egg|zzz|egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Chasles. We currently target 1.2.2, 1.3.0, and 1.3.1. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
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<GH>
[Principia] DaMichel opened issue #1616: Crash on loading savegame https://git.io/vFL4Z
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<GH>
[Principia] eggrobin commented on issue #1616: > I removed Principia a couple of times during the game.... https://git.io/vFL06
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<lamont>
why would people think that they can add and removing principia from a savegame and everything would stay sane?
<egg>
lamont: because they can do that with many other mods, and they haven't quite realised just how much principia has its own version of *everything*
* egg
jumps
<lamont>
yeah, but just think about it for a second...
* egg
is suddenly managed by principia
<lamont>
its N-body physics that replaces how all the planets move
<egg>
lamont: well unless you understand how we do the integration and what is stored by stock, you could imaging doing that by just perturbing the stock game's orbit and keeping those as the authoritative source
<egg>
but instead we have giant protos that we dump into the savefile :D
<awang>
Does Principia not like HyperEdit messing with things?
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<egg>
awang: well it can't distinguish it from ksp being inaccurate, so it will simply contemptuously ignore whatever hyperedit may do :D
<awang>
Ah
<awang>
That'd explain a lot
<awang>
I assume that also applies to the "set orbit" part of the debug/cheat menu?
<egg>
awang: yup
<awang>
Hmmm
<awang>
Does that also apply to the "set orbit" option of KRASH?
<egg>
probably? I don't know KRASH, but anything that preserves the identity of the vessel, doesn't make it vanish from principia's realm for at least a frame, and moves it will be ignored
<awang>
That could be problematic for testing
<awang>
And once you start managing vessels in-atmosphere everything will be in principia's realm, right?
<egg>
awang: not if you're landed :-p
<awang>
Oh right
<awang>
Any plans on changing that?
<egg>
awang: so it's kind of fundamentally impossible to change that per se (KSP wrongness is indistinguishable from intentional modification), we could have some way of saying "declare this vessel unmanageable for testing" hidden in an obscure menu I guess
<awang>
Er, I was intending to ask about changing managing landed vessels
<awang>
But that answer works too
<egg>
awang: not much we can do about landed vessels
<egg>
they collide with the ground, we don't do collision physics
<egg>
if we did there would be nothing left for the physics engine to do :-p
<awang>
Hey, I'm sure replacing the physics engine entirely would make some people quite happy
<egg>
awang: at this point could we just replace the game itself
<egg>
awang: I cannot into graphics but surely we can make KSP a command-line game
<egg>
> activate engine
<egg>
*automated abort*
<awang>
Oh god
<awang>
That'd be hilarious
<awang>
Also, ASCII art orbits
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<lamont>
your rocket has been eaten by a grue
<lamont>
well i just wrote my own rkf45 ODE integrator for systems of linear equations and plugged in the equations of motion for a rocket in a central gravitational field around the earth, and integrated a hohmann transfer burn from a 185x185 to a 185x1000 in C on the command line.
<lamont>
i did not get eaten by too many grues
<lamont>
although i did have one sign error
<egg>
lamont: you could use the principia libs! :D
<lamont>
but i wanted to write it myself =)
<lamont>
yours are all C++ software devved up...
<egg>
:-p
<egg>
but strongly-typed quantities and reference frames \o/
<lamont>
but spraying pointers around with no idea how long of a vector they point at and ECI
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<lamont>
the rkf45 integrator ultimately winds up as C# code in MJ, and possibly plugged into PEG to entirely replace its predictor and all the approximations it does
<lamont>
and then rub some calculus of variations on it and newtons method and it turns into a pretty robust trajectory optimizer
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