egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Cesàro. We currently target both 1.2.2 and 1.3. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
<awang>
egg|zzz|egg: Is BurnEditor.Render() called every frame?
<awang>
Or if not, how frequently?
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<GH>
[Principia] aw1621107 opened issue #1609: Flight plan window can become inaccessible after deleting last maneuver https://git.io/vdM1P
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<awang>
egg|nomz|egg: How is the duration for a burn calculated for an instant impulse?
<egg|nomz|egg>
awang: with a *really high* thrust (it's in UseTheForceLuke)
<egg|nomz|egg>
(because instant is kinda messy, but it's very short)
<egg|nomz|egg>
(in principle instant would be easy but a completely different code path and we don't actually want that, it's a fallback)
<awang>
Ah
<awang>
Makes sense
<awang>
Also, is there a set order of private members at the end of a class?
<awang>
C# class
<awang>
I may have accidentally at least partially addressed one of your TODO(egg)s
<egg|nomz|egg>
the order of private members is dictated by good taste
<egg|nomz|egg>
good taste is defined by the reviewer :-p
<egg|nomz|egg>
awang: also, your flight plan window bug seems like a great bug for you to look into if you want to poke at the c#
<awang>
Handy :P
<awang>
I'll just pick a random spot and hope it works out :P
<awang>
I'll definitely take a look
<awang>
Are you opposed to having the window be scrollable instead of dragging parts of it off-screen?
<awang>
Also, I thought LINQ was generally discouraged for games?
<egg|nomz|egg>
show me a benchmark that shows it's significant compared to principia's main C++ logic, otherwise readability first :-p
<awang>
Very true
<egg|nomz|egg>
not opposed to scrollable, the UI design was mostly eggstremely lazy
<awang>
egg|nomz|egg: How is burn duration calculated?
<awang>
The duration appears to approach some kind of upper bound as maneuver dv increases
<awang>
Admittedly, the maneuver dv is impossibly high
<awang>
But the behavior of the duration value seems somewhat odd
<egg|nomz|egg>
awang: циолковский
<egg|nomz|egg>
at constant burn rate it takes finite time to burn off all your rocket, reaching an infinite speed
<egg|nomz|egg>
most rockets are equipped with a little bit of non-fuel mass to prevent that :-p
<awang>
lol
<awang>
One of the funnier explanations I've heard :P
<awang>
Where in the .cs file should I put an enum that is used inside the class only?
<egg|nomz|egg>
in the class?
<awang>
Like at the top, bottom with the rest of the instance variables, or elsewhere?
<egg|nomz|egg>
(anyway we'll heavily nitpick about that once code review comes so don't worry yet)
<egg|nomz|egg>
tbh the C# is not very clean, style-wise
<egg|nomz|egg>
some of the classes have the variables at the bottom, others at the top
<awang>
Also, would you prefer an anonymous function be broken out into a private method?
<egg|nomz|egg>
I think we'd want to switch to having them at the bottom, but that would be separate cleanup work
<awang>
Right now I have it sitting in the middle of a method as a local var
<awang>
But I'd imagine that isn't preferred
<egg|nomz|egg>
awang: depends how big it is
<egg|nomz|egg>
and how complicated
<awang>
Few lines. Basically checks whether an enum value matches some value and pre/appends a color tag to some text
<egg|nomz|egg>
hm, if it's general-purpose useful pull it out, otherwise keep it local? we'll see at code review anyway, I don't see the code
<egg|nomz|egg>
(we tend to be eggstremely nitpicky at review time, but it's kind of messy to give style advice before seeing the code)
<awang>
At least at the moment it's pretty specific
<awang>
True
<egg|nomz|egg>
eggsample of a pull request with lots of comments: #469
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<GH>
[Principia] aw1621107 opened pull request #1610: Indicate burn type being used by flight planner (master...indicate-current-burn-mode) https://git.io/vdyzr
<egg|nomz|egg>
awang: uh, problem with your pull request
<egg|nomz|egg>
it's not persisted
<awang>
I was worried about that...
<awang>
How do I persist that?
<egg|nomz|egg>
it doesn't go to the C++, so it's lost on plugin destruction
<awang>
Ah
<egg|nomz|egg>
and adding it to the C++ is tricky
<awang>
I didn't know that flight plans were persisted
<egg|nomz|egg>
they are, there's a proto
<egg|nomz|egg>
but in order to add things to the C++ we need to know where we want to go with burn specifications (that whole question with choosing engines and whatnot)
<awang>
Ah
<awang>
So what happens if it isn't persisted?
<awang>
Incorrect indication when the save is reloaded?
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<egg|zzz|egg>
well burn_type_ will take its default value, which is ActiveEngines
<egg|zzz|egg>
you can check in game
<awang>
I see
<awang>
Would having it be set in Compute[Engine|RCS]Characteristics or UseTheForceLuke make it show up correctly?
<egg|zzz|egg>
no, the information is lost
<awang>
:(
<egg|zzz|egg>
also this fails if the fallback paths occur, e.g. if there are no active engines it will say you picked that, even though it fell back to RCS
<awang>
I was more aiming for "This is what the user picked, but the warning will tell you that something else is going on"
<egg|zzz|egg>
ah, so that was intentional
<egg|zzz|egg>
makes some sense
<awang>
Since otherwise the user may be confused that "Active Engines" was clicked, but "Active RCS" or "Instant Impulse" was showing up as active
<egg|zzz|egg>
but without persistence it's a mess anyway :-\
<awang>
Yeah :(
<awang>
Guess in that case ignore the PR
<awang>
I'll keep working on engine/stage selection
<egg|zzz|egg>
also even if you wanted to start hacking away at the protos you can't compile C++ right now so you couldn't test persisting additional info
<awang>
I can, now that you killed WE_LOVE_228
<egg|zzz|egg>
ah fun :D
<egg|zzz|egg>
awang: so I guess technically you could try hacking away at that, I'd advise starting with something small like the hidden flight plan window bug though
<egg|zzz|egg>
(that's self-contained, when you render the window check that it's not entirely out of bounds, if it is bring it in bounds by a minimal displacement)
<awang>
I'll get on that once I get frustrated enough with the engine selection (ignoring the proto part) :P
<GH>
[Principia] eggrobin commented on issue #1610: As discussed on IRC, this information is not persisted (the principia.serialization.Manoeuvre message would have to include it, as well as the interchange principia.journal.serialization.Burn).... https://git.io/vdya3
<GH>
[Principia] eggrobin closed pull request #1610: Indicate burn type being used by flight planner (master...indicate-current-burn-mode) https://git.io/vdyzr
<egg|zzz|egg>
awang: closed as discuss, feel free to reopen (maybe poke me so we can discuss what should be in principia.serialization.Manoeuvre; while principia.journal.serialization types are a mess by construction (they're interchange), we try to keep deeper layers cleaner)
<awang>
Sure, once 228 has been laid to rest
<awang>
Unless you have another fun bug to focus on for the relase after the upcoming one
<egg|zzz|egg>
we don't have anything planned for that one yet
<awang>
:D
<awang>
egg|zzz|egg: Good news: I hacked a fix that lets me use SRBs for flight planning!
<awang>
Bad news: It has the same issue(s) as my earlier PR :(
<awang>
And doesn't account for "proper" staging
<egg|zzz|egg>
doesn't account for proper staging is ok if it's a strict improvement; no persistence is no go, but maybe you can fetch the properties of the next stage's engine or something?
<awang>
Right now I just list all the engines and let the user pick :P
<egg|zzz|egg>
uh that seems unwieldy
<awang>
It is
<egg|zzz|egg>
like I know our UX is shit, but I'd still like to see the rocket sometimes :-p
<awang>
:P
<awang>
Going stage-by-stage is a good idea
<awang>
Hmmm
<awang>
Maybe let the user pick stages instead of engines
<awang>
That would work better
<awang>
Maybe
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