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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<wubwaetios> wat up bois
<riocrokite> good, you?
<wubwaetios> nm
<wubwaetios> im doing quite ok too
<wubwaetios> getting fired on good terms june 7
<wubwaetios> starting a cybersecurity program june 20
<wubwaetios> exciting things
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* VITAS goes outside to laugh his ass off
<VITAS> :DDDDD
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<riocrokite> why unity handles vessel position in radians rather than lat/longitude units?
<Sigma88> I'd say because long-lat is not consistent at different positions on the planets
<Sigma88> which means if you move 1 unit at the equator is more than 1 unit closer to the pole
<riocrokite> aren't radians'
<riocrokite> isn't the same story with radians?
<riocrokite> hmmm maybe not
<riocrokite> cheers
<Sigma88> 0/
<riocrokite> need to think about it
<Sigma88> I have no idea
<Sigma88> it depends what the radians are in reference of
<riocrokite> somehow resource nodes are written in radians
<riocrokite> as integers
<Sigma88> positions of buildings is defined in xyz space
<riocrokite> vectors with integers inside so there is a node (0,0), node (0,1), node (1,1) node (2,1) etc so just a couple of nodes and not much else
<Sigma88> no idea :|
<riocrokite> yah thx anyway
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<lamont> probably because all the trig functions in rotation matricies and quaternions take radians, so if its in any other units you wind up converting forwards and backwards constantly
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<rsparkyc> why is this field showing up in the editor?
<rsparkyc> [KSPField(isPersistant = true, guiName = "Current EMR", guiActive = true, guiActiveEditor = false, guiUnits = ":1"),
<rsparkyc> UI_FloatEdit(incrementSmall = 0.1f, incrementLarge = 1.0f, incrementSlide = 0.01f, sigFigs = 2, unit = ":1")]
<rsparkyc> public float currentEMR;
<rsparkyc> does guiActive take precedence over guiActiveEditor?
<JPLRepo> guiActive is related to flight scene. guiActiveEditor is related to editor scenes.
<JPLRepo> they are not connected.
<JPLRepo> rsparkyc: ^
<xShadowx> rsparkyc: thats also default settings, code elsewhere can set true/false
<rsparkyc> that's what I thought, so in theory, the above code should only show up in the flight scene (assuming nothing else is messing with it), right?
<xShadowx> yep
<rsparkyc> ok, time to find out what's setting guiActiveEditor to true then...
<rsparkyc> i had to set the scene on the UI_FloatEdit to UI_Scene.Flight
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