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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<SilverFox> what is the way of getting gravity acceleration from a body?
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<SilverFox> ohp nvm, made my own function
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<Sigma88> 0/
<Sigma88> SilverFox: at which altitude?
<SilverFox> I already got my own function for it which takes all that into account, just forgot about it
<Sigma88> if you mean at the position of a vessel I assume there are probably ways to get it from the vessel
<SilverFox> my mod is KWS and it doesn't care about vessels
<Sigma88> remember to use G = 6.67408e-11
<Sigma88> kws?
<Sigma88> !g ksp kws
<Qboid> Sigma88: http://juliaparallel.github.io/PETSc.jl/latest/ [PETSc.jl] (2280 results found, took 0.63s)
<SilverFox> kerbal weather systems
<Sigma88> ok, so you need the geeASL I suppose
<SilverFox> yeah that gives me G's, not the acceleration in m/s^2
<SilverFox> id have to multiply by a constant
<Sigma88> just multiply by 9.81
<SilverFox> like 9.80whatever
<SilverFox> I already got it sorted it out, it's fine, thanks though
<Sigma88> geeASL is defined as ((6.67408e-11 * CelestialBody.mass) / (CelestialBody.radius ^2)) / 9.81
<Sigma88> ;)
<Sigma88> np
<Sigma88> just make sure you use the right constants, I've seen mods use different approximation of the real life G
<Sigma88> which on big numbers can make the difference
<SilverFox> if I find one that is more accurate, I will use it
<Sigma88> ksp uses 6.67408e-11
<Sigma88> so that's the "most accurate" in the context of ksp
<SilverFox> e+11 yeah?
<SilverFox> I saw it was big, rather than small
<Sigma88> e-11 means "multiply by 10^-11"
<Sigma88> !c 6.674e-11
<Qboid> 6.674E-11
<Sigma88> !c 1e
<Qboid> <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.IFormatProvider provider) [0x0000e] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at Mono.CSharp.Tokenizer.adjust_real (System.TypeCode t, Mono.CSharp.Location loc) [0x000fc] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at Mono.CSharp.Tokenizer.is_number (System.Int32 c, Syst
<Qboid> System.FormatException: Input string was not in a correct format. at System.Number.ParseDouble (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x0009f] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in
<Qboid> em.Boolean dotLead) [0x00203] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at Mono.CSharp.Tokenizer.xtoken () [0x00bba] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at Mono.CSharp.Tokenizer.token () [0x00000] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at Mono.CSharp.Evaluator.ToplevelOrStatement (Mono.CSharp.SeekableStreamReader seekable) [0x0002b] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at Mono.CS
<Sigma88> !c 1e3
<Qboid> 1000
<Sigma88> sorry
<Sigma88> if you use a constant that is more accurate to the real life constant, your result ingame will deviate from the behaviour of the universe
<Sigma88> which I suppose is something you want to avoid
<SilverFox> I dont care how KSP behaves, I replace it most of the time
<SilverFox> KSP doesn't support what Im trying to do
<SilverFox> my mod is basically a standalone weather sim with KSP on the side
<Sigma88> ok so you probably are safest do all the calculations yourself
<SilverFox> if I can replace it, I will, like temps, pressures, densities
<SilverFox> and that is what I am doing
<Sigma88> ?
<SilverFox> I dont know what that is
<Sigma88> thumbs up
<SilverFox> also CelestialBody.GeeASL returns a number higher than 1
<SilverFox> it's like, 1.001 something
<Sigma88> where?
<SilverFox> kerbin
<Sigma88> did you change anything to kerbin?
<SilverFox> nope, shouldn't have anyways
<Sigma88> ah yes
<SilverFox> install is pretty fresh minus KWS
<SilverFox> and I dont alter the planets at all
<Sigma88> kerbin used to have be 1 g when G was 6.674e-11
<Sigma88> then SQUAD changed G to 6.67408e-11
<Sigma88> so that's the difference you are seeing
<SilverFox> mmmmgreat
<SilverFox> love it
<Sigma88> !c 6.67408/6.674
<Qboid> 1.0000119868145
<Sigma88> that's what kerbin's G should be
<SilverFox> and that's what it was
<Sigma88> s/G/g
<Qboid> Sigma88 meant to say: that's what kerbin's g should be
<Sigma88> ;)
<SilverFox> is it at least more accurate now?
<Sigma88> what do you mean by more accurate?
<Sigma88> G is closer to the real life G
<Sigma88> according to wiki G measured value is 6.67408(31)×10−11 m3⋅kg−1⋅s−2
<Sigma88> I'm not sure what that (31) means
<SilverFox> if we said gravAcc was 9m/s^2 that'd be about right, but a more accurate answer is 9.8, and a more accurate answer is like 9.801 something
<Sigma88> the value of G is 0.00008 closer to the real one now
<Sigma88> kerbin is still 1/10th the size of what it should be :D
<Sigma88> unless you changed it
<SilverFox> I dont know how to
<SilverFox> for all I know that value is read only
<Sigma88> if you are open to use kopernicus, you can use that
<Sigma88> otherwise I think you could get away with changing the radius when the mainmenu loads
<Sigma88> you don't even need to bother resizing the terrain, since kerbin's terrain is already pretty much earthlike
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<Sigma88> I have a c# question
<Sigma88> let's say I have a mod with a class that does stuff
<Sigma88> and let's say I make another mod that wants to change that
<Sigma88> can I create a new class in my new mod and use it to replace the other class?
<Sigma88> so that at runtime only the new class is used?
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<Sigma88> anyone?
<riocrokite> override class?
<riocrokite> i mean override method
<riocrokite> simulating 1mm to 10m regolith layer with simple exponential function ftw
<Sigma88> hmmm
<riocrokite> did the answer help you Sigma88 or was it something else you were looking for?
<Sigma88> I'm not sure
<Sigma88> I'm trying
<Sigma88> riocrokite: I used an interface
<Sigma88> is that bad?
<riocrokite> I guess not, my knowledge is limited lol
<Sigma88> yup
<Sigma88> worked like a charm
<riocrokite> nice
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<Sigma88> riocrokite: thanks anyway :D
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<riocrokite> is there a way to concat float as opposed to round?
<riocrokite> in c#
<riocrokite> also if yes would it be more expensive function than round?
<xShadowx> oncat? you mean truncate?o.O
<SigmaTrain> Riocrokite
<riocrokite> yah truncate
<SigmaTrain> What do you mean?
<SigmaTrain> Ah
<riocrokite> that's the word I was looking for
<SigmaTrain> I use (int) but that's not idea
<xShadowx> (int)myfloat
<SigmaTrain> I am told
<SigmaTrain> Ideal*
<SigmaTrain> It's best to use the function
<SigmaTrain> For some reason
<riocrokite> k
<riocrokite> need this function for precision driving lol
<riocrokite> GPS coordinates to harvest stuff like on the field or mine
* xShadowx has always used (int) and would like to know beyond heresay if a better way
<riocrokite> I cannot use int
<xShadowx> (int) chops of all after decimal
<riocrokite> to be more precise i need to truncate coordinates to 0.000
<riocrokite> so 3 places after .
<xShadowx> if you need some decimal points only have round()
<riocrokite> k rgr that, I can round 0.0000 and then show 0.000
<riocrokite> that would solve my problem, woudln't it?
<xShadowx> why round to 4, show 3?
<riocrokite> to achieve an effect of truncating to 3
<xShadowx> uh i forget if floor/ceiling round off all decimals
<VanDisaster> *1000 ->toint() -> / 1000
<xShadowx> and i think round has an option to round up/down
<riocrokite> really? that would be interesting
<riocrokite> midpoint rounding mode, looks awesome, gonna test it, thx
<SigmaTrain> Yes you can round "away from zero"
<SigmaTrain> Or "toward zero"
<SigmaTrain> Something like that
<riocrokite> eh only two options, awayFromZero and ToEven
<riocrokite> ah well I might get away with away from zero :P
<riocrokite> erm meh two of those options is not what I'm looking for lol since they only affect haves
<riocrokite> halves
<riocrokite> so 4.5 is 5 in awayfromzero and 4 in toeven
<xShadowx> yep
<xShadowx> anything not at midpoint (.5) would round to nearest int
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<riocrokite> I guess the only solution is to go with VanDisaster method
<xShadowx> thres also math.truncate()
<xShadowx> never saw that o.O
<xShadowx> but that leaves no decimals
<riocrokite> only leaves a number without fraction
<riocrokite> i'll just write a short function for that I guess
<xShadowx> return (int)(myfloat * 1000) * 0.001;
<xShadowx> >:)
<xShadowx> wait doesnt (int) round?
<riocrokite> you see I have to be more sneaky than that since I have to show changing latitude when transfering to new depletion node
<xShadowx> !c (int)1.6f;
<Qboid> 1
<xShadowx> nope :D
<riocrokite> so something like float + 0.005 maybe?
<riocrokite> to get fake but exact transition position when driving into new depletion node
<xShadowx> random future thought - maybe also a debug/graphical bit to show what node you drive on/in, say just rendering a square slightly above the ground, corners being at corners of the node
<riocrokite> that's far future thing
<riocrokite> I'll let other make it
<riocrokite> along with auto-speed keeper for that ultraslow driving
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<Sigma88> if I have an array... how can I generate a new array with the same elements?
<Sigma88> so that if I then edit the old array, and at a certain point I want to restore the original elements, I can do that by using the "backup" I copied at the start
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<Sigma88> nevermind, I did it the other way around :D
<riocrokite> Sigma88: with resized planets I can still obtain easily radius of a given planet using FlightGlobals.currentMainBody.Radius, can't I?
<Thomas> you can
<riocrokite> cool
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