egg|anbo|egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is 陈景润. 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] KSPjohnFX commented on issue #1628: Glad to have provided helpful data. Hope the solution is relatively easy for you. Very handy that Principia makes it's own journals. https://git.io/vbeMP
<GH> [Principia] pleroy commented on issue #1628: Unfortunately, as we dig deeper into the issue, properly fixing it seems to be horrendously complicated. We are going to give it precedence, because we understand it's a real pain for users, but it's likely to take several weeks. https://git.io/vbeHd
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<GH> [Principia] KSPjohnFX commented on issue #1628: Ouch. Maybe advise users in the meantime to only warp when in flight to stop more reports flooding the forum thread?... https://git.io/vbvOw
<egg|work|egg> !wpn awang
* Qboid gives awang a winter infimum
<egg|work|egg> !u ⚡
<Qboid> U+26A1 HIGH VOLTAGE SIGN (⚡)
<awang> egg|work|egg: Sounds like #1628 is going to be fun
<Qboid> [#1628] title: Crash during timewarp at space center | Steps to reproduce:... | https://github.com/mockingbirdnest/Principia/issues/1628
<egg|work|egg> awang: yeah...
<egg|work|egg> means we have to detect collisions within the integrator
<awang> "We got "lucky" that the downsampling algorithm was stupidly written recursively"
<awang> "stupidly"?
<awang> Heh
<awang> I was literally just about to say that
<egg|work|egg> yeah it me
<awang> "If only KSP detected collisions right"
<egg|work|egg> I wrote it stupidly recursively
<awang> What's so stupid about it?
<egg|work|egg> and somehow bring we need to bring the collision detection up through all the integrators to the game, and tell it to destroy the vessel
<egg|work|egg> awang: well it overflows the stack
<egg|work|egg> whereas it could just be a loop
<egg|work|egg> but then you would fail to downsample, and your save would become insanely big instead of crashing
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<egg|work|egg> and then it would take 15 min to change scenes :-p
<egg|work|egg> so we need to kill those corrupt vessels
<awang> Ah
<awang> So it's either a stack overflow or a giant save
<egg|work|egg> it's hard to devise a criterion for corruption, but it probably only happens with collision
<awang> Not a great choice either way
<egg|work|egg> so collision detection should solve the bug
<awang> Hey, my game takes 15 minutes to change scenes anyways, so I wouldn't notice anything :P
<egg|work|egg> (and also solve the bug of collision detection :-p)
<awang> After that, what parts of KSP would Principia have *not* replaced?
<egg|work|egg> awang: nah, it would take 15 min but freeze the UI thread for that time so you'd get the whole "not responding" feel
<egg|work|egg> awang: um, I'd say graphics but we actually have our own rendering code for the trajectories
<egg|work|egg> awang: but that's point-vessel with planet collision detection, not actual collision of ships
<awang> Well, the "not responding" thing is what I currently experience, soooo...
<egg|work|egg> so we still need the physics engine :-p
<awang> At least until users start demanding you simulate gravity interactions between ships :P
<awang> Or for particularly large asteroids
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<UmbralRaptor> Eh, there's a line in the FAQ about that.
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<xShadowx> principia hasnt replaced the wheel system part of ksp ;3
<bees> <awang> Or for particularly large asteroids
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<bees> you probably could simulate it as a point source of gravity when you are nearby
<bees> lets say, in physics range
<lamont> you can’t
<lamont> objects in principia either consistently have gravity everywhere or else they’re gravityless like ships
<lamont> if you violate that you wind up with weird phantom forces
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