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…
<_whitenotifier> [Principia] pleroy edited pull request #3209: Ζήνων is Hamilton - https://git.io/J1Dpf
<_whitenotifier> [Principia] pleroy edited pull request #3210: Fix some errors found by Clang - https://git.io/J1yv3
<_whitenotifier> [Principia] pleroy opened pull request #3212: Fix more Clang errors - https://git.io/J1yUV
<_whitenotifier> [Principia] Pending. Build queued… - 
<_whitenotifier> [Principia] Pending. Building… - http://casanova.westeurope.cloudapp.azure.com:8080/job/Principia/5272/
<_whitenotifier> [Principia] eggrobin labeled pull request #3212: Fix more Clang errors - https://git.io/J1yUV
<_whitenotifier> [Principia] pleroy closed pull request #3212: Fix more Clang errors - https://git.io/J1yUV
<_whitenotifier> [Principia] pleroy reopened pull request #3212: Fix more Clang errors - https://git.io/J1yUV
<_whitenotifier> [Principia] pleroy closed pull request #3212: Fix more Clang errors - https://git.io/J1yUV
<_whitenotifier> [Principia] pleroy pushed 2 commits to master [+0/-0/±6] https://git.io/J1yU5
<_whitenotifier> [Principia] pleroy 6ef8b93 - Fix more Clang errors.
<_whitenotifier> [Principia] pleroy 48c79d6 - Merge pull request #3212 from pleroy/Clang Fix more Clang errors
<_whitenotifier> [Principia] Failure. Build finished. - http://casanova.westeurope.cloudapp.azure.com:8080/job/Principia/5272/
<_whitenotifier> [Principia] pleroy opened pull request #3213: Fix another Clang error - https://git.io/J1ytf
<_whitenotifier> [Principia] eggrobin labeled pull request #3213: Fix another Clang error - https://git.io/J1ytf
<_whitenotifier> [Principia] Pending. Build queued… - 
<_whitenotifier> [Principia] Pending. Building… - http://casanova.westeurope.cloudapp.azure.com:8080/job/Principia/5273/
<_whitenotifier> [Principia] pleroy pushed 2 commits to master [+0/-0/±2] https://git.io/J1ytC
<_whitenotifier> [Principia] pleroy 5392b0a - Another Clang error.
<_whitenotifier> [Principia] pleroy 12b4743 - Merge pull request #3213 from pleroy/Clang Fix another Clang error
<_whitenotifier> [Principia] pleroy closed pull request #3213: Fix another Clang error - https://git.io/J1ytf
<queqiao-_> ⟨O​slov⟩ hello Principians. I'm the dev of Kopernicus (R-T-B on KSP forums), I wanted to poke you guys and ask some questions to try to coordinate with some changes happening on our end right now. Any devs around?
<queqiao-_> ⟨A​l2Me6⟩ Both are here
<queqiao-_> ⟨O​slov⟩ ah, wonderful.
<queqiao-_> ⟨e​gg⟩ (though we probably shouldn’t be around at this time, since it’s three in the morning)
<raptop> It's weirdly reassuring that PHL also stays up late
<queqiao-_> ⟨O​slov⟩ In traditional KSP fashion, we have discovered a horrifically strange work around for a longstanding Kopernicus bug, the one where floatingorigin becomes glitchy at distance, and kerbals and landing gear sink into the terrain.
<queqiao-_> ⟨O​slov⟩ the issue: That fix involves spawning a constantly moving, invisible celestialbody on a line drawn between the craft and the sun. You can see how this is not fun for Principia
<queqiao-_> ⟨O​slov⟩ and no, do not ask me why it works. I honestly have no idea
<queqiao-_> ⟨e​gg⟩ yeah that is a complete no-no.
<queqiao-_> ⟨e​gg⟩ what is the bug to start with? I have never heard of it
<queqiao-_> ⟨O​slov⟩ at the moment I have allowed Principia to load and other mods to work by scrubbing any traces of the celestialbody from local lists and from the stars orbitalBodies list
<queqiao-_> ⟨O​slov⟩ it seemingly accepts it but the body never moves as intended
<queqiao-_> ⟨O​slov⟩ I'll link our git story on it
<queqiao-_> ⟨O​slov⟩ note bug is closed because my fix works, it's just a very odd approach to a problem no one completely understands
<queqiao-_> ⟨O​slov⟩ it mostly applies to bodies at interstellar distances
<queqiao-_> ⟨O​slov⟩ my question is basically, is there a way to have Principia leave a single body alone?
<queqiao-_> ⟨O​slov⟩ the body will always be called "KopernicusWatchdog" if it helps
<queqiao-_> ⟨O​slov⟩ at the moment status quo is your mod loads you just reap none of the benefits of the fix, which may be acceptable
<queqiao-_> ⟨e​gg⟩ this is perfectly acceptable; dealing with nonexistent planets is, essentially, not.
<queqiao-_> ⟨e​gg⟩ I would also wonder to what extent the bug exists in the presence of Principia anyway, where a lot of things are handled by Principia numerically
<queqiao-_> ⟨O​slov⟩ well from a laws of physics perspective I also get that... it's very bizzare but it has to be a celestialbody. I tried making it a vessel, a simple floating scaledBody, etc...
<queqiao-_> ⟨O​slov⟩ wouldn't work
<queqiao-_> ⟨e​gg⟩ every part is placed where it belongs at every frame, and I think we nudge the floating origin ourselves too
<queqiao-_> ⟨e​gg⟩ so there are a bunch of classes of bugs that simply disappear
<queqiao-_> ⟨O​slov⟩ the bug does exist in Principia
<queqiao-_> ⟨O​slov⟩ I can provide a demo case
<queqiao-_> ⟨e​gg⟩ (for instance you have no ladder/fuel pump drives in Principia)
<queqiao-_> ⟨O​slov⟩ interestingly kerbals themselves seem fine under Principia
<queqiao-_> ⟨e​gg⟩ (for instance you have no ladder/fuel pump reactionless drives in Principia) (edited)
<queqiao-_> ⟨O​slov⟩ but the landing legs are not
<queqiao-_> ⟨O​slov⟩ This is the body we test with
<queqiao-_> ⟨O​slov⟩ spawn on a sun facing side of the body and you will sink with any heavy craft using landing legs
<queqiao-_> ⟨O​slov⟩ spawn on the dark side and you will not
<queqiao-_> ⟨O​slov⟩ that's the bug in a nutshell
<queqiao-_> ⟨e​gg⟩ I wonder whether we could just fix that properly on the Principia side, by nudging the universe around
<queqiao-_> ⟨e​gg⟩ after all, we tilt the universe, that’s a lot harder
<queqiao-_> ⟨O​slov⟩ that'd be ideal, Principia already loads acceptably as mentioned
<queqiao-_> ⟨e​gg⟩ but in any case, dealing with nonexistent bodies opens the door to infinite bad edge cases ; let’s not go there.
<queqiao-_> ⟨O​slov⟩ though I have no idea what it's doing with my body
<queqiao-_> ⟨O​slov⟩ My best course of action is probably to add some sort of detection for Principia and if found, distable the body
<queqiao-_> ⟨e​gg⟩ yup
<queqiao-_> ⟨O​slov⟩ ok good, I'll go that route. You can look into the bug otherwise on your end
<queqiao-_> ⟨e​gg⟩ Principia detection is a fairly standard thing, some of the bits of RO do that too so you can look at what they do
<queqiao-_> ⟨O​slov⟩ oh I'm sure I can work that out
<queqiao-_> ⟨O​slov⟩ I'll do it sometime tomorrow, if you get a weird bug report in the meantime it's probably me, you can tell them release-60 is the last one "Principia ready" as of today.
<queqiao-_> ⟨O​slov⟩ I doubt you will though, I don't think Principia can even see the body.
<queqiao-_> ⟨O​slov⟩ yes, that looks quite doable thanks
<queqiao-_> ⟨O​slov⟩ FTR I play with Principia, so... I am personally motivated to fix this lol
<queqiao-_> ⟨e​gg⟩ yeah I recall seeing you on the forum thread
<queqiao-_> ⟨O​slov⟩ everyonce in a while I'll figure something out and post yeah
<queqiao-_> ⟨e​gg⟩ though you are a frog there, not a cactus
<queqiao-_> ⟨O​slov⟩ Cactus is from my old guild, some guy who was learning english starting swearing incomprhensibly about cacti one day, probably not a good story for here
<queqiao-_> ⟨O​slov⟩ so I changed my avatar to mess with him
<queqiao-_> ⟨O​slov⟩ Frogs are better, will have to change it back soon
<queqiao-_> ⟨e​gg⟩ as the song goes, the entire world is a cactus, it is impossible to sit down <https://www.youtube.com/watch?v=E05SSymMvdY>
<queqiao-_> ⟨O​slov⟩ lol
<raptop> prefixcactus?
<queqiao-_> ⟨e​gg⟩ note to self: with respect to that distance from the Sun, the ULP is about a millimetre.
<queqiao-_> ⟨e​gg⟩ note to self: with respect to that distance from the Sun, the (binary64) ULP is about a millimetre. (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ Uh oh, one of more shortcomings of Principia is, it is not subject to hyperedit or serorbit (only 302774m LEO?)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ Uh oh, one of more shortcomings of Principia is, it is not subject to hyperedit or setorbit (only 302774m LEO?) (edited)
<queqiao-_> ⟨A​l2Me6⟩ That is well known... turn on hack gravity and set orbit will work
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ non-Earth set orbit work?
<queqiao-_> ⟨e​gg⟩ yes, that’s how I test things with RSS…
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ Yup.
<queqiao-_> ⟨e​gg⟩ (just don’t forget to unhack gravity)
<queqiao-_> ⟨e​gg⟩ (just don’t forget to turn off hack gravity) (edited)
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<queqiao-_> ⟨N​athanKell (he/him)⟩ This fix is amazing. I assume this is a different class of issue from the one that affects large bodies (i.e. RSS scale bodies) that seems to be due float imprecision in terrain colliders? (I got a bit into trying to rework PQS to not do the roundtrip to body origin and back in the transform matrix, but we had to wrap up on 1.2 before I had time to really get there.)
<queqiao-_> ⟨N​athanKell (he/him)⟩ Uh, I should explain, in case that's unclear: PQS quads are parented to the CB origin, which is (body radius) units away from the floating origin. So you pay the precision cost of going there and back for the terrain quads, and their colliders, near the player vessel.
<queqiao-_> ⟨S​unius⟩ I've noticed that principia maneuvers don't agree with mechjeb on engine burn time and/or deltaV. For instance, MechJeb says my engine can do 3346 m/s in 191.1 seconds whereas principia has a longer burn time for the same deltaV and if I reduce the maneuver to match my engine burn time, principia thinks it will do 3290.5 m/s of deltaV. When actually executing maneuver, it's clear it does more than
<queqiao-_> ⟨S​unius⟩ I've noticed that principia maneuvers don't agree with mechjeb on engine burn time and/or deltaV. For instance, MechJeb says my engine can do 3346 m/s in 191.1 seconds whereas principia has a longer burn time for the same deltaV and if I reduce the maneuver to match my engine burn time, principia thinks it will do 3290.5 m/s of deltaV. When actually executing maneuver, it's clear it does more than
<queqiao-_> ⟨Q​uadrupole⟩ Are you using the latest version of RealFuel?
<queqiao-_> ⟨S​unius⟩ rf-v13.43.0
<queqiao-_> ⟨S​unius⟩ rf-v13.4.0 (edited)
<queqiao-_> ⟨S​unius⟩ rf-v13.4.0 - looks like it's the latest (edited)
<queqiao-_> ⟨S​tonesmile⟩ The latest version of RF fixed a bug where the variance randomization was accidentally not random. That might be the source of this
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<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ well
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ what's this
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ the "j" in it
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ (I need to get j2 of Mars, Jupiter, Saturn, Uranus, Neptune to get approximate precession rate of regular satelites)
<queqiao-_> ⟨Q​uadrupole⟩ Seriously, if RSS/RO is all about realism, we would not have the "maximally inclined moon."
<queqiao-_> ⟨v​on Kerman⟩ But what inclination to choose then? The minimum one? 😀
<queqiao-_> ⟨Z​eusbeer⟩ I am pretty sure j is j2 in this case, you can compare the one with earth to its actual value to double check
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ well I want to ask for one thing of the infrastructure of principia
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ well I want to ask for one thing of the infrastructure of principia's tilt realisation (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ well I want to ask for one thing of the infrastructure of principia's tilt method (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ thinking about principia rotation infrastructure
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ well I just installed it, and find that skybox will rotate in ECEF in map view, but not rotate in ECEF in flight view
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ so what is principia doing to KSP global axes?
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ is principia only inertially rotate the global axes or creating a really rotating axes?
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ ||because now I've got to why tiltem is very buggy when far from planet because it really make KSP global axes rotating, will cause problems in far places where surface speed is tremendous||
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ does principia only inertially rotate the global axes or creating a really rotating axes? (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ does principia only inertially rotate the global axes or really make global axes rotate? (edited)
<queqiao-_> ⟨Z​eusbeer⟩ Ah shit, here we go again
<queqiao-_> ⟨O​slov⟩ I play at 10x rescaled kerbin and haven't really noticed that bug. It is possible it may be related in which case I'd not notice it on Kerbin (only made it to Mun so far)
<_whitenotifier> [abseil-cpp] pleroy pushed 1 commit to Attributes [+0/-0/±1] https://git.io/J1HV4
<_whitenotifier> [abseil-cpp] pleroy e75b7c6 - Fix ABSL_MUST_USE_RESULT to work with MSVC.
<_whitenotifier> [abseil-cpp] pleroy created branch Attributes - https://git.io/JsDEc
<_whitenotifier> [abseil-cpp] pleroy opened pull request #3: Fix ABSL_MUST_USE_RESULT to work with MSVC - https://git.io/J1HVM
<_whitenotifier> [abseil-cpp] pleroy closed pull request #3: Fix ABSL_MUST_USE_RESULT to work with MSVC - https://git.io/J1HVM
<_whitenotifier> [abseil-cpp] pleroy pushed 2 commits to master [+0/-0/±2] https://git.io/J1HoO
<_whitenotifier> [abseil-cpp] pleroy dde7ec9 - Merge pull request #3 from mockingbirdnest/Attributes Fix ABSL_MUST_USE_RESULT to work with MSVC
<queqiao-_> ⟨e​gg⟩ Kerbinator, I explained that to you on QQ a while ago last month already, I am getting a little tired of repeating myself. We rotate the camera so that its orientation is fixed in the chosen reference frame. This is another reason why tilt is a mess without the framework of Principia, you want various camera orientations depending on the frame you care about, and there is no mechanism with which to se
<queqiao-_> ⟨e​gg⟩ As for the configuration, it is documented here https://github.com/mockingbirdnest/Principia/wiki/Principia-configuration-files#semantics-of-the-quantities-used-for-extended-body-gravitation, with reference to Technical Note 36 of the International Earth Rotation and Reference Systems Service. Please read that.
<queqiao-_> ⟨e​gg⟩ Kerbinator, I explained that to you on QQ last month already, I am getting a little tired of repeating myself. We rotate the camera so that its orientation is fixed in the chosen reference frame. This is another reason why tilt is a mess without the framework of Principia, you want various camera orientations depending on the frame you care about, and there is no mechanism with which to select the ref
<queqiao-_> ⟨e​gg⟩ Kerbinator, I explained that to you on QQ last month already, I am getting a little tired of repeating myself. We rotate the camera so that its orientation is fixed in the chosen reference frame, and so that the horizontal is the reference plane. This is another reason why tilt is a mess without the framework of Principia, you want various camera orientations depending on the frame you care about, and
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<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ okay then
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ this is mainly because that frames needed for stock conics is not much, only axes needed being xCI and global(Ecliptic adopted ICRF) frames. however as the only non-Principia surface-effective tilt mod, that one is based on xCxF causing kraken when not on rail and distant from central planet
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ ||this is mainly because that frames needed for stock conics is not much, only axes needed being xCI and global(Ecliptic adopted ICRF) frames. however as the only non-Principia surface-effective tilt mod, that one is based on xCxF causing kraken when not on rail and distant from central planet|| (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ ||this is mainly because that frames needed for stock conics is not much, only axes needed being xCI and global(Ecliptic adopted ICRF) frames. However as the only non-Principia surface-effective tilt mod, that one is based on xCxF causing kraken when not on rail and distant from central planet because of high surface speed and high compensating centrifugal force which can be
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ and what matter is **not
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ and what matter is **not** camera, but the axes used for calculation and avoiding kraken or glitches (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ and what matter is **not** camera, but the axes used for physics calculation and avoiding kraken or glitches (edited)
<queqiao-_> ⟨!​Kerbinator (free to ping me)!⟩ and what matter is **not** camera, but the axes used for physics calculation and avoiding kraken or glitches (internal) (edited)
<queqiao-_> ⟨e​gg⟩ Kerbinator, you have no idea what you are talking about. Given sufficient precision, which is given in KSP by the floating origin and Krakensbane systems, the choice of coordinate system is not what induces glitches; correctness in change of reference system is what matters.
<queqiao-_> ⟨e​gg⟩ Since, by doing things the non-Principia way, you have no underlying data in some fixed reference frame, you must work with whichever frame is used by KSP at all times, and you must perform all conversions throughout the entire game when appropriate.
<queqiao-_> ⟨e​gg⟩ This is somewhat tricky from a geometry standpoint, and very difficult from a programming standpoint since you need to trick every component of KSP into thinking that nothing happened.
<queqiao-_> ⟨e​gg⟩ At this point your understanding of the problem is so lacking that my answers are of no value to you, and are a waste of my time. Take a step back, and properly learn about geometry; then you may be able to say things that make sense.
<queqiao-_> ⟨e​gg⟩ 「思而不學則殆。」
<queqiao-_> ⟨S​oviet Onion⟩ ~~what does the last sentence say?~~
<queqiao-_> ⟨e​gg⟩ (it’s from Analects II.XV, Legge’s translation is “thought without learning is perilous” <https://en.wikisource.org/wiki/The_Chinese_Classics/Volume_1/Confucian_Analects/II>)
<queqiao-_> ⟨S​oviet Onion⟩ nvm got it !
<queqiao-_> ⟨S​oviet Onion⟩ ah, Google translates it as "thinkin without learning is perilious"
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<queqiao-_> ⟨l​pg⟩ Speaking of cameras... does principia have a role to play in what happens when the flight scene camera switches modes? (either by pressing V, or when going from orbital to suborbital and such) I've been noticing something I don't recall happening before: every time the camera switches, I get zoomed in to the closest possible distance
<queqiao-_> ⟨e​gg⟩ I don’t think we touch the flight scene camera, only the map view one.
<queqiao-_> ⟨s​cimas⟩ Huh, I used to experience the exact opposite - camera zooming way out. I have seen the same on dunbaratu's stream too and he doesn't play with Principia, so unlikely to be anything to do with it.
<queqiao-_> ⟨D​enwey⟩ Tell me why principia doesn't come with rp-1 by default
<queqiao-_> ⟨D​enwey⟩ What? Did I say something wrong? 🤔
<queqiao-_> ⟨D​enwey⟩ I am serious btw
<queqiao-_> ⟨D​enwey⟩ Isn't the whole point of the pack to be as realistic as possible?
<queqiao-_> ⟨s​cimas⟩ What pack?
<queqiao-_> ⟨e​xpanders are superior⟩ Principia is a serious performance hit on top of RSS
<queqiao-_> ⟨K​irk (He/Him)⟩ The point of Principia is to add N-body physics to KSP
<queqiao-_> ⟨K​irk (He/Him)⟩ I don't see how that's related to RP-1
<queqiao-_> ⟨e​gg⟩ Principia is a recommended mod with RO. Neither RO nor RP-1 are mod packs https://forum.kerbalspaceprogram.com/index.php?/topic/155700-1101-realism-overhaul-27-jul-2021/.
<queqiao-_> ⟨e​gg⟩ Principia is a recommended mod with RO <https://forum.kerbalspaceprogram.com/index.php?/topic/155700-1101-realism-overhaul-27-jul-2021/>. Neither RO nor RP-1 are mod packs . (edited)
<queqiao-_> ⟨e​gg⟩ Principia certainly isn’t a hard technical requirement for either, so recommended is as much as makes sense.
<queqiao-_> ⟨e​gg⟩ It shouldn’t be that bad, and we should look at performance issues. 2400 has been a famous issue (though there is hope on that front!) but more broadly, if you have performance issues, you should mention it; I am sure there is ample room for improvement.
<queqiao-_> ⟨D​enwey⟩ If they're not packs what are they
<queqiao-_> ⟨e​xpanders are superior⟩ Will do. I don’t have that many skips in orbit right now but I’ll keep an eye out as I play
<queqiao-_> ⟨V​lood⟩ mods?
<queqiao-_> ⟨D​enwey⟩ Which install other mods
<queqiao-_> ⟨e​gg⟩ as an example, RSS is only a recommendation for RO, not a requirement, just like Principia
<queqiao-_> ⟨e​gg⟩ no, that’s CKAN
<queqiao-_> ⟨D​enwey⟩ Well ckan is the way the install guide recommends you do
<queqiao-_> ⟨V​lood⟩ i have a vague feeling people are interpreting the express install as a curated modpack...
<queqiao-_> ⟨D​enwey⟩ It certainly looks that way
<queqiao-_> ⟨e​gg⟩ Well, Principia isn’t on CKAN and cannot be on CKAN. CKAN aside, it is on equal footing with RSS with respect to RO. Make of that what you will.
<queqiao-_> ⟨e​gg⟩ (as an example of why you might want RO without RSS, consider realistic rockets in the TRAPPIST-1 system. A lot of these combinations make some sense.)
<queqiao-_> ⟨e​gg⟩ (as an example of why you might want RO without RSS—but wth Principia—, consider realistic rockets in the TRAPPIST-1 system. A lot of these combinations make some sense.) (edited)
<queqiao-_> ⟨e​gg⟩ (as an example of why you might want RO without RSS—but with Principia—, consider realistic rockets in the TRAPPIST-1 system. A lot of these combinations make some sense.) (edited)
<queqiao-_> ⟨V​lood⟩ it very much isn't
<queqiao-_> ⟨D​RVeyl⟩ RO itself is a mod to configure many parts. It has few true dependencies, and also only a couple code features.
<queqiao-_> ⟨D​RVeyl⟩ RP-1 is similar.
<queqiao-_> ⟨D​RVeyl⟩ RP-1 in it's CKAN metadata *recommends* several more mods that are installed by default. But RP-1 specifically does a handful of things on its own: tech tree placement, part costs, contracts, and a few code items like avionics.
<queqiao-_> ⟨D​RVeyl⟩ You might say RP-1's list of recommendations, or perhaps the express install configuration, is a "modpack" but those are not "RP-1"
<queqiao-_> ⟨D​RVeyl⟩ I think the error is in not knowing what core features exist in RO or RP-1 explicitly and what the job of those mods are.
<queqiao-_> ⟨D​RVeyl⟩ I think the error is in not knowing what core features exist in RO or RP-1 explicitly and what the specific jobs of those two mods are. (edited)
<queqiao-_> ⟨D​enwey⟩ Okay, I get it now, thanks
<queqiao-_> ⟨l​pg⟩ I don't think it's unreasonable to think of _this_ https://github.com/KSP-RO> as "RO", rather than _just_ <https://github.com/KSP-RO/RealismOverhaul>
<queqiao-_> ⟨e​gg⟩ that is fair, but in that case, the answer is that @sichelgaita and I are the wardens of Principia for the foreseeable future, and that I don’t think the orange ones would want to take that upon their collective shoulders
<queqiao-_> ⟨e​gg⟩ (how many kilolines of codes are we sitting at these days?)
<raptop> Measuring k-locks like IBM employees?
<raptop> KLOC?
<queqiao-_> ⟨A​l2Me6⟩ Not to speak for the other 🍊s, but I'm not smart enough to touch Principia 😅
<queqiao-_> ⟨e​gg⟩ an apt comparison may be FAR, which is also deeply specialist and applicable to the non-RSS/RO world
<queqiao-_> ⟨D​enwey⟩ Why? Does it require phd level math you must do in order to play?
<queqiao-_> ⟨A​l2Me6⟩ Not to play; to maintain.
<queqiao-_> ⟨e​gg⟩ Fun Fact: neither of the Principia developers have a PhD
<queqiao-_> ⟨e​gg⟩ (but yes, there is definitely some graduate level stuff there, and also it is a Large codebase with its intricacies from a pedestrian software engineering standpoint on top of the specialist aspect)
<queqiao-_> ⟨D​enwey⟩ So, for playing, it doesn't require all that academic baggage right?
<queqiao-_> ⟨e​xpanders are superior⟩ not really. takes a little bit to rap your head round it but it actually makes some stuff easier
<queqiao-_> ⟨D​enwey⟩ I say that because, I'm wondering whether installing it for my first playthrough was wise
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ Pedestrian software engineering? Is this referring to the steps in the numerical integration sections of code?
<queqiao-_> ⟨e​xpanders are superior⟩ i have it on my first install which is my current right now. its not too bad
<queqiao-_> ⟨e​gg⟩ no, it is a reference to the wording in <https://github.com/mockingbirdnest/Principia/issues/2400#issuecomment-830861942>
<queqiao-_> ⟨D​RVeyl⟩ The learning curve is higher. But then, you maybe don't have so many things to unlearn either.
<queqiao-_> ⟨e​gg⟩ just don’t do your first playthrough from the Cape, you will weep.
<queqiao-_> ⟨e​gg⟩ Kourou is where it’s at.
<queqiao-_> ⟨D​enwey⟩ I did brownsville
<queqiao-_> ⟨e​gg⟩ (or Sriharikota)
<queqiao-_> ⟨D​RVeyl⟩ (Somewhere there should be the pic of the EVE Online learning curve, was that an xkcd?)
<queqiao-_> ⟨e​gg⟩ still too far North.
<queqiao-_> ⟨D​enwey⟩ Because I read it's good for beginners somewhere
<raptop> It was not an XKCD, just a general gaming meme
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ https://imgur.com/C22je9N
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ Did not mean to send that
<raptop> hawt
<queqiao-_> ⟨D​enwey⟩ It was interesting noetheless
<queqiao-_> ⟨e​xpanders are superior⟩ pain and suffering are whats going on currently
<queqiao-_> ⟨D​enwey⟩ It was interesting nonetheless (edited)
<queqiao-_> ⟨V​lood⟩ this, i presume
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ http://orbitsimulator.com/BA/lucy25.gif
<queqiao-_> ⟨D​RVeyl⟩ Yep, that was what I had in mind.
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ Principia's different reference frames have some learning curve, Denwey
<queqiao-_> ⟨P​aculino (ŝi/ri/she/they)⟩ However, it does make some things easier, like rendezvous
<queqiao-_> ⟨s​ichelgaita⟩ 140
<queqiao-_> ⟨l​pg⟩ > but more broadly, if you have performance issues, you should mention it
<queqiao-_> ⟨l​pg⟩ On _that_ topic... at this point, 2400 aside, my main performance pain point is the game slowing to a sub-1fps crawl when dealing with longish predictions and many bodies (e.g. looking at the arrival point of a go-to-saturn maneuver). My impression is that it's the actual drawing of trajectory lines that's at issue (based on the fact that I get different speeds depending on zoom level), and I suspect
<queqiao-_> ⟨l​pg⟩ yes that
<queqiao-_> ⟨s​ichelgaita⟩ I ran into https://github.com/mockingbirdnest/Principia/issues/3211 when looking at you saves, lpg.
<queqiao-_> ⟨l​pg⟩ > but more broadly, if you have performance issues, you should mention it
<queqiao-_> ⟨l​pg⟩ On _that_ topic... at this point, 2400 aside, my main performance pain point is the game slowing to a sub-1fps crawl when dealing with longish predictions and many bodies (e.g. looking at the arrival point of a go-to-saturn maneuver). My impression is that it's the actual drawing of trajectory lines that's at issue (based on the fact that I get different speeds depending on zoom level), and I suspect
<queqiao-_> ⟨e​gg⟩ yeah, maybe if we feel fancy something similarly vessel-centric could work too (draw lines for the bodies in the smallest time interval which covers all times where the vessel is on screen, or something similar)
<_whitenotifier> [Principia] pleroy opened pull request #3215: Change usages of absl::Status to handle the [[no_discard]] attribute - https://git.io/J17sK
<_whitenotifier> [Principia] Pending. Build queued… - 
<_whitenotifier> [Principia] Pending. Building… - http://casanova.westeurope.cloudapp.azure.com:8080/job/Principia/5274/
<queqiao-_> ⟨s​ichelgaita⟩ I ran into https://github.com/mockingbirdnest/Principia/issues/3211 when looking at you saves, lpg. That might have a nasty performance impact when you have many vessels. (edited)
<queqiao-_> ⟨Z​eusbeer⟩ I agree with this, going to mercury or venus is quite pleasant, but for bodies like mars; phobos and deimos fill the screen with noodles and performance tanks
<queqiao-_> ⟨Z​eusbeer⟩ You can play around 2400 with the relatively recent history loading changes by just keeping near earth debris and vessels minimal
<queqiao-_> ⟨B​utcher⟩ Me either. My principia fumblings have been limited to the pedestrian software engineering side.
<_whitenotifier> [Principia] Failure. Build finished. - http://casanova.westeurope.cloudapp.azure.com:8080/job/Principia/5274/
<queqiao-_> ⟨D​RVeyl⟩ Unsolicited idea: would down sampling the trajectories for the prediction be beneficial? (Is this an analogue to the save size issue?)
<queqiao-_> ⟨D​RVeyl⟩ Unsolicited idea: would down sampling the trajectories for the prediction (or the other bodies drawn for that duration) be beneficial? (Is this an analogue to the save size issue?) (edited)
<queqiao-_> ⟨A​l2Me6⟩ Am under the impression that displayed trajectories are already downsampled?
<queqiao-_> ⟨e​gg⟩ they are not downsampled, but they are computed using an adaptive stepsize, which results in something similar (fewer points when things are very straight).
<queqiao-_> ⟨l​pg⟩ ("very straight" not being the case for most moon trajectories)
<queqiao-_> ⟨D​RVeyl⟩ Do folks think it is the rendering of everything's trajectory for too long / too much detail? Or the prediction in particular?
<queqiao-_> ⟨A​l2Me6⟩ How much history to draw is user-configurable. Principia will always draw as much prediction as the duration of the flight length, AFAIUI.
<queqiao-_> ⟨A​l2Me6⟩ How much history to draw is user-configurable. Principia will always draw as much prediction (*for all celestial bodies*) as the duration of the flight length, AFAIUI. (edited)
<queqiao-_> ⟨D​RVeyl⟩ Poorly described question.
<queqiao-_> ⟨D​RVeyl⟩ ~~Do folks think it is the rendering of everything's trajectory for too long / too much detail? Or the prediction in particular?~~ (edited)
<queqiao-_> ⟨K​obymaru⟩ I recommend Baiokonur to get the *full experience*
<queqiao-_> ⟨D​RVeyl⟩ Poorly described question. (... and now withdrawn) (edited)
<queqiao-_> ⟨N​athanKell (he/him)⟩ Interesting. I'll check the next time I land on Earth and see if I no longer sink.
<queqiao-_> ⟨O​slov⟩ @NathanKell looks like the "fix" broke with my latest attempt to mask the mock celestial. I don't know why, I don't really understand why this works at all lol
<queqiao-_> ⟨O​slov⟩ yeah last release that was working with the fix was release-63, the previous one
<queqiao-_> ⟨O​slov⟩ gotta find out why that is
<queqiao-_> ⟨O​slov⟩ weird, it seems this is the only change made:
<queqiao-_> ⟨O​slov⟩ ``` if (Kopernicus.Components.KopernicusStar.GetLocalStar(mockBody).orbitingBodies.Contains(mockBody))
<queqiao-_> ⟨O​slov⟩ {
<queqiao-_> ⟨O​slov⟩ Kopernicus.Components.KopernicusStar.GetLocalStar(mockBody).orbitingBodies.Remove(mockBody);
<queqiao-_> ⟨O​slov⟩ }```
<queqiao-_> ⟨O​slov⟩ basically, the body has to be in the solar bodies list, for some reason. Maybe it needs a planet further from the Sun then the one you are on?
<queqiao-_> ⟨O​slov⟩ basically, the body has to be in the solar orbitingbodies list, for some reason. Maybe it needs a planet further from the Sun then the one you are on? (edited)