egg changed the topic of #principia to: Logs: https://esper.irclog.whitequark.org/principia | <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…
<queqiao->
⟨scimas⟩ The only incompatibility is with the "go to this specific orbit" contracts. They are still doable though. Read a few posts in the forum thread from this post onward https://forum.kerbalspaceprogram.com/index.php?/topic/162200-wip181-191-1101-and-1110%E2%80%932-principia%E2%80%94version-gr%C3%B6bner-released-2021-06-10%E2%80%94n-body-and-extended-body-gravitation/&do=findComment&comment=3787495
egg|anbo|egg has quit [Remote host closed the connection]
<queqiao->
⟨bongotastic⟩ In my experience, this is not really a concern when it comes to contract. It is trickier to do things that are simple with KSP maneuver nodes, but that's also more fun.
egg|anbo|egg has quit [Remote host closed the connection]
UmbralRaptop has joined #principia
UmbralRaptor has quit [Ping timeout: 204 seconds]
egg|anbo|egg has joined #principia
queqiao-_ has quit [Read error: Connection reset by peer]
queqiao- has joined #principia
egg|anbo|egg has quit [Remote host closed the connection]
<queqiao->
⟨Damien⟩ @Sir Mortimer off topic I know but are there plans to add the experiments from the probesplus parts to kerbalism? Some still use the old system of instant complete etc
egg|anbo|egg has joined #principia
<queqiao->
⟨Sir Mortimer⟩ Not sure, but that could be intentional. Some of the experiments were designed to play a beautiful animation, do some sciency stuff and then be done with it. It would be rather pointless to make those take 3 hours instead of 3 seconds.
<queqiao->
⟨Sir Mortimer⟩ Don't know probesplus from the top of my head, but I know we did that for a couple of expeirments in DMagic Orbital Science
<queqiao->
⟨rocketman⟩ ah :( well after some testing even straight stock with just principia runs very poorly on my computer, almost unplayable
<queqiao->
⟨Sir Mortimer⟩ @pepsiman general advice: remove all unneeded vessels, including debris and asteroids.
egg|anbo|egg has quit [Remote host closed the connection]
<queqiao->
⟨rocketman⟩ the asteroids might be part of the problem
<queqiao->
⟨rocketman⟩ but this is with 1 total vessel in LKO
UmbralRaptop has quit [Remote host closed the connection]
<queqiao->
⟨Damien⟩ Yeah that's a fair point. They could be added but with a very quick duration though. As it is the auto tab doesn't know they exist. Probes plus is aka coatl aerospace. You might know it as that
<queqiao->
⟨Damien⟩ Anyway I don't like being that guy demanding mod updates but just thought I'd ask
<queqiao->
⟨Damien⟩ I've not played ksp for ages so I'm playing JNSQ on 1.12. It's so weird playing without principia
<queqiao->
⟨egg⟩ usually we skip the .0s
<queqiao->
⟨egg⟩ certainly 1.12 has managed to make itself an annoyance with the DLL thing
<raptop>
The ground anchor thing guarentees there being a 1.12.1, and then there are the inevitable bug fixes
<raptop>
I bet the former will result in some !!FUN!! interactions with Principia
<queqiao->
⟨egg⟩ the ground anchor thing?
<queqiao->
⟨egg⟩ Also, are there any channels via which we could complain about the choking on native DLLs thing?
<queqiao->
⟨egg⟩ that’s probably going to annoy a handful of mods, not just Principia (iirc scatterer has some native stuff too ?)
<raptop>
About the Ground Anchor: The Ground Anchor will be a brand new element in KSP, that when paired with EVA construction, will give players the ability to anchor their vessels to the ground or create a solid foundation for bases. Unfortunately we encountered a late bug for this feature, so it will not be included as part of the 1.12 update. We believe we have a fix for it, but it was too late and too risky
<raptop>
to do at the last minute. As a result, this feature will be included with the 12.1 patch, so stay tuned.
<queqiao->
⟨egg⟩ hm. We ignore things on the ground so this should either Just Work or require us to add an unmanageability reason, shouldn’t be the end of the world in theory
<queqiao->
⟨Paculino (ŝi/ri/she/they)⟩ 🐛 the game devs about the 🐛s they induced
<queqiao->
⟨rocketman⟩ what's the consensus of the stability of the new update?
<queqiao->
⟨rocketman⟩ what's the consensus on the stability of the new update? (edited)
<queqiao->
⟨rocketman⟩ what's the consensus on the general stability of the new stock update? (edited)
<queqiao->
⟨Paculino (ŝi/ri/she/they)⟩ A lot of players are waiting for 1.12.1
* raptop
thought that Principia cared about the ground in terms of rotating planets/moons
<queqiao->
⟨Paculino (ŝi/ri/she/they)⟩ Doesn't it work fine with KAS ground anchors?
* raptop
didn't know about those
<queqiao->
⟨Paculino (ŝi/ri/she/they)⟩ I might have imagined them... I haven't used KAS in ages
<queqiao->
⟨Damien⟩ I'm having issues with map trajectories showing incorrectly after using the 'warp to' feature (which you then do a correction burn for and end up slamming into the ground because your trajectory was fine but displayed wrong). Also being unable to exit scene sometimes when splashed down (using recovery or space centre/tracking station buttons)
<queqiao->
⟨Damien⟩ I can't guarantee they're not mod related though
<queqiao->
⟨Damien⟩ I can definitely smell a 1.12.1 patch coming
<queqiao->
⟨Paculino (ŝi/ri/she/they)⟩ I wonder how many patches it will end up being
<raptop>
1.12 has some display issues with trajectories (Ap/Pe not showing, which is I think a possibly accidental feature with a level 1 tracking station, but a bug for level 2 and higher)
<queqiao->
⟨Damien⟩ the bug I've encountered is where lets say you execute a kerbin-mun ejection burn that places your mun Pe at 10k. You then use the 'warp to' feature by clicking on the Mun orbit and letting it warp you to the flyby. During the SOI change the projected flyby ends up being several million km rather than 10km. You do a correction burn, thinking you screwed up but the actual trajectory is fine. it's j
<queqiao->
⟨Damien⟩ Ap and Pe seem to display fine in my case
<queqiao->
⟨Damien⟩ the bug I've encountered is where lets say you execute a kerbin-mun ejection burn that places your mun Pe at 10k. You then use the 'warp to' feature by clicking on the Mun flyby trajectoryand letting it warp you to the flyby. During the SOI change the projected flyby ends up being several million km rather than 10km. You do a correction burn, thinking you screwed up but the actual trajectory is fi
<queqiao->
⟨Damien⟩ I'm on a fairly limited modlist so I can't see it being a mod issue. I'm just using JNSQ and a few QoL and part mods
<queqiao->
⟨rocketman⟩ hopefully at the end of all this we have a stable release that we can be satisfied with as the final version for modding
<queqiao->
⟨rocketman⟩ any ideas as to how kerbal alarm clock and the new system will interact? Will KAC be phased out?
<queqiao->
⟨Damien⟩ yeah a final stable version would be nice
egg|anbo|egg has quit [Remote host closed the connection]
egg|anbo|egg has joined #principia
egg|anbo|egg has quit [Remote host closed the connection]
<queqiao->
⟨Damien⟩ The new maneuver planner is pretty nice
<queqiao->
⟨Damien⟩ Give it a target and based on your current orbit it'll suggest and create and transfer maneuver
<queqiao->
⟨Damien⟩ Give it a target and based on your current orbit it'll suggest and create a transfer maneuver (edited)
<queqiao->
⟨Damien⟩ I've just done a mun landing and decided to see if there was a viable minmus transfer I could do on the way home
<queqiao->
⟨Damien⟩ Dv is tight for a landing but a flyby is easily doable
<queqiao->
⟨Damien⟩ The principia flight planner needs to up its game now
<queqiao->
⟨Sir Mortimer⟩ Wait there is a new maneuver gimmick?
<raptop>
Stock had maneuver planning upgraded and now has some KAC features