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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egg. — @DRVeyl: I think poking at the transform of the CelestialBody itself in ways that induce tilt is likely to displease bits of the game in subtle ways
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egg. — but anyway, most things are oriented from the body frame iirc
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[Principia] eggrobin labeled pull request #2332: Better error handling in the stack decoder, again - https://git.io/Je3ka
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Standecco. — @egg 2 things to note
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Standecco. — 1. Interesting history length you have there
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Standecco. — 2. what is the nodal precession unit (`d6`) and what is the `Grid Interval`?
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Standecco. — 2. what is the nodal precession unit (`d6`) and what is the `Grid interval`? (edited)
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[Principia] pleroy pushed 2 commits to master [+0/-0/±2] https://git.io/Jesev
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[Principia] pleroy 7a10175 - Better error handling in the stack decoder, again.
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[Principia] pleroy bf11db0 - Merge pull request #2332 from pleroy/StacktraceAgain Better error handling in the stack decoder, again
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[Principia] pleroy closed pull request #2332: Better error handling in the stack decoder, again - https://git.io/Je3ka
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[Principia] pleroy opened pull request #2333: Document what we learned so far regarding Celledoni's paper - https://git.io/Jesvy
<discord->
DRVeyl. — @egg Could you try calling transforn.SetPositionAndRotation at lines 708-712 instead of directly replacing transform.rotation?
<discord->
DRVeyl. — @egg Could you try calling transform.SetPositionAndRotation at lines 708-712 instead of directly replacing transform.rotation? (edited)
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egg. — @DRVeyl how would that help you, it's the scaled body anyway
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egg. — @DRVeyl have you checked that changing that solves your problem?
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DRVeyl. — Nevermind, that might be same as what you currently do.
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DRVeyl. — You want to call transform.Rotate().
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DRVeyl. — Sorry, poking at unity docs.
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DRVeyl. — Scaled or not, you are directly manipulating it's transform currently, rather than letting anything propagate changes / rotations to child transforms.
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DRVeyl. — Or are you asking if moving the scaled body doesn't matter if calcs are being done on the other body. I see.
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egg. — yes, and Rotate is emphatically something I don't want to touch with a ten foot pole, it's full of singularities
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egg. — SetPositionAndRotation might do the job too, but I do not think it will help you here
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egg. — anyway, if you have ideas, try them out by building a modified principia plugin adapter, that way you can see if they actually work
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DRVeyl. — At some point, I'll even get to having a Principia install.
<_whitenotifier-cd19>
[Principia] eggrobin synchronize pull request #2329: Separate the nominal recurrence from OrbitGroundTrack - https://git.io/JeYiK
<discord->
egg. — they give you, for a fixed a given at the top, a family of (e sin ω, i) that have a good chance of being frozen
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neph. — That's only with insertion off the plane though
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egg. — where ω is 90 degrees or 270 degrees, so sin ω is 1 or -1 (since e > 0, the sign tells you which ω to use)
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RurouniDonut. — So according to the diagrams 80 degree inclination should be stableish?
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neph. — Is there a chart with more omegas?
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egg. — nah, frozen orbits are always like that
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egg. — @RurouniDonut a given inclination doesn't give you stability
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egg. — you need the right eccentricity for your inclination
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RurouniDonut. — Ohhh
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egg. — and that even depends on your chosen semimajor axis (figures 3 and 4 differ in that)
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RurouniDonut. — So, according to figure 3 85 degree inc with Semimajor axis 1861km with 0.2 eccentricity is stable?
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egg. — you want to use the full line, the dashed ones are approximations with a less-detailed selenopotential
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egg. — you have frozen *circular* orbits at inclinations 0, 25ish degrees, 50ish degrees, and a bit above and below 80 degrees
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egg. — which I suppose is where the "4 orbits" thing comes from, you have small eccentric families around these and eventually your eccentricity grows high enough to remind you of the existence of the ground
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RurouniDonut. — Ahh okay
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RurouniDonut. — I think I get it
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RurouniDonut. — Time to sim this 🙂
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RurouniDonut. — Actually, for figuring out an orbits inclination; is there a way to make our own contracts ingame that displays our target orbit but doesn't give any rewards or stuff like that
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egg. — there's mechjeb's elements display, eventually there will be mine
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RurouniDonut. — Got it, thank you again!
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egg. — which will show mean rather than osculating elements, so the values should dance around less
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RurouniDonut. — Got it
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RurouniDonut. — Also by element display in mechjeb did you mean the orbital info display?
<egg>
yes
<discord->
RurouniDonut. — ty
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<discord->
DRVeyl. — No fun. This maybe works out to be a picky problem of timing.
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DRVeyl. — The ground stations learn their lat/lon/alt from their transform during the OnNetworkInitialized GameEvent, which generally fires once during each scene load. At this particular time, I *guess* only some of the universe rotations are done, because the transform corresponds to incorrect lat/lon/alt values. This lat/lon/alt is used to set the ground station's position regularly in Update().
<discord->
DRVeyl. — If you prevent the CommNetHome from learning lat/lon/alt at that time, or otherwise ensure its lat/lon/alt values are correct, then there is no issue.
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DRVeyl. — Manipulating the CommNetHome or its method that will set lat/lon/alt is not a trivial thing.
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egg. — we make extensive use of the timing manager in Principia, and things are carefully scheduled for that reason
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DRVeyl. — Yes, I've scratched the surface of that only when looking through the plugin adapter.
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egg. — looks like CommNetUI is between timings 4 and 5, fairly late
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egg. — not sure how CommNetHome behaves
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egg. — but I encourage you to investigate
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DRVeyl. — These aren't happening during an Update cycle, though, they're happening during the Start() sequences.
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egg. — hm
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egg. — then it may be that we ought to do a thing, though it's hardly clear what (or how to find out if we're doing the thing correctly)
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egg. — also i ought to sleep
<UmbralRaptop>
Do eggs sleep on nopsleds?
<discord->
DRVeyl. — There's much "fun" to be had (DF-esque definition) digging into CommNet. Mostly it involves DotPeek, and maybe replacing several classes with some pass-through logic to ease dynamic analysis.
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DRVeyl. — Have a good night!
<discord->
DRVeyl. — No fun. This maybe works out to be a picky problem of timing.
<discord->
DRVeyl. — The ground stations learn their lat/lon/alt from their transform during the OnNetworkInitialized GameEvent, which generally fires once during each scene load [Start()]. At this particular time, I *guess* only some of the universe rotations are done, because the transform corresponds to incorrect lat/lon/alt values. This lat/lon/alt is used to set the ground station's position regularly in Update()
<discord->
DRVeyl. — If you prevent the CommNetHome from learning lat/lon/alt at that time, or otherwise ensure its lat/lon/alt values are correct, then there is no issue.
<discord->
DRVeyl. — Manipulating the CommNetHome or its method that will set lat/lon/alt is not a trivial thing. (edited)
<discord->
DRVeyl. — No fun. This maybe works out to be a picky problem of timing.
<discord->
DRVeyl. — The ground stations learn their lat/lon/alt from their transform during the OnNetworkInitialized GameEvent, which generally fires once during each scene load [during CommNetScenario.Start()]. At this particular time, I *guess* only some of the universe rotations are done, because the transform corresponds to incorrect lat/lon/alt values. This lat/lon/alt is used to set the ground station's positio
<discord->
DRVeyl. — If you prevent the CommNetHome from learning lat/lon/alt at that time, or otherwise ensure its lat/lon/alt values are correct, then there is no issue.
<discord->
DRVeyl. — Manipulating the CommNetHome or its method that will set lat/lon/alt is not a trivial thing. (edited)
<discord->
DRVeyl. — Can revisit tomorrow and I can try to provide a more clear picture of what is happening from the CommNet side, during its initialization.
<discord->
DRVeyl. — Can revisit later and I can try to provide a more clear picture of what is happening from the CommNet side, during its initialization. (edited)
<discord->
egg. — DF Fun is good fun
<discord->
egg. — anxious goblins studying aqua regia
<UmbralRaptop>
"In life, you should work hard. Then work harder."