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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<riocrokite> taniwha: 1st iteration of resource nodes http://i.imgur.com/sG1rsBp.png
<riocrokite> simplified ofc but just to get illustrate an idea
<riocrokite> with a good clamping/rounding function transitions might be even smoother
<riocrokite> so similar to Aasgaard's map projection
<riocrokite> difference being I need to only remove every 2nd longitude when nearing poles http://vterrain.org/Textures/aasgaard.jpg
<riocrokite> also will try to differentiate number of nodes depending on body size so the node area is similar
<Sigma88> riocrokite: what mod is that?
<riocrokite> trying to fix stock resource depletion not working
<riocrokite> or should I say not finished
<riocrokite> for my surface mining mod
<riocrokite> hopefully it will work with your custom planets and resize mod ;)
<riocrokite> so people will have to move equipment / base after depleting local area
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<Sigma88> cool
<Sigma88> !wa earth semi major axis
<Qboid> Sigma88: Earth | semimajor axis: 1.00000011 au (astronomical units)
<Sigma88> !wa earth semi major axis in meters
<Qboid> Sigma88: convert Earth | semimajor axis to meters: 1.49597887×10^11 meters
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<taniwha> riocrokite: nice
<taniwha> however, there's a very good reason Kethane uses a hex-grid
<taniwha> no issues at the poles :)
<taniwha> (also, it's why PQS is actually a cube)
<riocrokite> cube system is nice however implementation has sever performance issues so for me it's not feasible to use kethane atm
<riocrokite> RD stock system is nice since it only set values to depletion node when you mine and deplete stuff so you don't need to load thousands / millions of nodes but only those you created by your activity
<riocrokite> thus allowing very good depletion resolution i.e. very small depletion node
<riocrokite> size
<taniwha> does the stock system let you choose the location of the depletion nodes?
<riocrokite> currently it's not finished and borked
* taniwha is shocked. shocked, I tell you
<riocrokite> I want it to create depletion node based on your latitude/longitude rounded to 0.0 or 0.00 or 0.000
<riocrokite> depending on planet/moon size
<Sigma88> question: where can I find reliable numbers about orbital periods of planets in the solar system?
<taniwha> I'd use the body-relative radial normal vector instead
<Sigma88> I tried jpl horizons
<taniwha> Sigma88: possibly not public knowledge
<Sigma88> but it gives me two numbers that are not consistent with eachother
<taniwha> also, you need to check the dates of those numbers
<Sigma88> it's in the same sheet
<taniwha> iirc, they use keplerian parameters with an epoch because the parameters constantly change
<taniwha> you sure you're interpreting them correctly?
<Sigma88> they give you orbital period in days and in years
<Sigma88> if I take mars parameters (for example)
<Sigma88> and divide them by earth parameters
<Sigma88> so rotation period of mars / rotation period of earth
<Sigma88> revolution*
<Sigma88> if I compare the values expressed in years I get a different number than I get with days
<taniwha> could they be using martial days for the martian year?
<Sigma88> mars orbital period = (1.88081578 years OR 686.98 days)
<Sigma88> I don't think so, let me check with venus
<taniwha> >>> 1.88081579 * 365.25
<taniwha> 686.9679672975
<taniwha> looks like 686.98 to me
<Sigma88> venus orbital period 0.61519726 y
<Sigma88> taniwha: earth orbital period is not 365.25 according to jpl
<Sigma88> 365.25636
<taniwha> >>> 1.88081579 * 365.25636
<taniwha> 686.9799292859243
<Sigma88> admittedly the difference is not much
<Sigma88> :D
<taniwha> not a lot of difference
<Sigma88> 1.000017508 this is the ratio
<Sigma88> I guess I have to be happy with that
<Sigma88> :D
<Sigma88> !wa mars orbital period / earth orbital period
<Qboid> Sigma88: Mars | orbital period/Earth | orbital period: 1.8808149
<Sigma88> jpl give me either 1.880783054 or 1.880815984
<Sigma88> so basically it's accurate to the fourth decimal digit
<Sigma88> btw, they are earth days
<Sigma88> probably 24h days
<taniwha> probably
<taniwha> which means solar days
<taniwha> (rather than sidereal)
<Sigma88> still it shouldn't matter, since I use the ratio
<taniwha> true
<taniwha> but useful for double checking
<Sigma88> I wasn't sure what was going on, since I assumed those numbers were printed starting from the same "time"
<Sigma88> so just divide the orbital period expressed in seconds by the time unit you choose
<Sigma88> but it's probably a different process
<riocrokite> oh man imagine what if I could create depletion every geographical second
<riocrokite> this means new node every 35m on mun :P
<riocrokite> I wonder if engine can handle that
<riocrokite> that would prevent people driving in harvesting in circles :P
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<Sigma88> do you need to have all surface covered in nodes at all times?
<taniwha> riocrokite: what? no regolith circles? ;)
<taniwha> (instead of crop circles)
<riocrokite> lol
<riocrokite> Sigma88: that nice thing is that I create depletion node only in places I mine
<Sigma88> ah ok
<riocrokite> so if I don't do anything there are literally 0 depletion nodes in memory
<Sigma88> yes that's what I was thinking
<Sigma88> you just save lat-long and radius
<taniwha> riocrokite: any reason to not use kethane?
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<riocrokite> radius?
<Sigma88> well, I guess you will need to define how "large" the area is
<riocrokite> taniwha: I need super granutality of nodes
<Sigma88> otherwise you move 1 cm and create a new node
<taniwha> there's no reason you couldn't have sub-cell sized data in a cell
<riocrokite> and kethane loads everything for every resource and planets at once
<riocrokite> so with even couple resources and smaller nodes game slows down dramatically
<riocrokite> changing scenes takes forever etc
<taniwha> memory that's not accessed does not slow down the game
<riocrokite> dunno, performed a quick test awhile ago and i wasn't happy, the game was very slow on my fast cpu
<taniwha> hmm, you sure it's the data and not the mesh creation?
<taniwha> kethane seems to pose no slowdown for me
<riocrokite> dunno exactly I think it's not only mesh
<taniwha> (and loading is just a 10kbit mask)
<riocrokite> I think the sheer number of nodes for planets make computer and engine chug
<taniwha> so 1.25kB, but mime64 encoded
<taniwha> kethane has something like 20 nodes per planet
<taniwha> that are just depletion data (the rest is generated from the seed)
<riocrokite> maybe I'll test it again in future, for now working on stock
<taniwha> (now, generating the deposits might take some time)
<riocrokite> try 10 times smaller nodes and more resource patches instead of 20 get like 200 or 400 patches
<riocrokite> then it slows down
<taniwha> well, yeah, each subdivision quadruples the number of cells
<taniwha> my suggestion is to use the (currently not used) cell-based "generator" and create your own sub-cell data
<taniwha> gives you control over loading, too
<riocrokite> well I haven't even make stock depletion run so it may also be slow, we shall see :)
<riocrokite> creating cell/sub-cell stuff is currently beyond my skill set
<taniwha> well, we know that kethane at least /works/ :)
<riocrokite> copy paste / tweaking existing simple values is all I can do
<riocrokite> I love how kethane works but yah we shall see
<taniwha> I need to get in there and clean up the linq, though
<riocrokite> also depletion is already largely implemented in stock game so that's one less dependency for my mod
<riocrokite> 'to a large extend
<taniwha> kethane probably spews garbage left, right and center
<riocrokite> extent
<taniwha> trouble is, the stock resource system is terribly... uninvolved
<riocrokite> I intend to change it :P
<taniwha> I'm seriously considering nuking it via MM
<riocrokite> for kethane mod? probably makes sense
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<xShadowx> taniwha: im assuming kethane hasnt had major changes since, but just about 2 years back, i tries to have kethane put 10 resources per planet for mining, game performance tanked :(
<xShadowx> so somethin was happening
<riocrokite> yah same experience here
<riocrokite> even with one resource but with more resource islands
<xShadowx> shame regolith is buggy though >.<
<xShadowx> neither system is perfect
<riocrokite> what bugs are you talking about?
<xShadowx> every ksp update i try depletion using stock/regolith, even checking with rover and being told everything was right, didnt deplete ;p
<riocrokite> I know where the problem is xShadowx
<xShadowx> ya rover's head :)
<riocrokite> nah, he almost finished it
<xShadowx> o.O
<riocrokite> I know how to fix it but there is one big BUT
<xShadowx> i dont like big buts
<riocrokite> can't easily modify classes that are responsible for depletion nodes
<riocrokite> they are referencing other classes with private members etc which are used for scanning and god knows what else
* xShadowx claps slowly
<riocrokite> and I don't know coding enough to override / inherit from everything since this is embedded with other classes etc
<riocrokite> what i'm saying is that the system is good but hard to modify
<Thomas> fork, rewrite, make pr? :D
<riocrokite> 1. minor problem is that depletion works but mining drills don't read it
<riocrokite> 2. major problem is that there are only like 8 depletion nodes max per body
<riocrokite> because of typo (converting and rounding latitude and longitude to int radian)
<riocrokite> +clamping
<riocrokite> so there are only 3 values for depletionnode.x and .y = > 0,1,2
<riocrokite> it's in stock code Thomas cannot fork it
<Thomas> meh
<Thomas> #openSourceKSP
<riocrokite> it won't happen, have to find some workaround, code is really complicated for me
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<Thomas> make a ticket on the bugtracker?
<rio_away> won't do anything
<rio_away> there are no requests nor needs for depletion mechanics
<rio_away> people like unlimited stuff
<rio_away> besides ultimately I need custom code for my mod so will need to somehow fix it anyway
<rio_away> from what I analyzed the depletion mechanics are cpu and memory efficient
<rio_away> bbl
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* xShadowx wanted depletion to work and minly used kethane because of it
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<egg|zzz|egg> Thomas: nah, just keep going the principia way
<egg|zzz|egg> eventually we won't need KSP and we'll just have a curses interface or something :D
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<Virindi> depletion doesn't fit the level of abstraction already present in mining, where you just shove some 2 meter long drill slightly below the surface and suck up tons of material
<Virindi> if you wanted depletion it would really only make sense in a gameplay sense to be able to build large mines
<Virindi> I mean who cares if the top 10cm of material is "exhausted" :D
<VanDisaster> people who can only carry 2m drills, obviously
<VanDisaster> the answer is then to have layered depletion :p
<VanDisaster> or be able to dig holes
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<riocrokite> it has a lot of sense when you mine i.e. for he3 content VanDisaster
<riocrokite> then you're interested in the very top layer of the regolith
<riocrokite> using surface mining bucket drum
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<riocrokite> deep core mining is completely different stuff I intend to work on after I finish present mod
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