and change name :)
<Beeks> I actually got it to load (not *exactly* sure how...), but it loaded with no texture. It may have attempted to load some of the edited XCF files rather than the DDS files...but it may also be that Gimp can't output DDS properly.
<taniwha> xShadowx: because then he'd be debugging two things
<Beeks> The real reason is i want to separate the modified engine from the group textures used by the jet parts from squad. I want to edit it and retexture it, but squad parts share a skin.
<Beeks> Trying the old trick where you use PNG instead of DDS and it works anyway cause why not, lol.
<xShadowx> if you copy the mu/cfg, edit cfg to change name / model path, it should load white / no texture, if you copy the 2 text files into the folder it should be fine, copied those 4 files and part seems to load and show in catalog
<xShadowx> after that can change textures to w/e ^.^
<Beeks> Yeah, that's pretty much what i'm up to, and i had already edited the DDS files...which is why i think maybe Gimp can't do DDS
<xShadowx> i never edit the dds, itll turn out to be lossy and crap >.> can just grab new uv maps from the model heh
<Beeks> "The DDS plugin loads files, right?" "Yup! it can!" "Can it save them too?" "Uhh... s--sure it can! Yeah!"
<Beeks> I can't do that bit
<taniwha> Beeks: there is no can't :)
<xShadowx> taniwha: i never learned :D i know you can uv map a model in blender, bu can blender accually save uv maps?
<taniwha> xShadowx: what do you mean by save a uv map?
<xShadowx> rather uv template
<taniwha> oh, an image with the uv lines on it?
<taniwha> yes
<xShadowx> export png or such
<xShadowx> ya :D
* xShadowx goes googling
<taniwha> don't remember /how/
* taniwha gives it a go
<Beeks> I just copy the existing one and edit that, lol
<taniwha> duh, at the top of the UVs menu: export uv layout
<xShadowx> In the UV-editor, click "UVs"-->"Scripts"-->"Save UV Face layout"
<xShadowx> lolz
<Beeks> Gimp opens DDS files incorrectly, it's flipped one way or the other, and i forget which, lol. But it IS loading and it IS textured now, using PNG files.
<xShadowx> taniwha: beat me by 1 second, i call hacks
<Beeks> it's not a hack, it's a mod.
<xShadowx> dds isnt just 1 format btw
<taniwha> (layout like that because it's a shared texture)
<xShadowx> all these years i exported to uvmapper as my fav unmapping tool because i never saw a way in blender way back when i did modelling ;3
<taniwha> I need to get skinned meshes working properly
<taniwha> (in io_object_mu)
<xShadowx> and i need to quit being sadistic with kerbals
<Beeks> Ha, got it. Modified engine with new texture. Woo! I'm not *entirely* sure what my issue initially was with it not loading. I must've mispelled something, or it was just grumpy.
<xShadowx> blame ABC
<taniwha> spelling counts
<xShadowx> seems to be the way to go today
<taniwha> especially case
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<xShadowx> also, welcome to the non-cesspool channel
<taniwha> yeah, we don't make Mos Eisley look clean and respectable
<Beeks> lol, compared to what?
<taniwha> #kspmodders
<Beeks> Is that why there's 2?
<xShadowx> yep
<taniwha> yup, because #kspmodders went bad
<Beeks> Cause having #KSPModders and #KSPModding is pretty representitive of the kind of software issues i end up having
<taniwha> started going downhill (by my view) when silverfox showed up
<xShadowx> modders was the first, a couple old modders who barely made stuff camped it with their lives, turned into a cesspool, couple years later real modders had enough seein noobs get trolled/harassed, made modding :)
<taniwha> xShadowx: "barely"?
<taniwha> well, ok, if you count snide comments in there
<xShadowx> taniwha: SF made how much?:P
<Beeks> lol
<taniwha> xShadowx: nothing?
<xShadowx> nah he made a wind mod
<xShadowx> so 'barely' fits
<xShadowx> hmm how do i calculate radiation exposure in space?
<xShadowx> taking into account the whatsit belts from planet magnetic fields
<xShadowx> or......thats amore RO question maybe
<Beeks> SilverFox was actually who pointed me here, lol
<taniwha> xShadowx: you need the data
<Beeks> Wow, this engine's good, i may have to nerf it more, lol
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<Beeks> Well, good. Got that issue solved. Thanks, guys.
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<xShadowx> hmm..... onVesselRollout is fired after FixedUpdate runs a few times
* xShadowx looks for another way to see if vessel is newly launched
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<Sigma88> 0/
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<xShadowx> do i want to learn python just to mess with arduino....
<xShadowx> and why couldnt it be made using vb or c# ;p
<rsparkyc> i thought it was C
<Thomas> Arduino is C-alike
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<xShadowx> ah i ws told python -.-
<Virindi> python? arduino is just a wrapper around gcc
<Virindi> basically the ide adds includes for you
<Virindi> then it calls avr-gcc, then it calls avrdude
<Virindi> of course that varies on a non-atmel platform
<xShadowx> i feel like building this with it ;3 https://www.youtube.com/watch?v=OLfF4b49MLs
<kmath> YouTube - Reactive LED Coffee Table - Arduino 2
<xShadowx> but my desk not just a table
<Virindi> arduino is basically trivial to use so you should :D
<Virindi> it is designed for lusers, so for someone with actual programming experience it is playskool
<xShadowx> i should also by a desktop cnc router
<xShadowx> buy*
<Virindi> pffft 'buy'
<Virindi> anyway what good is that, it can't make pens. you need a cnc LATHE
<Virindi> even easier to build if all you plan to cut is wood :D
<xShadowx> not concerned with using it to make pens
<Virindi> I thought you were pen-life
<xShadowx> i got a block of wood to cut out that a cnc router would be perfect for ;p
<Virindi> cut out? cnc router is really for creating relief surfaces
<xShadowx> nah current project is finishing a walnut+acrylic base/cover to go around the mast of my monitor stand
<xShadowx> basicly a dome, with a hole in the center (which is done) then various small cuts to fit in a usb hub, knobs, card reader, leds, audio jacks, lala
<Virindi> ah
<xShadowx> was just going to use a router by hand for it but would make nice excuse to get a cnc router
<Virindi> what about some kind of router jig that rotates the workpiece like attach the workpiece to a wheel to sweep past the router
<Virindi> that would allow you to make a round profile
<xShadowx> its already round from the lathe
<xShadowx> then tablesaw cut a flat face on the front of the dome
<xShadowx> so now its just carving out inside areas, and proper holes in the face
<Virindi> you could just get/make a manual xy table to manually mill stuff out
<Virindi> china makes xy tables
<Virindi> attach to a cheap drill press and you're good to go :D
<xShadowx> imagine this, with a hole at top instead of hdd crap, and made of walnut, shape is about right
<xShadowx> gonna be a lot of holes to make ;p
<xShadowx> anyways this isnt ksp related, so :D should prolly not hijack chan heh
<Virindi> sure it is, you are adding woodworking to your latest ksp mod
<Virindi> kerbal woodshop
<Virindi> it goes with kerbal sports.
<xShadowx> drillpress bad to use as a router, destroys bearings
<Virindi> that's why you use the cheapest crappest drill press and who cares
<Virindi> besides
<Virindi> it's just wood :D
<Virindi> so, do we get a whole new workshop building in the ksc
<Virindi> for woodworking
<Virindi> I can't wait to build wooden aircraft.
* xShadowx puts Virindi into a woodchipper
* Virindi wonders why kerbals have woodchippers when their trees are all ghost trees
<xShadowx> ? ksp has trees
<Virindi> ghost trees
<xShadowx> no?
<Virindi> ?
<Virindi> you can phase right through them
<xShadowx> though i do wonder why no mods add more ground scatter items
<xShadowx> rocks, boulders, logs
<Virindi> there is some mod though that makes scatter have collision boxes
<Virindi> scatter is pretty gimp in terms of real ambiance
<Virindi> just some random models on the landscape, meh
<xShadowx> add dear, make scatter items move '3
<Virindi> kerbin needs forests and stuff
<xShadowx> ;3
<xShadowx> that too
<xShadowx> could prolly control scatter density by biome
<Virindi> I am thinking more like minecraft style terrain generation
<Virindi> where the distribution isn't so uniform
<Virindi> ksp is too uniform.
<Virindi> it looks like pegboard, not like real terrain
<Virindi> it would have to be visible from far distance though, etc
<Virindi> basically stuff that goes on terrain also needs a lod system :(
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<Sigma88> are anyone having problems with Windows 10 and mice?
<Sigma88> my mouse has started double clicking randomly
* xShadowx wont touch win10
* acc win7
<acc> Sigma88: tried another mouse? maybe that one is broken
<Sigma88> started happening both at home and at work inside a week
<Sigma88> seems unlikely
<acc> hm, ok
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<Sarbian> Sigma88: same here
<Sarbian> logitech ?
<Sigma88> dell here
<Sigma88> don't know at work
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<xShadowx> is there a way for 1 line of code to avoid integer overflow check?
<xShadowx> (in c#)
<xShadowx> purposely want int a = int.MaxValue + 1; to wrap, i could do int64 math, if > max return min + overflow, but thats more code and a bandaid avoiding the question :D
* xShadowx inds unchecked keyword and answers his own question