egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Descartes. We currently target 1.3.1, and 1.4.x. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
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<Qboid> 0d 12h 0m 0s left to event #28: Horizons 3e & Azerspace 2 (Intelsat 38) / Ariane 5 VA245 [at 2018-09-17 22:00:00]. Say '!kountdown 28' for details
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<Qboid> 0d 9h 0m 0s left to event #28: Horizons 3e & Azerspace 2 (Intelsat 38) / Ariane 5 VA245 [at 2018-09-17 22:00:00]. Say '!kountdown 28' for details
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<GregroxMun> I
<GregroxMun> I mean Hi
<UmbralRaptop> iH
<GregroxMun> so I think I have uncovered the cuase of a bug that has plagued me when playing with some weird systems with principia
<GregroxMun> Sometimes when principia is running, it is impossible to timewarp because the game thinks you're under acceleration
<GregroxMun> I think what's happening is that whenever the gravitational acceleration imparted on a craft by principia departs enough from what KSP thinks it should be with patched conics, then it assumes that it's a real acceleration and treats it as such
<GregroxMun> This is common in binary systems, or large oblate planets like Mesbin.
<GregroxMun> What's the state of the project right now?
<GregroxMun> What features, if any, are being worked on?
<GregroxMun> I ask because I am *REALLY* looking forwards to planetary orbits that make sense
<UmbralRaptop> !wpn egg|zzz|egg
* Qboid gives egg|zzz|egg a bash-compatible skew paintbrush-like stinger
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<UmbralRaptop> !wpn egg|anbo|egg
* Qboid gives egg|anbo|egg a VAX-like sumerogram
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<egg|anbo|egg> GregroxMun: planetary orbits that make sense (in terms of drawings in map view) are probably independent from the issue you describe
<GregroxMun> I know
<GregroxMun> I didn't mean to imply they were related issues.
<egg|anbo|egg> GregroxMun: if you have a minimally-modded save that reproduce the issue you describe (together with a list of mods) we can look into it
<GregroxMun> ok
<GregroxMun> I may do so later
<GregroxMun> too tired now
<egg|anbo|egg> GregroxMun: also right now i'm working on stage- and fuel- aware flight plans
<egg|anbo|egg> also srb-aware eventually
<egg|anbo|egg> so that you don't accidentally plan burns that require more fuel than you have
<GregroxMun> I also have a feature request that may be a long shot
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<GregroxMun> what if you could make it so that orbits are played about the same way they are in-game, as an option
<GregroxMun> like
<GregroxMun> in-game as in stock physics I mean
<GregroxMun> like
<GregroxMun> in stock, you have a blue orbit line that is cut off when you get to an SOI transition, then you see the orange orbit line representing the path of your trajectory around the secondary body in the reference frame of the primary body, then a purple line representing the path of your trajectory in the primary-reference frame again.
<GregroxMun> what if
<GregroxMun> in principia
<GregroxMun> you could also have that
<GregroxMun> more importantly, the feature where if you focus on the secondary body, the flyby trajectory is redrawn in the reference frame of the secondary body, but only the cut-out bit, while the transfer orbit is still seen as a primary-centric orbit
<GregroxMun> I don't know if that made sense
<awang_> GregroxMun: So basically you want the ability to render different parts of the trajectory using different reference frames?
<GregroxMun> yeah
<awang_> I don't know the answer to that, unfortunately
<awang_> No idea what the rendering code looks like internally
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