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/
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<awang> egg|zzz|egg: Is there some known quirk with WindowUtilities.ContainsMouse()?
<egg|zzz|egg> dunno
<awang> My code isn't detecting the mouse in a rectangle when called as rect.ContainsMouse()
<awang> But does when called as rect.Contains(UnityEngine.Event.current.mousePosition)
<awang> Should this be reported as a possible bug?
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<awang> Uhhh
<awang> Does Principia master do something with aerodynamics?
<awang> Because parachutes appear to have zero effect right now
<egg|zzz|egg> uh
<egg|zzz|egg> uuuh that might be a problem
<awang> Hold on, let me try again without the mess I made in my checkout
<egg|zzz|egg> inside the atmosphere principia is still supposed to ignore your vessel
<egg|zzz|egg> so parachutes should happily parachute
<awang> Hmmm
<awang> Uh
<awang> Yeah
<awang> Built from master
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<awang> Wait
<awang> Crap, messed up something
<awang> Hold on
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<egg|zzz|egg> parachute seems to be working fine at chasles in stock
<awang> Yeah, it's working fine for me too now
<awang> idk what I broke
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<awang> egg|zzz|egg: Looks like tracking stages may be more interesting than I originally thought
<awang> Also, what the Trajectories author says about staging-related things doesn't give me hope
<awang> "It's not possible to predict a trajectory for a future stage. We know this is a highly requested feature, but unless we duplicate big parts of the KSP-internal code, we are limited to simulating the current state of the vessel"
<awang> idk how recent that statement was made, though
<awang> Nor how accurate it is
<awang> Thoughts?
<awang> I think I can at least allow selecting engines in a stage as a group
<awang> Hmmm
<awang> Probably should look into how KER/MJ handle staging
<awang> ...That's complicated
<awang> Hmmm
<awang> This is going to be interesting
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<lamont> yeah staging in KSP is terrifyingly complicated
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<egg|zzz|egg> awang: you can't simulate decoupling without deeply changing the C++ logic, so don't
<egg|zzz|egg> awang: just handle selecting those engines that will be lit once you stage and no more
<egg|zzz|egg> awang: please don't build a gothic cathedral in the C# side, otherwise it will be impossible to review
<xShadowx> gothic cathedrals do look nice though :|
<xShadowx> work of art
<egg|zzz|egg> yes but we keep them in the C++ side where we have built safe strongly-typed flying buttresses
<xShadowx> i kinda dont like a lot of modern stuff, sure steel is better and can let you do weird things, but it often brings a feeling of "well that shit is gonna fall down -.-" vs older things like the cathedrals, look solid, curves nicely layed out to flow from one area to the next
<xShadowx> and give the impression of power, vs modern stuff "ya i can do it, so i did it, feck you for thinkin im ugly"
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<awang> egg|zzz|egg: could you expand a bit more on "lit once you stage"? I thought staging usually involves decoupling
<awang> Or you mean engines that will be used for the burn being calculated by the flight planner?
<awang> And don't worry, I don't intend on creating a C# monster (yet)
<egg|work|egg> awang: after decoupling but before lighting up (assuming no hotstaging), staging does not decouple
<egg|work|egg> awang: that's the only kind of staging you can handle without deeply changing how flight plans work, because the flight plan knows its initial mass
<egg|work|egg> (the flight plan assumes that it's planning things for a monolithic ideal rocket)
<awang> Oh
<awang> So technically what I have would work, I think? It's hardly good UX, though
<awang> Just select the engine(s) that will be used for the burn
<egg|work|egg> awang: yeah, conceptually that sounds good; really an option (like "active engines") that's "next stage's engines" would probably yield both a reasonably simple UI and improved usability
<awang> Hmmm
<awang> Interesting idea
<awang> "Next stage" might be a fun challenge. Need to read up more on the API...
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<awang> egg|zzz|egg: When executing a burn according to the flight planner, do you want to cut your engine exactly when the cutoff reaches 0s?
<awang> Or does the display round to some extent so the actual time remaining is a bit more than 0s?
<awang> I admit that I only get to ask this kind of question because my game runs so slowly I can actually track tenths of seconds reasonably well
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<awang> egg|zzz|egg: Would missing WE_LOVE_228_ have much of an effect on performance/save size if I don't have any vessels launched?
<awang> Since there wouldn't be any history to save?
<awang> Or do planets/etc. have histories too?
<awang> Actually... Asteroids are spawned even if you can't track them, aren't they
<awang> Never mind
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<GH> [Principia] aw1621107 opened pull request #1611: Ensure flight planner is always (partially) visible (master...ensure-flight-planner-visibility) https://git.io/vd9Cz
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<egg|zzz|egg> awang: you can remove the directory that contains the cfg for potatoroid and prevent asteroids from existing
<egg|zzz|egg> awang: celestials are unaffected by 228
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<egg|zzz|egg> !csharp " min_width_on_screen - window_rectangle_.width,".Length
<Qboid> 98
<awang> Line length limit?
<egg|zzz|egg> !u " UnityEngine.Screen.height - min_height_on_screen);".Length
<Qboid> egg|zzz|egg: Too many characters! (Maximum: 10)
<egg|zzz|egg> !csharp " UnityEngine.Screen.height - min_height_on_screen);".Length
<Qboid> 84
<egg|zzz|egg> hm
<egg|zzz|egg> awang: LGTM (with some nitpicking)
<awang> Fixing...
<awang> Pushed
<egg|zzz|egg> and merged, thanks!
<GH> [Principia] eggrobin pushed 4 new commits to master: https://git.io/vd9rL
<GH> Principia/master 761e8d5 Alex Wang: Ensure flight planner is always (partially) visible
<GH> Principia/master 50f6af7 Alex Wang: Reformat changes to fit under 80 characters
<GH> Principia/master 87863da Alex Wang: Reorder window position lower bound expression
<awang> \o/
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