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…
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<queqiao->
⟨Grimmas⟩ well they're certainly not gonna write an integrator into the game, so they'll find some way to cheat it while keeping both planets on rails
<queqiao->
⟨(ᴇxᴘᴇʀɪᴍᴇɴᴛᴀʟshells)⟩ the disadvantages of not having your games written by math majors
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<queqiao->
⟨Grimmas⟩ it still needs to run in real time on potato pc 🙂
<queqiao->
⟨§κyℓαr ♀⟩ well, a lot more than real time 😛
<queqiao->
⟨Grimmas⟩ i'm sure we'll see principia in ksp2 eventually... probably
<queqiao->
⟨Grimmas⟩ just not in stock
<queqiao->
⟨Grimmas⟩ yea good point lol a lot more than real time 🙂
<queqiao->
⟨lamont⟩ well they'll probably have two bodies orbiting each other on rails inside of one SOI with a barycenter that also moves on rails wrt to the rest of the solar system
<queqiao->
⟨lamont⟩ then within that SOI ships will be affected by both forces, so you only have to do n-body integration for vessels within that SOI
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<queqiao->
⟨Chad Lancer⟩ I have potatoroids and comets disabled, yet KSP lags when timewarping, I don't have many things in orbit, I'd say 5 at most.
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<queqiao->
⟨kerbinator⟩ how is your time warp rate
<queqiao->
⟨kerbinator⟩ very high?
<queqiao->
⟨Chad Lancer⟩ not that high
<queqiao->
⟨Chad Lancer⟩ i think it was like 1000 or something
<queqiao->
⟨Chad Lancer⟩ i think it was like 10000x (edited)
<queqiao->
⟨Zeusbeer⟩ this might give a bit more insight on how they do 2.5 body physics (its timestamped at a specific point)
<queqiao->
⟨Zeusbeer⟩ but still really vague
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<queqiao->
⟨Zeusbeer⟩ if there is ever a principia 2.0 for ksp 2.0 its gonna bully the hell out of those binary planets
<raptop>
So, what are the Love numbers for those planets?
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<queqiao->
⟨Zeusbeer⟩ @raptop I think 220 and 284 would be their love numbers
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<queqiao->
⟨SpaceFace545⟩ Is there a way to see when you and your target craft’s orbits intersect
<queqiao->
⟨SpaceFace545⟩ It’s a royal pain to get inclinations right by eyeballing it
<queqiao->
⟨pEdro⟩ select target vessel, look at AN/DN, that is your intersection
<queqiao->
⟨pEdro⟩ select target vessel,switch navball to target mode, look at AN/DN, that is your intersection (edited)
<queqiao->
⟨egg⟩ > switch navball to target mode
<queqiao->
⟨egg⟩ or switch reference frame to Tgt [body]O
<queqiao->
⟨egg⟩ (which is the same thing)
<queqiao->
⟨SpaceFace545⟩ Ahh thank you both
<queqiao->
⟨SpaceFace545⟩ Ugggh I love when principia crashes before you get a burn done
<queqiao->
⟨egg⟩ … you do realize that if you don’t report crashes we don’t know about them, which means they are never going to get fixed, right?
<queqiao->
⟨egg⟩ as far as we are aware there are no outstanding common crashes at this time
<queqiao->
⟨SpaceFace545⟩ Well I’ll send the log over asap. I am however in need to update it so that is 99.8% the cause
<_whitenotifier>
[Principia] zer0Kerbal opened issue #3176: spawning built craft with Extraplanetary-Launchpads when Principia is installed - https://git.io/JP4Nl
<_whitenotifier>
[Principia] zer0Kerbal commented on issue #3176: spawning built craft with Extraplanetary-Launchpads when Principia is installed - https://git.io/JP4Ak
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<_whitenotifier>
[Principia] pleroy opened pull request #3177: Serialization of empty segments - https://git.io/JPB4n