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. | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf | If you haven't read it yet: Logs :P
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<RoverDude> o/
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<Sigma88> 0/
<taniwha> hi, Sigma88
<Sigma88> hi taniwha
<Sigma88> [assembly: KSPAssemblyDependency("name", 1, 0)]
<Sigma88> I have a question about that
<taniwha> as do I
<Sigma88> how can I ask dependency but not tie it with a specific number?
<Sigma88> so that updates don't break dependency
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<Thomas> Sigma88: You dont change the number on the dependency
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<Sigma88> Thomas: you mean the numbers of the KSPAssembly?
<Sigma88> that's not my mod so I don't know if they will change it
<Sigma88> seems a bad system if it doesn't allow for "any version"
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<taniwha> Sigma88: "any version" is bad
<taniwha> api changes :P
<taniwha> it's essentially api version rather than dll version
<Sigma88> meh
<taniwha> no, not meh
<taniwha> *smack* :P
<Sigma88> it seems overly restrictive
<taniwha> hardly
<taniwha> better than weird crashes and/or exceptions due to api changes
<taniwha> (cf ksp 1.3)
<Sigma88> I'm providing free software, I don't want to have to go back every time a dependancy changes to re-compile my crap
<Sigma88> :)
<taniwha> if the api changes, you have no choice
<Sigma88> if it was a paid job I would behave differently
<Sigma88> yes I know
<taniwha> so the problem comes down to upstream using the version correctly
<Sigma88> the point is that I can't trust modders to change those numbers only on api changes
<taniwha> also, you /are/ paid: in likes
<taniwha> so you cuff the offending modder on the ear
<Sigma88> taniwha: last time I went to tesco they weren't accepting likes
<taniwha> there's more to life than buying things
<Sigma88> well, yes, but either I grow my own food and stop modding or I buy things to eat and have time for modding :)
<taniwha> also, you're more likely to get a good job if you show a good attitude towards unpaid work
<taniwha> reputation always precedes you
<Sigma88> meh, with all the unpaid hours of work I have on my "resumee" I'm starting to doubt that as well
<taniwha> it's not what you know but who you know
<taniwha> (or more accurately, who knows you)
<Sigma88> that's exactly my point :D
<taniwha> and if those who know you think you have a bad attitude, you won't get a job
<Sigma88> depends on the job I guess :D
<taniwha> "If he doesn't care about something he's doing because he wants to, how much is he going to care about what he's doing because he's paid?" (answer, probably not a lot)
<taniwha> yeah, you might be able to get an idiot-stick job
<Sigma88> that sounds like a very weird way to reason
<taniwha> no, it's the only way to reason
<Sigma88> my sense of profesionalism (is that even a word?) tells me I should do the best I can for a job I am paid to do / a job for which I have responsabilities
<Sigma88> but I can be more relaxed on stuff I do for fun
<taniwha> your sense is skewed
<Sigma88> I would hope a doctor puts more effort in curing people than he would in curing his garden
<Sigma88> no?
<taniwha> I've /been/ there :P
<Sigma88> idk, all I know is that I don't cut corners at work, and get annoyed when people work at sub-optimal levels (even worse if on purpose)
<taniwha> actually, my uncle (retired doctor) put just as much effort into his not-for-pay stuff
<Sigma88> I guess I have a different point of view since my job is also something I enjoy as a hobby, while my other hobbies are just hobbies
<Sigma88> and for this specific issue, I'm already going out of my way to write a plugin that fixes a poor design choice of another mod... last thing I want to do is go back to recompile the plugin unless it is 100% necessary
<taniwha> better solution: do not use the poorly designed mod :P
<Sigma88> I'm not
<Sigma88> my users are
<Sigma88> "my" as in "ppl who use my mods"
<Sigma88> and the mod in question is KK
<taniwha> kerbal constructs?
<Sigma88> yes
<taniwha> *shudder*
<Sigma88> what about that?
<taniwha> that thing needed replacing 3 years ago
<Sigma88> biggest problem I have is that it generates a PQSCity mod for every building
<Sigma88> rather than put everything in the same mod
<taniwha> that explains much
<taniwha> interesting. if you have a plane through the center of a body perpendicular to the line between the body and the sun, the radius of the shadow cast on the plane is d^2*R/(d^2-R^2) (d = distance to sun, R = radius of body)
<taniwha> (interesting in that sqrt canceled out)
<taniwha> (first step to finding the conic section formed by the shadow cast on an angled plane)
<Sigma88> how can a plane fly through the center of a body?
<Sigma88> (jk) :D
<taniwha> if it's flown by ephemeratis ;)
<taniwha> hmm, not so sure about that upper d^2
<taniwha> might be just d
<taniwha> hmm, messed up my algebra somewhere
<Sigma88> :)
<Sigma88> just as !wa
<Sigma88> s/as/ask
<Qboid> Sigma88 meant to say: just ask !wa
<taniwha> ah, I /did/ mess up
<taniwha> d*R/sqrt(d^2-R^2) :/
<taniwha> ok, so where did I go wrong?
<taniwha> ah, I see
<taniwha> I did R/Rb = d/h' when I should have done R/R'
<taniwha> though I'm not sure /that's/ right, either
<taniwha> ok, that was correct
<taniwha> now things make sense :)
<taniwha> (got a conflict in my math: bad sign)
<taniwha> well, d^2 - R^2 will never be close to 0, so not a big deal :)
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