egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Cardano. We currently target 1.2.2. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
<UmbralRaptor> ;c 2500/4.37
<kmath> UmbralRaptor: 572.0823798627002
<UmbralRaptor> ;c exp((4.37/2500)/0.05)-1
<kmath> UmbralRaptor: Unknown token: exp
<UmbralRaptor> !wa exp((4.37/2500)/0.05)-1
<Qboid> UmbralRaptor: exp((4.37/2500)/0.05) - 1 = 0.0355783…
<UmbralRaptor> !wa exp((4.37/2500)/0.12)-1
<Qboid> UmbralRaptor: exp((4.37/2500)/0.12) - 1 = 0.0146733…
<UmbralRaptor> I'm moderately certain that the sun doesn't have enough energy available to do this.
<UmbralRaptor> er, wait. Maybe I thought through it wrong. Just need to fuse/expel 1.5 to 3.5% of the sun's mass.
<UmbralRaptor> !wa mass of jupiter / mass of sun
<Qboid> UmbralRaptor: M_♃/M_☉ (Jupiter mass per solar mass): 9.5458×10^-4
<UmbralRaptor> Yep, there's not enough material in solar system to drop pellets on the sun.
<egg> UmbralRaptor: but I don't think it's the pellets that you use as reaction mass
<egg> it's the sun
<egg> you use the pellets to somehow make the sun asymmetric and have it shove you in the right direction
<UmbralRaptor> Well, if you're blowing off chunks of the sun, you'll get stuck with much lower Ve...
<egg> depends how much you block off...
<UmbralRaptor> Maybe there's a useful tradeoff to maximize momentum for energy?
<UmbralRaptor> egg: What, like a shkadov thruster?
<egg> UmbralRaptor: pretty much
<UmbralRaptor> (2500 years imposes strict limits if you're trying to move an entire star around.)
<egg> hmm
<egg> UmbralRaptor: yeah, so then just blow off bits of sun
<egg> not too much
<UmbralRaptor> If I had half a million years, this would be way easier.
<UmbralRaptor> (Yep, the #kspacademia is leaking)
<egg> GregroxMun: how goes the TRAPPIST
<GregroxMun> Not much, I've been talking with my mother about irl stuff for the past many minutes
<GregroxMun> Definitely going to want to put some asteroids and asteroid belts in the system. Partially to add some early-career destinations and partially to add fueling stops.
<GregroxMun> A couple of asteroids should be able to be placed in the main inner system, and then a couple of big icy lumps further out. A couple comets, a couple KBO-type things. Maybe a few dwarf planets.
<GregroxMun> Things which don't exist in the real TRAPPIST-1 as far as observations suggest, but which aren't unlikely to be there.
<egg> not sure they'd be stable in that mess
<egg> twould be interesting
<GregroxMun> I tried to model it in US^2 but the system falls apart anyway.
<egg> uh
<egg> that's odd
<GregroxMun> yes it is.
<egg> they tend to do things right
<egg> did you screw up typing a number
<egg> that can happen
<GregroxMun> It's worth noting that it's possible I did my calculations for TRAPPIST-1 wrong.
<GregroxMun> I define surface gravity and radius in the config.
<GregroxMun> 172 gee is what I have. But this isn't that surprising because it's Jupiter-like radius but many times more massive.
<egg> uuuh
<GregroxMun> wait no.
<GregroxMun> Shit.
<GregroxMun> That's not right is it.
<egg> GregroxMun: it's less than the sun's
<egg> irl
<egg> yours is an order of magnitude too big
<egg> it's pretty much just 10x too big
<GregroxMun> Oh damn I really screwed that up big time.
<egg> you may have done something with a 0
<UmbralRaptor> log g is 5.227 for TRAPPIST-1.
<egg> yeah
<UmbralRaptor> Sun is 4.5
<UmbralRaptor> ;c 6.674e-11*.08*1.9891e30/(0.114*6.957e8)^2
<kmath> UmbralRaptor: 1688.4145937752699
<egg> !wa log(27542.29)
<Qboid> egg: log(27542.29): 10.223478…
<UmbralRaptor> ;c 6.674e-11*1.9891e30/(6.957e8)^2
<kmath> UmbralRaptor: 274.2829507587926
<egg> !wa log10(27542.29)
<Qboid> egg: log(10, 27542.29): 4.4400000…
<egg> UmbralRaptor: ah yes
<UmbralRaptor> egg: cgs units. Because Astronomy.
<egg> !wa 10^5.227 cm/s^2 / (9.80665 m/s^2)
<Qboid> egg: (10^5.227 cm/s^2 (centimeters per second squared))/(9.80665 m/s^2 (meters per second squared)): 172
<egg> GregroxMun: nvm you're right
* egg slaps egg
<egg> I did somethnig with a 0, not you :-p
<egg> GregroxMun: well anyway do try to get to the bottom of that US^2 thing, because that's very odd
<GregroxMun> Just recalculated, I am right.
<egg> GregroxMun: yes you are
<GregroxMun> oh yes, I see now
<egg> maybe I'll toy with a TRAPPIST-1 config from your stuff tomorrow and see how things wobble at very high warp with the right anomalies
<GregroxMun> OK it might only happen wrong if you use high timewarp in US2.
<egg> how high
<GregroxMun> 10 days/sec is what I just did, but in the past I think I got it to happen lower
<egg> also can you set which integrator they use
<egg> or see
<GregroxMun> I need to test my TRAPPIST in higher timewarp.
<GregroxMun> *puts on tin-foil hat* what if US2 predictions are accurate and TRAPPIST-1 is gonna face a destruction in the next few years. :P
<GregroxMun> No wobble with Hyperwarp, certainly no apocalypse or near-misses.
<egg|zzz|egg> not even wobble?
<egg|zzz|egg> funny
<egg|zzz|egg> GregroxMun: even between b and c?
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<GregroxMun> Hold on, something's happening at Kerbin-year 121.
<GregroxMun> b and c don't wobble much
<GregroxMun> but echo started wobbling.
<GregroxMun> e f and g
<egg|zzz|egg> !wa 121 * 2556.5 hours in years
<Qboid> egg|zzz|egg: convert 121×2556.5 hours to years: 35.31 years
<GregroxMun> Hotel and Charlie are both remaining stable despite that they're the lowest mass worlds.
<lamont> ChanServ: [#principia] Welcome to #principia. The current version is Cantor. Questions are welcome. Read the FAQ: http://goo.gl/gMZF9H.
<GregroxMun> sorry, "non-wobbling." I think I used "stable" wrong just then
<lamont> ^ ChanServ bot still has Cantor
<egg|zzz|egg> aargh
<egg|zzz|egg> !chanserv flags
<egg|zzz|egg> erm
<GregroxMun> Even at Kerbin Year ~200, the wobbling of e f and g is still there, but it's periodic and doesn't seem to be going anywhere.
<egg|zzz|egg> fixed the entrymsg
<GregroxMun> well this isn't nice.
<GregroxMun> pics incoming
<egg|zzz|egg> GregroxMun: ah, yes, forcing axial tilt with principia is hard
<egg|zzz|egg> GregroxMun: the initial state will have to be tuned to get the correct periods
<GregroxMun> axial tilt?
<egg|zzz|egg> s/axial tilt/tidal locking/
<Qboid> egg|zzz|egg meant to say: GregroxMun: ah, yes, forcing tidal locking with principia is hard
<egg|zzz|egg> brain no worky
<egg|zzz|egg> it's ten to three
<GregroxMun> fair enough.
<GregroxMun> :)
<egg|zzz|egg> so yeah, the rotation is off, which means that the period is wrong, which means that manual tuning needs to be done until the period is right
<egg|zzz|egg> this is hard
<egg|zzz|egg> and I don't have a good answer for it aside from "try nudging the sma repeatedly"
<egg|zzz|egg> start from the inner planets
<egg|zzz|egg> I mean this could be done programmatically I guess but that's also differently tedious, maybe you can find something decent by hand
<egg|zzz|egg> see whether the planet orbits too fast or too slow, correct, retry
<GregroxMun> Wouldn't the planet still get out of lock by perterbations from the other planets?
<egg|zzz|egg> GregroxMun: that's the thing, you need to take that into account
<egg|zzz|egg> so that on average over many years it's the right period
<egg|zzz|egg> you need an average period
<egg|zzz|egg> KSP doesn't do that, we do slightly better but we don't really do that either
<egg|zzz|egg> GregroxMun: and US2 probably doesn't do that, so that may explain thing, you may have encountered the same thing
<GregroxMun> I'm fairly certain US2 does something to preserve tidal locks.
<egg|zzz|egg> that's not the question
<egg|zzz|egg> it may have tides
<egg|zzz|egg> but the initial state doesn't yield the right average periods
<egg|zzz|egg> the tidal locking is cosmetic, it's just a witness to a real problem with the periods
<egg|zzz|egg> if the orbital periods are wrong the system doesn't have the dynamical properties of the real one
<egg|zzz|egg> and the periods you want are the average ones
<egg|zzz|egg> setting the average period is hard, because, well, you have to average :-p
<egg|zzz|egg> but it's the one that matters
<egg|zzz|egg> not the osculating period
<egg|zzz|egg> the osculating period is just a clumsy way of giving a position and a velocity
<egg|zzz|egg> but it doesn't describe any actual orbit in a real-life system
<egg|zzz|egg> that osculating orbit keeps changing
<egg|zzz|egg> because real life isn't Kepler
<egg|zzz|egg> it's close enough, so there is *some* orbit that approximates
<egg|zzz|egg> but it's hard to set the initial state so that the actual orbit is approximated by the desired conic
<egg|zzz|egg> maybe I'll look into that but it sounds like a lot of work
<GregroxMun> I have another system that I'm sure has at least one point of near certain apocalypse.
<GregroxMun> I haven't tried it in an N-Body simulation yet.
<lamont> well i got the deps built on my mac
<egg|phone|egg> Nice ! But Zzzzzz?
<lamont> ah, `make` explodes in a nice fire though
<egg|phone|egg> Hah
<egg|phone|egg> Is it warm at least
<egg|phone|egg> Lamont: make an_apple_pie
<lamont> i’m been dealing with jenkins fires all day at work, so this is a pretty seamless transition really...
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<egg|zzz|egg> !wpn maccollo
* Qboid gives maccollo a Helmholtz cohomology
<egg|zzz|egg> !wpn UmbralRaptor
* Qboid gives UmbralRaptor a radio base
<GH> [Principia] eggrobin opened pull request #1295: Correctly read the NavigationFrameParameters in the ReferenceFrameSelector (master...1293) https://git.io/vS3X7
<GH> [Principia] pleroy pushed 2 new commits to master: https://git.io/vS3Mi
<GH> Principia/master 4ad8321 Robin Leroy: fix #1293
<GH> Principia/master b0ebe76 Pascal Leroy: Merge pull request #1295 from eggrobin/1293...
<GH> [Principia] pleroy closed issue #1293: ksp crashed after change of reference frame in flight plan https://git.io/vSYDm
<egg|zzz|egg> lamont: how goes the fire?
<maccollo> "Helmholtz cohomology" sounds like a medical procedure
<egg|zzz|egg> cohomology is a math thing
<egg|zzz|egg> maccollo: if you want really medical-sounding things, excision is related to homology
<GH> [Principia] pleroy commented on issue #1293: The fix will be in Cartan, to be released around the new moon of April. In the meantime, don't use the reference frame fixing the centre of a celestial and the line towards another celestial (e.g. Earth-Centred Sun-Aligned, ECSA). https://git.io/vS37g
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<GH> [Principia] eggrobin commented on issue #1293: More specifically, don't use this frame for manœuvres, and don't create a manœuvre when this frame is selected as the plotting frame. Using it as a plotting frame is otherwise fine. https://git.io/vS35D
<maccollo> hmmm
<maccollo> tried to have ago at sending a probe to duna again
<maccollo> but when I leave kerbin SOI I crash into the sun
<egg|zzz|egg> that's odd O_o
<egg|zzz|egg> I'll have to try doing that, I don't think I tried it
<egg|zzz|egg> well I did try it in RSS, I flew to venus
<egg|zzz|egg> this is all very odd
<maccollo> made a quick save this time
<maccollo> so far it happened twice in a row
<egg|zzz|egg> hm
<maccollo> time warping across the SOI boundry fast appears to be the the only way to consistently trigger it
<egg|zzz|egg> hmm
<egg|zzz|egg> what is KSP doing to me again >_>
<maccollo> yeah, that appears to be it
<maccollo> warping at a slower rate so the automatic slowdown mechanic has enough time to step down the warp gets me past the soi change without problem
<egg|zzz|egg> maccollo: I think we disable the automatic slowdown mechanic
<egg|zzz|egg> the idea being that (unless KSP does screwy things to us, which it may well do), we know the position of everything regardles of SOI, and can tell KSP about it no matter what happened SOI-wise
<egg|zzz|egg> I'll have to look into that bug
<egg|zzz|egg> maccollo: can you open an issue, add as much reproduction steps as you can, ideally a save (with stock parts would be best)
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<maccollo> gonna try to play around with it a bit more
<maccollo> no crash when entering duna's SOI at high warp
<egg> good news! :D
<maccollo> is it really? Wouldn't be better if it was super easy to replicate?
<maccollo> anyway, just gonna test escaping from duna at high warp aswell
<maccollo> no crash
<egg> maccollo: well, good news from the gameplay sense :-p
<maccollo> hmm
<maccollo> it seems the game slowdown mechanic overpoweres my attempt to keep the warp factor at maximum
<maccollo> is there a way to disable it?
<egg> maccollo: the slowdown on SOI change? I thought we disabled that
<egg> maccollo: or do you mean the slowdown at low altitudes
<maccollo> slowdown from SOI change is still active
<egg> maccollo: is there something spamming in the INFO log?
<egg> so if something keeps turning it on you should see log spam in INFO
<maccollo> the glog info log?
<lamont> egg: fire burns
<egg> lamont: hmm
<egg> lamont: are you at the Cardano tag?
<lamont> no, just trying to build master
<egg> try Cardano first, it's possible that we broke the clang build since then
<egg> lamont: if that doesn't work, maybe clang on mac has a different opinion of what's legal; strange things can happen :-p
<lamont> mac clang is different
<egg> hah
<egg> yeah
<lamont> but it looks like it should be based off of 3.9.0 and should fully implement c++14
<lamont> ah, cardano tag works better
<egg> yeah, we may have broken the build in 2 days :D
<lamont> w00t
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<maccollo> don't see any spam about warp
<egg> that's odd...
<egg> maccollo: any other mods installed?
<maccollo> only KER and a few visual mods
<egg> hmm
<maccollo> there we go!
<maccollo> crash
<maccollo> only managed to trigger it once though
<egg> blarg
<egg> well, I know it's there, maybe I'll look into it, but don't waste too much time on it I guess
<teabot> Wastea.
<egg> yes teabot
<maccollo> it's actually kind of tricky, because I have to somehow get an increase warp command in there between where the game slows down and the crossing of the SOI
<egg> it's very odd that it slows down
<egg> I disabled it...
<egg> maccollo: can you send me your INFO log?
<maccollo> sure
<maccollo> you know what I am getting though?
<maccollo> well, maybe it doesn't say much
<maccollo> but it says reinstating stock gravity
<maccollo> right where the vessel is destroyed
<egg> yeah, that means you no longer have an active vessel packed in space
<egg> nothing to see here
<maccollo> on a brighter note, I was able to hit a specific crater on duna using the surface reference frame
<egg> whee
<egg> so this happens: I0329 16:16:54.064970 16856 interface.cpp:648] Setting GameSettings.ORBIT_WARP_DOWN_AT_SOI to false
<egg> it should do the thing :-\
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<maccollo> I guess the silver lining is that if it did work it would crash every time?
<egg> hah
<egg> maccollo: you're on KSP 1.2.2?
<egg> not 1.2.1, and not the prerelease?
<maccollo> named this ksp folder 1.2.2, so I think I am on 1.2.2
<maccollo> not much of a reason for me to name it that otherwise
<egg> :D
<maccollo> so would be really great if trajectories would be compatible with principia
<egg> it would also be a mess, since we both want to do the same thing :-p
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<egg> (also trajectories can't access our gravitation fancy stuff)
<maccollo> I guess the two would have to be able to talk to each other
<egg> blarg, not a chance :-p
<maccollo> if principia is installed then ask principia for the point of atmospheric entry and velocity vector
<egg> maccollo: but the point of our trajectory display is to show what trajectories would show anyway
<maccollo> trajectories should be able to plot it from there?
<egg> maccollo: I'm not really interested in doing entry points for other mods
<maccollo> other option
<egg> it's a lot of work to get things working with KSP in the first place
<maccollo> just integrate the trajectory stuff into principia
<maccollo> "just"
<egg> yeah, that's probably how it's going to end :-p
<egg> eventually we'd like orbit decay anyway
<maccollo> that's fine, I don't do space stations anyway
<egg> so might as well implement a semi-shitty heuristic for what happens for reentry
<egg> but that's far, far away
<maccollo> yeah, but at least the current version means one doesn't have to plan for the contingency of landing on the wrong side of the planet
<maccollo> that's a big plus
<egg> maccollo: and you can also see whether you land by night or day!
<kmath> YouTube - surfaceBasedTrajectoryPlanning
<egg> \o/
<maccollo> forgot that the lander would need the ability to communicate with Kerbin
<GH> [Principia] pleroy commented on issue #1294: retest this please https://git.io/vSs6n
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<egg> maccollo: uh so on my end it doesn't seem to warp down
<egg> on SoI transitions
<egg> hmm, tbh I'm not quite using stock
<egg> I tilted Kerbin
<egg> but otherwise it's stock
<egg> hmm
<GH> [Principia] pleroy closed pull request #1294: Remove hints (master...NoHints) https://git.io/vSO4q
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<GH> [Principia] eggrobin opened pull request #1296: Use Trajectory in BodyCentredBodyDirectionDynamicFrame (master...evaluate-discrete) https://git.io/vSsQu
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<egg> maccollo: nice duna approach btw :D
<egg> unfortunate control issues after reentry :-p
<egg> maccollo: feel free to make more of these n-body videos, it's nice to see it in practice
<egg> (though maybe next time try not to crash :-p)
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<GregroxMun> o/
<UmbralRaptor> \o
<GregroxMun> For the principia patch for HSoC, I'll probably have to adjust the orbits of the Drurian moons. The culprit is the large ocean moon Eckel.
<egg|phone|egg> ?
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<GregroxMun> I don't actually have a good link for HSoC so I can't give an answer to that ?
<GregroxMun> it's a planet mod that I've been working on since ~October off and on
<GregroxMun> A classical planetary system for the most part.
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<UmbralRaptor> Does it have crystal spheres?
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