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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<Virindi> hum
<Virindi> trying 1.3 with the mods and they changed the key system :'(
<Virindi> poor jeb now tries to turn and spin at the same time with first person
<Virindi> wait..........music in space is fixed! holy cow
<Virindi> I was so used to it being glitchy now heh
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<Starwaster> xshadowx would you say that fearFactor can build up if continually added to over time and stay at a given level until it decays or is removed?
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<Starwaster> oh look NathanKell. Did you ever have anything to do with the Kerbal animation system? How does fear work? CAN it build up if you just keep adding to it? Like if I've had code running right now that's been going for a few minutes just adding fear... is it really high right now?
<xShadowx> Starwaster: no clue without pokin more, and i haz dinner :) afk
<Starwaster> I hadz dinner too. I had hamburgers and steaks
<xShadowx> i made teryaki steal in slow cooker, so fucking tender
<NathanKell> everything is recalculated every frame IIRC, maybe at most lerping
<NathanKell> Starwaster ^
<Starwaster> nathankell strange. After throwing the fear of Starwaster (well, red hot burning death, same thing) into my Kerbals, they stop making any facial expressions. I dunno if I scared them too much and they are catatonic or what
<NathanKell> ah, then I dunno. Best bet is to decompile it to see
<Starwaster> even after they cool down and stop getting 'fear' they wont smile
<Starwaster> ah it looks like you're right about fearFactor but I didn't look at what might be accessing it... 'whee' and 'panic' levels subtract and add fear... maybe those don't get recalced every frame or only decay slowly over time or both?
<Starwaster> no they do get reset... dammit
<Starwaster> I must be breaking something doing it this way but I just can't see how it's happening
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<xShadowx> success \o/ arduino blinks an led
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<riocrokite> is there a way to find prograde / retrograde surface speed?
<riocrokite> i.e. retrograde being with minus sign
<riocrokite> is there a way to change distance when surrounding vessels are loaded/unloaded?
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<riocrokite> nvm found it
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<riocrokite> is there a difference between specifying 0f and 0.0f ?
<riocrokite> value
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<Thomas> riocrokite: No
<Thomas> !c 0.0f
<Qboid> 0
<Thomas> !c 0f
<Qboid> 0
<Thomas> !c 0f == 0.0f
<Qboid> true
<riocrokite> k thx
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<SigmaAway> !c 0.0f.ToString().Length
<Qboid> 1
<SigmaAway> Damn
<SigmaAway> :)
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<xShadowx> !c 0.0f.ToString("D3").Length
<Qboid> System.FormatException: The specified format 'D3' is invalid at System.NumberFormatter.NumberToString (System.String format, System.Globalization.NumberFormatInfo nfi) [0x000be] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.NumberFormatter.NumberToString (System.String format, System.Single value, System.IFormatProvider fp) [0x00079] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Nu
<Qboid> mber.FormatSingle (System.Single value, System.String format, System.Globalization.NumberFormatInfo info) [0x00000] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Single.ToString (System.String format) [0x00008] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at <InteractiveExpressionClass>.Host (System.Object& $retval) [0x00000] in <85151f2f039e4e3b88b5407ae41a12e0>:0 at Mono.CSharp.Evaluator
<Qboid> .Evaluate (System.String input, System.Object& result, System.Boolean& result_set) [0x0003e] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at QIRC.CSharp.CSharp.Evaluate (ChatSharp.IrcClient client, System.String input, System.String user, System.String source, System.Boolean admin, System.Boolean quite) [0x00114] in <a2441d13ac3b40c1b3b2a2acaec070c3>:0
<xShadowx> o.O
<Thomas> n00b
<xShadowx> i thought D3 worked :(
<xShadowx> !c 0.ToString("D3").Length
<Qboid> 3
<xShadowx> oh only on int ;3
<riocrokite> !c 0.ToString("F3").Length
<Qboid> 5
<riocrokite> btw what is F3?
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<xShadowx> !c 1234.5678.ToString("F3")
<Qboid> 1234.568
<xShadowx> riocrokite: ^
<xShadowx> !c 1234.5678.ToString("#.#0")
<Qboid> 1234.57
<riocrokite> cheers
<riocrokite> D = double F = float?
<xShadowx> 1.1.ToString("00.000")
<xShadowx> !c 1.1.ToString("00.000")
<Qboid> 01.100
<xShadowx> basicly D for integers, F for decimals
<xShadowx> !c 255.ToString("X")
<Qboid> FF
<riocrokite> ah cool
<SigmaAway> !c 88.ToString("X")
<Qboid> 58
<SigmaAway> Cool
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<APlayer> Hi! Is there anyone here who could help me with some KerbalKonstruct position configs? I am sure it's just a newbie question to be resolved soon
<APlayer> Actually it's about the position vector, which may be used in places other than KerbalKonstructs.
<APlayer> Well, let me describe the problem/question, and anyone just highlight me if you have advice. So I tried to move the Space Center added by the Kosmodrome mod to another latitude/longtitude position.
<APlayer> The wiki page says the config may have either a latitude/longtitude or a vector position. If there are both, the vector overrides lat/long. But since I have no idea how to use the vector system, I removed it from the configs and used the lat/long coordinates.
<APlayer> I modified them by a fixed margin each, and I am certain I did no calculation mistakes here. What's weird, now, the facilities are scattered in an area of a few kilometers now.
<APlayer> I suspect this was introduced by the mod itself, since the lat/long coords were not used (instead the vector was). So I'd like to convert those coordinates to a vector, but I don't know how. Could anyone help here?
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