UmbralRaptor changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is del Ferro. We currently target 1.5.1, 1.6.1, and 1.7.x. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/ | <egg> calculating the influence of lamont on Pluto is a bit silly…
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Kracc. — @鹊桥IRC why are you speaking through an apparition
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Kracc. — show yourself, foul beaste
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[Principia] eggrobin opened pull request #2322: Use structured bindings when iterating on maps - https://git.io/fjp09
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[Principia] eggrobin edited pull request #2322: Use structured bindings when iterating on maps - https://git.io/fjp09
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Space Dwarf. — That’s really pretty what is that
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Standecco. — KS3P with the bloom quite high
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Space Dwarf. — Not heard of KS3P, that a graphics pack?
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Standecco. — basically, post processing for ksp
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Damien. — @neph haha yeah I noticed that when I used ks3p
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Damien. — I hat to remove it
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Damien. — I had to remove it (edited)
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PataSolar. — damn. KS3P is next on my list. can you play around with the configurations (what you did with bloom etc.) while in game or do you have to restart?
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Damien. — yeah if you reduce bloom it's not bad but the fact that principia orbits aren't a perfect circle (they're an overlapping spiral thing) means that the bloom overlaps and stacks with itself
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Damien. — on stock it looks fine because the bloom effect is only applied once
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egg. — glowing noodles
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PataSolar. — i personally welcome the glowing noodles, I'm looking forward to them
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Damien. — wait until you get it at something unstable like a lagrange point
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Damien. — the floating point errors turn it into a light show
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egg. — what floating point errors
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egg. — @Damien stop waving the word floating point around when roundoff error is not even at play; the movement of the prediction is merely the result of the truncation error of the integrators, combined with a large Ляпунов exponent
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Damien. — fair enough, I've always known flickery orbits (in stock, not principia) referred to as floating point errors so it's just habit
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Damien. — thanks for the correction though
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egg. — I mean, floating point arithmetic is involved, but it's really not the direct culprit here
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Damien. — the truncation error of the integrators, combined with a large Ляпунов exponent turn it into a light show (edited)
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Damien. — edited my comment to look smarter than I am 🙂
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Damien. — the truncation error of the integrators, combined with a large Ляпунов exponent turns it into a light show (edited)
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egg. — haha
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egg. — @Damien I mean, really the cause of the wobbliness isn't that relevant, it's just "the fact that the prediction wiggles in unstable places"
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Damien. — checkmate egg, I'm the principia dev now
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Standecco. — there's also ευδοξος
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Standecco. — eudoxos
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<UmbralRaptop>
There sadly haven't been any releases using hieroglyphs or cuneiform, though
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Standecco. — I could imagine why
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Sir Mortimer. — Didn't the mayans have some noteable mathematicians? They *did* come up with a formidable calendar after all, but then again there is no mayan in the unicde range (yet)
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egg. — well, having mathematics and having people whose name is known are different things
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egg. — I think we may have the name of one chaldean mathematician maybe
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egg. — (Kidinnu)
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egg. — but it's not clear how it's spelled
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egg. — maybe 𒆠𒁷𒉡 or 𒆠𒁲𒉡
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Sir Mortimer. — that’s going to be a fun version 🙂
<UmbralRaptop>
Has there been a release that used characters on the SMP or SIP yet?
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egg. — nah
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Standecco. — literally unplayable
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[Principia] eggrobin synchronize pull request #2322: Use structured bindings when iterating on maps - https://git.io/fjp09
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Acer_Saccharum. — so the reason KSP, and Unity uses a left handed coordinate system was a matter of p e r s o n a l p r e f e r e n c e
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egg. — Kidinnu is ᵐki-din-nu in ACT 123a = BM 45849 + BM 46237, but ᵐki-di-nu in BM 36304, assuming that's the same person of course
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egg. — @Acer_Saccharum nono, KSP uses both, that's where the insanity is
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egg. — it has a bunch of APIs that are right handed for no reason
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Acer_Saccharum. — that's just ridiculous
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egg. — that's KSP
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Acer_Saccharum. — well I applaud your effort to work through that insanity then
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Acer_Saccharum. — how does a decision like that even end up going through though
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Acer_Saccharum. — surely some subordinate developers would raise hell at that decision
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egg. — aaaaa In No. 122 (Zo) appears the name of Kidin, called Kidinnu in No. 123a (Zka)
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egg. — @Acer_Saccharum it dates back to the early days, so I don't think there is so much a conscious decision (or subordinate developers) as opposed to the formless spaghetti floating in the void
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Acer_Saccharum. — It seems to have come from the consensus that into the screen should be positive, while screen upwards should be y and screen rightwards should be x
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egg. — you mean the left-handed convention, sure; but that's not really relevant to the mixing of both in KSP
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Acer_Saccharum. — yes that was my point there
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egg. — that has not come from a consensus so much as a deranged mind
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Acer_Saccharum. — I had hoped it would be at least consistent in the wrong handedness
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Acer_Saccharum. — clockwise being positive just feels so deeply wrong
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lamont. — well the Orbit API is right handed because someone didn't want to solve kepler's problem in a left handed coordinate system
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egg. — @lamont that makes no sense though, as you know
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egg. — nothing depends on handedness in there
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lamont. — eventually it does get weird though
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egg. — I mean, you'll get left-handed elements
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lamont. — ```
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lamont. — // This is the ZXZ intrinsic rotation, converting Vector3d.right (pointing at the periapsis) from the perifocal system. Thus, the
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lamont. — // order of applying the angles is backwards. However, the negative sign for the rotation angle is cancelled out by AngleAxis being
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lamont. — // a left-handed rotation, so the angles here are positive. Argh.
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egg. — I mean, that comment is primarily that untyped active rotations are insane
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egg. — or are they passive? who knows
* UmbralRaptop
slaps Unity around with an electron
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Sumguy. — I read that as erection
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Sumguy. — just sayin
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egg. — @lamont yeah the thing is if you do it left-handed you're going to get different values for the elements (your elements will be left-handed), and converting that at the last moment is mildly annoying
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egg. — probably less annoying than mixing handednesses though
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lamont. — yeah, all i know is that next time i'm doing physics in right handed ECI
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Sumguy. — right-hand rule is love
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egg. — (anyway, Principia solves that by using different types for different reference systems, and distinguishing bivectors from vectors)
* UmbralRaptop
spikes sumguy's water with cabergoline
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lamont. — and if i write anything like a mechjeb-for-KSP2 that it'll internally be all right handed, and defend itself from unity
<UmbralRaptop>
… wait, that's a fun thing
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egg. — (that also finds bugs, because if you mix vectors and bivectors your physics is bad to start with)
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lamont. — yeah
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lamont. — strongly typed vectors would be good
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egg. — @lamont clearly you should write your next guidance thingy atop the Principia framework
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egg. — points at the /topic_
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egg. — @lamont speaking of guidance, how goes the J2