[00:19:25] sup rocketeers [00:25:05] #KSPOfficial: mode change '+v bathtub_shark' by ChanServ!ChanServ@services.esper.net [00:25:49] #KSPOfficial: mode change '+v Zarthus' by ChanServ!ChanServ@services.esper.net [00:27:08] #KSPOfficial: mode change '+o DuoDex' by ChanServ!ChanServ@services.esper.net [00:27:09] #KSPOfficial: mode change '+o NBones' by ChanServ!ChanServ@services.esper.net [01:35:58] Gilly "rover" is more like a "bouncer" [01:39:41] Hopper? [01:41:56] UmbralRaptor: yeah, and my poorly-written control scripts aren't halping much [01:42:42] Aside from how long it would take, I'd seriously suggest ballistic trajectories. [01:43:28] I should probably at least write a script specially for gilly instead of using the same one as the Eve rover [01:51:46] Hmm, perhaps the first step is to stop trying to turn using the wheels [01:52:27] just use torque to set a facing and then use wheels to start jumping [02:15:13] yeah this works better [02:19:06] it's hard working with over 20 seconds of lag [02:24:12] https://imgur.com/a/b79cA [02:24:12] https://i.imgur.com/T6Gfdqb.png [02:29:18] well, at least I don't have whole minutes of lag like I would on a jool mission [03:23:11] Yeah this is working great [03:26:49] sarcasm? [03:28:11] umaxtu: well... i mean so far it hasn't broken any wheels or exploded so. [03:28:42] oh? [03:28:55] a bit of a rough drive.. landing? [03:28:57] I mean I'm not happy that ti intermittently leaps 10 metres off the surface [03:29:15] but it's leaping in the right directoion [03:29:47] how very kerbal [03:30:34] https://hastebin.com/uvodagukor [03:31:34] it reached the highlands and successfully stopped [03:34:24] I built and tested a jet powered electric buggy of sorts. Found out I kind of needed quite a bit of downforce else the whole thing likes to spin around all over the place [03:35:11] on the flip side, some areas outside of the KSP grounds, tends to drop suddnely, cart would go flying alittle. Needed some sort of 'flight controls' :P [03:41:24] I can't make sense of how Roverdude's forklift is supposed to work [03:41:47] like the only way I can see it not flipping my vehicle is if i mount it upside down where the forks have almost no useful range [03:43:35] https://imgur.com/4x8580O [03:43:35] https://i.imgur.com/4x8580O.png [03:47:28] luckily I anticipated this high-impact environment and didn't rely on solar panels or even bring any [03:52:27] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [04:11:46] Hello? [04:15:12] hi [04:15:44] oh he left after 1 minute. no patience, huh [04:20:37] oren: such is the way of the roaming Guest clans [04:22:18] lol. they are still hunter gatherers [04:24:57] Hm. [04:25:04] Did they make Oculus Rift work in KSP ? [04:25:08] for like cockpits etc? [04:25:20] i think i remember seeing some post loong time ago about that. [04:40:58] blep... stuck around less than a minute... [04:41:19] geez... kids these days, such short attention spans.. [05:03:26] wat [05:03:32] oculus KSP would be so epic [05:03:49] hmm... [05:04:00] i used to have a dk2. cv1 ended up being too expensive [05:04:01] turn your head, end up paning around your craft... [05:05:38] considering the windows in a lot of stock craft sort of.. hard to see out of... does oculus let you shift forward or around to get better view out of a portal? [05:08:25] yeah [05:08:48] the mobile version only has rotation, but the pc version has full translation [05:09:25] hope that makes sense - that's putting it in KSP terms haha [05:09:34] I got it [05:10:16] the phone my parents got me for a drone.. don't think worked too well as a VR set.. it had gyro's but I think it didn't know to connect it to the viewer client [05:10:42] then again... its been stuck in boot loop since half a year ago, kind of just gave up on it [05:10:49] u got the samsung gear vr? [05:10:55] or another one [05:11:24] i have gear and it works, idk about the others. its new tech so maybe not so good [05:11:57] some phone I never heard of.. got it while they were in the states. BLU [05:12:08] ah ok yeh [05:12:34] i havent been keeping up with it but oculus/samsung used to be miles ahead of the rest [05:13:32] its one of the blu studio, I think S, models... [05:13:59] it seemed ok when I got it... never really used it as a real phone. I found out early on the pins for the SIM car slots was busted [05:14:20] lol thats pretty rough [05:14:36] it has a second but... given the line of work I do, I just stuck to using my smaller flip phone as my primary since I can protect it better [05:14:46] if you're into vr you can get an s6 pretty cheap these days i think [05:14:58] yeah [05:15:24] i'd prefer a smaller crappy thing to use as a phone, its a good idea [05:15:59] dont' know about VR but I would like to do some FPV off the drone, got a pretty good stablized camera... too bad the actual controller is 400 bucks US.. doing wifi off the phone kind of .. unreliable, very limited range, made it almost useless [05:16:35] dont' know about crappy, just dont' care for data.. it works for me.. [05:18:36] ok [05:19:37] just need voice and text.. service is pretty cheap. I barely use the phone as it is anyways.. [05:20:39] yeh, i barely use mine as well [05:20:54] $1k worth of phone. at least it does VR lol [05:26:38] vs.. 25 dollar (canadian) phone [06:07:20] yeh lol [06:18:03] there are only 3 biomes on gilly right? [06:19:26] yeah [06:22:18] https://wiki.kerbalspaceprogram.com/wiki/Gilly [06:30:26] hmm... speaking of gilly [06:30:45] don't suppose pic of what its orbit around eve looks like? [06:30:54] though suppose I could just go in game... [06:32:57] hmm.. ok curious question then.. since gilly has a rather eccentric oribit. Does it stay the same as eve orbits the solar system or does it have "seasons"? [06:33:47] ie... the pri-apo moves around so its the same orientation with the sun or does it stay locked with the stars? [06:44:47] eh... [07:11:10] I believe it's sun-relative and not eve-relative [07:12:00] the zero point for APe moves relative to Kerbin last I checked, so I'd expect it'd be that way. [07:17:29] if you've an eccentric orbit around a planet in ksp... does its phase stay in relation to the center of the solar system or relative to the starts/skybox? [07:18:45] saying phase because not exactly sure what its called or what they use for the refernence point for orbits [07:19:58] it stays in relation to skybox [07:20:29] as does the facing of a on-rails ship [07:20:39] ok cool [07:21:05] wasn't too worried about crafts in orbit, out of phsyics [07:23:03] heh, the scatters on this moon are cubes [07:23:19] cubist moon [07:23:29] borg moon [07:23:58] mini borgs on moon [07:24:16] unless... borg moon = borg sphere [07:25:02] https://imgur.com/0Vx6XXv pictured: my rover tmbling down a hill, past a cube [07:25:02] https://i.imgur.com/0Vx6XXv.jpg [07:26:13] whoops.. makes me think brown sugar cubes [07:26:39] ve2dmn: addressed that ascent problem in the autopilot, now I'm running an entire mission automated -- launch, circle Kerbin, transfer to Mun, circle Mun, change inclination to 90. [07:27:52] you could go polar before orbiting, that wuld save a lot of fuel [07:28:20] I thought of that, but I don't know how to change the insertion vector or whatever it's called. [07:28:32] That's what I do when I do it by hand. [08:00:25] Huh. The OX-STAT panels I thought were not deployable, but now they are on this ship. [08:01:28] john young died two days ago. time to really go back to space [08:02:08] I watched his first shuttle mission. [08:02:11] and mine asteroids. forget the moon [08:02:29] forget the guns. ramming speed [08:02:35] [OX-STAT] Flavor text says no deployment mechanics, checking for patches. [08:05:13] Okay, only patches I see are for tech tree changes and windowshine, nothing about adding deployment functionality. [08:13:19] "Sun Exposure: 0.00 // Energy Flow: 0.000 // Status: Direct Sunlight" Wacky. [08:14:13] Action: JCB looks up John Young... [08:18:52] oh right... he piloted 4 different crafts... probably one of the closests anyone will get to being KSP Jeb [09:47:02] This is annoying, my craft doesn't charge. [10:09:06] Why not? [10:10:44] I do not know. [10:10:48] I think it could be a mod. [10:11:06] But I have solar panels in full visibility of the sun, which say zero sun exposure, zero energy flow, status "extended" [10:11:22] Battery online? [10:12:02] Electric charge is 0.00/200 on the Z-200. [10:12:03] Ah, solar panel would claim energy flow even if battery was full/offline. [10:12:31] And these are the entry-level panels. [10:14:16] sun blocked by something? [10:14:33] I know in stock.. ship would look to be in full sun but sun is blocked by moon or something.. [10:15:06] The panel usually says 'Blocked by Kerbin' or whatever. [10:15:49] I now think that craft is haunted, because another craft has functional solar panels. [10:24:17] Mathuin: save and reload? [10:24:34] I tried that earlier, exiting the game entirely, and even rebooting the computer. [10:24:55] Open/close the door ;). [10:25:05] Wake up! [10:26:08] Renamed the broken one, built a new one (about the same cost), used the old name (to save messing with scripts), trying again. [10:32:46] hmmm.. [10:33:35] interesting... a little prototype base part carrier thing that can drive around the KSP... [10:34:50] messing with some ideas in early career, how I could move parts around, built a base later.. [10:35:26] Nope! [10:35:31] This is nuts. [10:35:51] oh hmm.. [10:36:03] got me curious.. toss a pic? [10:36:18] What would you like in the image? [10:36:51] like to see overall.. but also wondering if the parts been clipped too far. [10:37:42] Okay, I'll launch it again, and get a screenshot of the craft in the sun, but with the solar panels saying zero and extended. [10:37:44] that is.. if you went that way. Mind you, I've had one strut go missing on me during one game.. I had to edit the save file manually [10:38:12] or in VAB/SPH.. either way.. [10:38:22] The probe is not sophisticated. Batteries and gas tanks and probe core and kOS core, ant engine on one end, scansat antenna on the other. [10:38:39] comms antennas and solar panels attached radially. [10:39:31] if you said the panels work ok on another craft.. leads me to think maybe its placement.. [10:39:42] otherwise.. if panels don't work on both, then I suspect part bug [10:40:03] I have a science buggy with panels, they work. [10:40:11] This probe, they don't. [10:42:01] Launched, circularized, transfer injection burn next, once this burn is done it'll warp and run out of power. :-( [10:42:26] don't have to just run out of power.. [10:42:38] The burn takes place on the dark side of Kerbin. [10:43:11] could just set it up, where its in teh sun but not generatoring new power [10:44:45] Just came out from behind Kerbin, still net consumer of power during the burn. [10:45:51] Mathuin: You can burn with the computer hibernating. You have to turn your craft first. [10:46:33] This is automatic, launching as soon as the code loads. [10:46:46] I don't actually touch a control at all until it reaches polar Munar orbit. [10:47:09] I got a screenshot of sun clearly on solar panels but the pinned right-click thing showing 0.00 :-( [10:48:59] alright.. see if I can figure out whats wrong.. [10:49:25] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [10:51:18] https://i.imgur.com/dqNiDJE.png [10:51:46] Hi there! I am now back from all holidays and ready to continue my duties. :D [10:52:11] Mathuin: Nice thingy! Where is it headed? [10:52:51] Also, reload the scene to hopefully fix the solar panels [10:53:16] trying to figure out why the panels aren't producingp ower [10:53:52] https://kerbalx.com/mathuin/SCANsat-Mun-Probe [10:54:03] "reload the scene" [10:54:04] ? [10:55:00] seeing if other people had issues [10:55:26] what version ksp you runn'n? [10:55:30] 1.3.1 [10:55:43] The only mods that matter to the craft are kOS and SCANsat [10:56:01] Reload the scene means, e.g., switch to KSC and back to the craft or quicksave/quickload [10:56:14] That sorta destroys reverting. I'll save before the next takeoff. [10:56:15] Basically make KSP re-load your craft [10:56:43] Also, there might be way more mods that "matter" to the craft [10:57:25] A mod may change any part's behaviour, even if there is no part on the craft that is provided by that specific mod [10:57:39] APlayer: He already reloaded, restarted, even her computer. [10:58:13] "He [...] restarted [...] her computer" :P [10:58:26] Alright, JK, I see [10:59:12] Yeah, that was my feminism partially kicking in. [10:59:19] ya.. some reason its not registering the sun itself [10:59:22] So, did you use tweakscale or some procedural part mod? [10:59:37] its a probe they got from kerbalx [10:59:43] Action: RandomJeb screams at microsoft [10:59:43] It's a probe I posted to kerbalx [10:59:45] Panels might be occluded by an invisible collider [10:59:45] I wrote it. :-) [10:59:48] I am so going back to linux [10:59:53] <3 linux [10:59:55] oh you posted, my bad [11:00:05] hm... [11:00:10] actually.. [11:00:29] let me try something [11:00:32] Would FAR be procedural parts? [11:00:33] Action: darsie doesn't understand collider. [11:00:34] Next idea is to load the craft in the VAB and literally change the solar panels for similar new ones [11:00:44] APlayer: I created a brand new craft from scratch. [11:00:44] This not only could help IRL, but also in KSP [11:00:47] Same behavior. [11:00:52] collider is an inisible box that tells the game certain boundries for things [11:01:11] ic [11:01:20] Does it happen on every craft? [11:01:23] going to see if it works like it should in stock ksp [11:01:28] I.e. do any solar panels even work? [11:01:28] No. I have a science buggy that doesn't. [11:01:35] It has working solar panels. [11:01:52] So putting a panel on struts might help (detect the cause). [11:02:09] going to try something.. [11:02:33] Did you use part clipping/moved the parts inside other parts? [11:02:55] I did nothing other than typical stock behavior -- pick up part, place on other part. [11:03:12] moved the panels to the probe core, because that's worked in the past [11:03:23] What happens if you move the panels outwards? [11:03:32] What do you mean by outwards? [11:03:36] Perhaps stick them on metal beams, even? [11:03:49] ok.. n/m... can't load it.. [11:03:52] So that they are farther from the probe body [11:03:56] could be I'm on 1.2.. [11:04:00] I'm going to try struts if the probe core doesn't work. [11:04:11] JCB: Need kOS + SCANsat to load it [11:04:12] Could be, could be the kOS and SCANsat thingees. [11:04:31] don't suppose a way to remove those parts? [11:04:38] short of me stripping them by hand out of the file? [11:04:57] I could remove them in the editor and publish a new craft file if that'll help. [11:04:58] None that I know [11:06:26] Mathuin: Also, what happens if you remove the tanks that hold the panels and replace them with something different? Like more reaction wheels? [11:06:35] these the stock ox stat panels? [11:06:41] JCB: yes stock [11:06:55] APlayer: I moved the panels from the tanks to the probe core, still no charge. [11:07:12] Stick them onto something long [11:07:29] try just taking a probe core and sticking a panel on teh top of it, launch that by itself... I'm going to guess you are in daylight right? [11:07:30] So that they are well away from the center of the probe [11:08:42] Mathuin: What do you need so many panels , batteries and antennas for? [11:09:06] SCANsat eats power. More antennas, quicker transmission. More panels, quicker recharge. More batteries, longer run in shade. [11:09:06] I typically have 3 panels for a probe like this. [11:09:19] ok [11:09:25] JCB: put a panel on a probe core, that works. [11:10:49] ok.. take your assembled craft.. set it on the launch pad but don't launch [11:10:52] Took everything off the craft but the probe core and panels, that works. [11:11:00] Will do full craft with fairing removed next. [11:11:07] eject the fairing, see what the panels are doing [11:11:17] Oooh good idea [11:12:12] Ejected fairing, panels are working. [11:12:53] Will let craft launch, then blow fairing, and check. [11:13:36] ok revert to launch.. try but do normal.. [11:14:13] When I let the craft launch, then blow the fairing by hand, the panels are broken. So something kOS is doing is breaking the panels. [11:14:14] soon as you blow the fairings when you get in space, pull the tab for teh panel up again [11:14:40] how tight is the fairing? [11:14:55] Not too tight. I can make it huge and try. [11:15:14] see there is some gap... [11:15:32] if you think kos is causing the problem.. try without maybe? [11:15:32] The craft now looks like a bacteriophage. [11:15:44] How do you blow the faring with kOS? [11:15:45] The entire point of the launch is to automate it, thus the kOS. [11:16:03] Okay, fairing gap does not help. [11:16:15] Mathuin: What's the thing on top? Scansat? [11:16:32] darsie: yes [11:17:16] Mathuin: Do you use staging, events or actions to blow the fairing? [11:17:24] Events. [11:17:51] if module contains ModuleProceduralFairing if event contains deploy do event etc [11:17:55] you said you flown the craft, blown the fairing by hand, panels were found broking. Then said you think KOS is doing something [11:18:09] JCB: yes, because the difference in the two was having kOS launch the craft. [11:18:17] So there might be something that turns off the panels or something. [11:18:41] "panels off." is a line in the launch script. [11:18:58] ... was looking at the craft file.. solar panels have deploy flag... wondering if something's flipping it when it shouldn't [11:19:24] maybe try launching without using KOS.. see if manually doing things makes a difference. [11:19:35] I'm trying to narrow down things [11:19:36] Mathuin: Try commenting out the panels off line [11:19:54] APlayer: that's where I was going [11:20:23] Such things are the highly suspicious ones that one should try checking [11:20:49] there is a mod that soon as you blow the fairing, it depolys panels.. though it should extend them, not toggle. I think [11:21:04] Commenting out the panels off line fixed it. [11:21:13] the Stat panels aren't suppose to be depolyable. [11:21:25] "Extends or retracts all the deployable solar panels" is what PANELS ON/OFF is supposed to do. [11:21:48] ya.. i thought it weird that it was saying 0 exposure to the sun... [11:22:07] you usually get that with panels that pop out and are still folded [11:22:24] and since your tweekable tab for the panel had no way to reverse it [11:22:39] So this sounds like a bug in kOS. [11:22:53] To test it, I'm going to put a solar panel on a kOS processor, then run panels off, and see what it does. [11:23:23] actually.. wonder if its a flag thats stock.. [11:23:38] Mathuin: Probably just toggles the solar panels modules, and disregards whether they are deployable or not [11:23:53] Either way, that's a bug in kOS. [11:24:55] Plastic roads, self filling water bottles, space skyscrapers, solar walls. [11:24:57] naw.. its just playing dumb.. it doens't know if panels are deployable [11:25:02] ugh. Humanity knows no bounds. [11:25:57] I mean.. come on.. the name for that particular panel says: name = ModuleDeployableSolarPanel [11:26:18] Sure, but what does the deploy action do? [11:26:21] then there is: deployState = EXTENDED [11:28:36] oh wait.. now I remember.. [11:28:45] Extended, of course, is what it said when it had zero power [11:31:02] geez.. forgot how much a mess the file system is... [11:31:08] https://media.8ch.net/file_store/af386f11e622b812166304e7ff747a6b087a046b49b9a16cbbb9bbf39388d970.png I love this image [11:32:04] it may have been confused. [11:32:23] Okay, "panels on" doesn't break things if they weren't turned off. [11:32:24] maybe try it with actual depolyable panels, see what happens [11:32:32] I can't, VAB not upgraded [11:32:44] That's also why four crappy antennas instead of one high-gain. :-) [11:35:22] And yeah, it's working. Baby woke up so I have to go to sleep. :-( [11:35:28] Thank you all for the help. [11:35:35] those antennas aren't crap [11:35:36] JCB: if you figure out where in kOS the problem is, I'm very interested. [11:35:41] I actually find them useful [11:35:44] Really? [11:35:55] I only use them on craft when I can't deploy. [11:35:59] ya [11:36:01] basically [11:36:10] I usually use them on aircraft [11:36:35] Yep, my science plane has one. [11:36:41] Anyway, bedtime for real. Night! [11:37:03] eh.. all I can say is mod somewhere probably messing with it [11:38:16] side note... maybe take a copy of the save state... might have to do some digging around, seeing if something on the panels is messed up [11:50:02] Blaank: security problem on that domain [11:50:10] what domain? [11:50:17] 8ch.net [11:50:21] What's up with 8chan? [11:50:31] no idea. you linked to it. [11:50:53] Then how do you know something is wrong? [11:51:05] firefox says there is security issue [11:51:34] I don't have firefox on this pc [11:51:45] Palemoon is ok with it. [11:52:10] Does it specify anything about it or just a mysterious warning with no details? [11:52:18] "media.8ch.net uses an invalid security certificate." [11:52:30] issuer is unknown [11:52:36] Palemoon reports verified by COMODO CA Limited [11:53:39] I have details on the certificate if you want it. [11:59:23] curious.. arctic base? [11:59:53] tempted to fly modules up north on a plane.. but sometimes I feel the cargo bays touch too small [12:00:16] if Rolf is being hijacked at some point, possible nodes down the line, he may be getting a different certificate :O [12:01:39] I'm getting no certificate complaints [12:01:54] also good memepic [12:03:33] "this site is using a valid, trusted server certificate issued by COMODO ECC Domain Validation Secure Server CA 2." [12:04:41] What is the root of this salt water car scam? [12:05:27] RandomJeb, I get the same thing. [12:05:34] you mean as in fueled by salt water? [12:05:46] "salt water powered car" is all the clickbait title says [12:05:53] 600 mile range, $30,000 USD [12:06:04] Smells like poop. [12:06:10] Of a 4 legged farm animal [12:07:06] It's probably something very misleading and has nothing to do with sodium chloride and dihidrogen monoxide [12:08:00] well it could be any number of scams, but it's probably that battery powered car that has the electrolytes stored in salt water [12:08:36] That's a decent guess [12:08:44] So it's literally a battery powered car. [12:08:53] if it's the one I'm thinking of then yes [12:09:11] How do those batteries compare to lithium ion? [12:09:21] no idea, probably badly [12:09:42] I think it needs a 200 liter storage tank to get the suggested 600 mile range [12:10:07] actually 2 of them.. [12:10:32] That's ..... like the whole care, isn't it? [12:10:36] "Salt" in saltwater could refer to any sort of ionic bond [12:10:42] no.... what's that in cubic meters? [12:10:57] I don't know liters to cubic meters [12:11:00] 1000? [12:11:02] 1000 L is 1 m³ [12:11:06] actually its a form of fuel cell [12:11:16] ok, so 20cm x 1m x 1m [12:11:21] Not that bad. [12:12:36] oh... bleh [12:12:37] Quant e-SportLimousine [12:13:06] most awkward name [12:13:06] quote from bbc.com back in 2016...: made use of an ex-Nasa technology, a flow battery powered by 'ionic liquid'  that is, simple saline water. It's not quite as simple as filling the tank with sea water [12:14:55] Why do people refer to pretty much every sort of US-based aerospace industry as "NASA"? NASA is just the thing that keeps a lot of companies together, guys. And all of those companies have names. [12:15:24] I have my douts about this since everything about it seems to be slick marketing [12:16:16] if anyone's curious.. bbc article here on the car: http://www.bbc.com/autos/story/20161010-driving-the-saltwater-sports-car [12:16:34] as to how they were able to get so much power out, when nasa couldn't.. they won't say. patentedpending.. [12:16:46] or.. trade seceret.. [12:18:21] Have they demonstrated any claims they made? [12:18:37] Or is this all secrecy, hype, and preorders? [12:19:32] had a car at a show two years ago from looks of things [12:20:00] did say nasa dropped the concept due to low density power storage.. back in the 70s [12:20:56] I note that that car is frequently referenced as a 'concept' car so who knows if it's just running on regular li-on batteries [12:22:54] ah.. doing some more digging.. [12:23:17] claims like "the fuel is essentially saltwater, its abundant and can be produced almost anywhere on Earth (again, the exact process is a closely-guarded secret, but la Vecchia says it could be made widespread and totally carbon-free)" are also technically true but it's marketing speak that means you could use solar or wind energy to power your factories but most likely your factories [12:23:17] will run on brown coal [12:23:57] another article stating the guy that is doing this car thing... got a lawsuit hit against him for a solar panel hey claimed would outpreform anything on the market... when taken to court, said the material/evidence was destroyed [12:25:16] solar FREAKIN' roadways [12:25:19] Why do people refer to pretty much every sort of US-based aerospace industry as "NASA"? NASA is just the thing that keeps a lot of companies together, guys. And all of those companies have names. <-- how is that surprising? your car has a million parts from a thousand separate companies, but you'll always call it by the main brand [12:25:28] lol... from IOL site back in early 2017 [12:25:28] This company calls the technology "flow cell". Nasa called it REDOX (reduction-oxidation) when it patented the concept in the mid-1970s. [12:26:45] Eddi: In this case it is, because the car you're referring to is a product as a whole, while every single technology that involved NASA contracts is attributed to NASA and not the actual company that developed it [12:26:57] I remember back in the old days... they said cars could run on water... what they really meant was the 'fuel cell' system, but it wasn't exactly widely known then [12:27:12] It's like calling every single German car a product of "Volkswagen" [12:27:49] my car was from Porsche + Volkswagen... but for whatever reason, Volkswagen backed out, not wanting to be with the 914 model [12:28:04] different strokes... [12:48:15] well now I'm so far down this rabbit hole that I'm looking at a music video for a song this Nunzio La Veccia made and it's pretty cringe [12:48:36] also apparently he bought a fake engineering degree [12:48:44] so yeah [12:49:07] just another green scam [13:03:57] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [13:24:31] so, did Zuma launch? I can't find a video replay of it [13:30:57] It did [13:31:14] A whole while ago, even [13:31:39] yeah, 13 hours or so :) [13:33:58] hmm how do I add a slider controller like the deploy altiude in ModuleParachutes? [13:34:25] I found KSPEvent which gives a button [13:34:48] Are we talking about different Zumas? [13:40:07] #KSPOfficial: mode change '+v Zarthus-' by ChanServ!ChanServ@services.esper.net [13:57:55] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [15:40:35] yay it works :) [16:15:32] t minus 9 hrs [16:15:52] eh [16:15:56] i cant wait that long [16:16:24] so [16:16:29] my canadair does drive on water [16:18:23] https://cdn.discordapp.com/attachments/255748182426910720/399597603504783381/DSC_8144.JPG [16:25:22] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [16:25:36] https://cdn.discordapp.com/attachments/255748182426910720/399599427444146176/DSC_8137.JPG [16:26:32] not a good time to go for a swimming if it failed in the water [16:27:19] yeah [16:27:26] but it was rather shallow water since i was flooding [16:29:02] does it fly? [16:29:09] idk [16:29:12] lol [16:29:21] we went to a field to fly it after driving in the water but a motor wasn't starting [16:29:35] it works on ground, on water, air unknown [16:29:49] if anything it can make a nice ground effect vehicle [16:50:08] https://cdn.discordapp.com/attachments/255748182426910720/399604302705852416/canado.png [16:51:40] Fluburtur: Do you do some sort of calculations before building your planes? Or pure eyeballing? [16:52:06] usually pure eyeballing [16:52:29] but this one I had to calculate where the center of gravity should be because seaplanes need to "ride the step" in order to take off [16:52:42] so this means I had to decide where to put the center of gravity, then the wings [16:52:57] in my flying wings i usually just put 3° of washout too because it makes them fly better [16:53:27] And what happens if the plane has not enough lift, is too stable, too unstable, or whatever similar silly thing? [16:54:16] not enough lift, won't be able to take off or will take off then stall or turn into a ground effect vehicle [16:54:28] too stable, no change I got giant control surfaces [16:54:52] too unstable: should be balanced well and I can reduce the movement of the control surfaces if needed [16:55:52] Well, I mean, stability could be tuned, alright [16:56:13] But for a plane with too little lift, you need to remake the wings, don't you? [16:56:21] well the balancing of this plane is fixed so I can't balance it more noseor tial heavy than it is [16:56:38] but I can change how much the control surfaces move [16:56:54] well im mostly worried about the power of the motors [16:57:05] there was some wind and I can feel this plane wants too fly [16:57:13] but I got too small props [16:57:16] This is even a thing you could probably calculate [16:57:19] well they might just work [16:57:41] and I used an airfoil used for gliders and scale models so im not wirried about lift [16:57:46] good ol eppler 205 [17:20:14] Good morning folks [17:20:23] yo [17:23:53] Good evening, madmerlyn! [17:24:13] hihi [17:24:22] !iH [17:24:23] so I got my "precision" landing script working [17:24:31] it gets within 60m of my target [17:24:34] Nice! I am still fine tuning mine [17:24:39] that's pretty good [17:24:42] I'd love to see some of those scripts that land right on top of the things [17:24:59] Actually used to land on a 10 m diameter pad, but unreliably, currently trying to make it better [17:25:39] I'm getting my fuel refinery on the Mun up and running [17:25:56] now I need to make a mover bot though because I couldn't get the additional drill module close enough to link up [17:26:40] Just make a rover with a docking port on top [17:27:17] Docking on planets sucks, though [17:28:24] I was thinking more like a konstruction vehicle with a claw to grab and push stuff around [17:28:44] I wanted to build a forklift last night but I don't know how Rover's forklift design is supposed to be practical [17:28:45] I tried to make an aerial refueling stuff once [17:28:48] the forks are all wrong on it [17:28:51] nothing like a real forklift [17:29:10] a big hoop with a grabber in the middle and a probe on the plane that egts guided into the cone inti the grabber [17:29:12] didn't work [17:29:52] heaviest module right now is 8.25t, so I could in theory make a heavy enough mover probe that uses landing gear to leverage the claw and an angle to tilt the module off the ground [17:30:15] you should watch the odyssey by bill [17:30:27] by bradley whistance, he makes some clever stuff [17:30:38] especialy on his eve base [17:31:11] I'm going to have to send an engineer down to link up the modules too, but he won't stay permanently since this is just the fuel outpost [17:31:45] the proper kolony is going to be built on top of the substrate+water zone where I'm planning on building out my agriculture chain so I can provide supplies to interplanetary missions from the Mun instead of kerbin [17:33:15] madmerlyn: Uh, you need to launch from Kerbin to the Mun, then from the Mun to orbit to deliver your stuff [17:33:27] As opposed to delivering it from Kerbin right away [17:33:40] right, but supplies and fertilizer for interplanetary are heavy [17:34:04] I can shoot them right off from the Mun, OR send my vessel to Munar orbit and fuel and supply it up from there before heading out of system [17:34:29] I don't use EL (or USI, or whatever mod add those) but intuitively that sounds like a more costly plan than just launching from Kerbin [17:34:39] but the ultimate plan for my Duna mission is to have an orbital drydock in the 175km range of Kerbin, send supplies and fuel from Mun to drydock [17:35:03] If you do that, I'd recommend you have the dock in Mun orbit [17:35:16] LKO to Mun and back is delta-V costly [17:35:22] well setting it up is more costly sure, but the base is a kolonization program, making it produce stuff is just a side-effect [17:35:36] Well, then [17:36:18] the drydock will be in LKO due to the main modules being lifted from kerbin, whether the vessel launches from there or stops off in Mun first is still up in the air [17:36:32] the idea is not having to use large disposable lifters [17:36:52] and as far as going from Mun to drydock to Mun, that can be done affordably with nukes and aerobraking [17:37:25] Not sure I follow the first part [17:37:29] especially since I already have ISRU producing fuel [17:38:07] Duna mission plan, KSC->Drydock, Drydock assembles very large vessel [17:38:37] next step is either Fuel+Supplies from Mun->Drydock; OR vessel->Mun, fuel+supply in munar orbit [17:38:47] That is, you launch parts from KSC to Drydock, and Drydock assembles pars to vessel? [17:39:07] then if it's LKO straight Hohmann transfer to Duna, or if Munar orbit slingshot around Kerbin before going out [17:39:14] correct [17:39:18] In that case you might want to have a look at gate orbits [17:39:27] it's a very big vessel [17:40:01] I'd say vessel->Mun, fuel+supply in munar orbit will be more efficient [17:40:04] 534t without landers docked to it [17:40:30] Is that an asteroid redirect mission aimed at Duna, or what? :P [17:40:32] granted 400t of that is fuel + supplies heh [17:40:52] so I guess dryweight we're only looking at 125t, but it's very volumnuous too [17:40:55] I once made a very large ship, mass was 150 tons fuelled :D [17:41:04] Now you come with 500 tons [17:41:21] it's a mission modeled after the Lockheed Martin Martian Base Camp design [17:41:46] key difference between LM and my design is the main big ship is going to become a permanent station instead of being the transit vessel [17:42:07] and instead of using a proper Orion I'm going to have a smaller interplanetary transit vessel that has enough hab to get the kerbals to station [17:42:45] I plan on establishing fuel refinery on Ike as well to allow long term re-use of the station [17:42:58] bbiab gotta make lunch for the kiddos [17:49:27] https://youtu.be/T-TMWQB_rxk [17:49:27] YouTube - canadair water taxi test [18:03:11] quite some flooding you have there [18:03:50] yeah [18:03:55] but it's not too bad so far [18:06:06] hrm, would four blade props help? [18:06:17] maybe [18:06:29] I could put larger props too since it sits quite high on the water [18:07:19] but then you will suck in just more water. [18:07:26] This seems to slow it down [18:07:38] yeah but this one doesn't have deflector plates to stop the water going up that way [18:07:54] https://youtu.be/JCL0_TTsHzo [18:07:54] YouTube - The awesome Canadair CL 215 T [18:08:06] on the sides of the hull of this one you can see the deflector plates [18:08:26] so I will probably just get some thin aluminium plates and cut them to the good dhape and glue them [18:11:55] ok lunch done [18:12:25] Go for lunch! [18:14:10] so yeah my Lockheed Martin inspired Duna mission doesn't have all the details worked out yet [18:14:23] for 1 my lander looks very good compared to the LM design, but it's a heavy bastard [18:14:42] https://i.imgur.com/EafdIH1.png [18:14:51] Hello [18:15:09] looks like the entire kOS club is here :D [18:15:26] Does anyone know the Angle to AN in KER is Mean Anomaly or True Anomaly? [18:15:28] should we be super nerds and call ourselves a KSP corporation [18:16:14] My code fails and it's the only thing I can think of :/ [18:16:33] I have code for An and Dn in my script [18:16:41] granted I didn't write that code, but it works [18:17:07] I compared my output with KER and they match... [18:17:28] but my estimations of 'time to X' don't seem to 50% of the time [18:17:42] ve2dmn: Angle to AN is angle to ascending node [18:17:51] Nothing to do with anomaly [18:18:49] APlayer: Angle of what? Because Orbits have 3 representating angles : True, Mean Eccentric [18:19:13] Uh, not quite [18:19:19] this is Koronal I made for my Orange tank to orbit SSTO https://i.imgur.com/mtMfHf6.png [18:19:43] Part of the new code I wrote was to convert the ship position from True Anomaly to Mean Anomaly [18:19:44] True/Mean/Eccentric anomalies are basically different ways to express the same thing: The angle you have travelled along your orbit [18:20:01] yes, but they have different values [18:20:12] Yep, hence they are different ways [18:20:21] On a circular orbit they would be the same [18:20:33] I use Kepler's 3rd law to try and find the future time the ship will cross the DN [18:20:50] I have the Angle and the Ship True Anomaly.... [18:21:29] On an eccentric orbit, they are different, because they are different measures. Mean anomaly is basically the angle you would have travelled if your change of angle was constant, true anomaly is the actual angle you travelled and mean anomaly is kind of a mix between those and it is complicated [18:21:32] If I add the 2 if works in the case of the AN, but not the DN (For the orbit I did my test with) [18:22:14] APlayer: thanks ofr the explanation, but I spend the last few days on understanding that to do math [18:22:23] it *ALMOST* work [18:22:25] Angle to AN is angle to ascending node, and I think it is expressed in the true anomaly sort of way [18:22:58] do the large circular panels in NFS track? [18:23:14] I don't see any kind of "pivot" mechanism on the model [18:23:20] Angle to DN would be angle to AN + 180°, because DN is just opposite of AN [18:23:26] yup [18:23:27] madmerlyn: They do [18:23:32] cool [18:23:42] the model could use some work then [18:23:47] it looks very 1 dimensional [18:24:02] But somehow, even if I use the same code, it works for one, but not the other [18:24:07] ve2dmn: Now to calculate time, you need to convert the true anomaly thing to the mean anomaly thing, because mean anomaly is the one directly proportional to time [18:24:16] yes [18:24:24] I'm guessing the pivot point is where the "screw" is [18:24:34] madmerlyn: link? [18:24:35] but that's a very weak joint if it were a real panel [18:24:46] sec [18:25:06] This is a step involving a hard to solve equation, known as the kepler problem (or was that the conversion from mean to true?) [18:26:03] Anyway, I guess you figured out how to convert it [18:26:18] Could you sum up what your program does? [18:27:36] It tries to find the AN or DN, and put a manouevre node there to adjust orbit with target [18:27:52] Trying to write a rendez-vous script [18:27:55] Well, I mean sum up the maths it does to solve this specific problem [18:28:03] yes [18:28:15] I was getting to that :P [18:28:34] As for rendez vous scripts, launching in the correct orbit from the beginning is the more appropriate solution [18:28:49] More fuel efficient, faster, somewhat easier maths, even [18:29:27] probably, but that would require timewarp and I don't want it to battle me KAC alarms. [18:29:30] eh I don't feel like messing with uploading to imgur heh [18:29:43] kOS has KAC integration [18:29:46] madmerlyn: link to mod? [18:29:52] APlayer: it does :D [18:29:53] Near Future Solar [18:29:58] You may abort timewarp if it conflicts with an alarm [18:30:10] I see where the pivot is, it's just a very small joint compared to the amount of structure the rest of it has [18:31:08] anyway, I wrote all sort of 'Convert MA-to-TA' functions because of all the problems I encoutered [18:31:17] it was fun [18:32:18] I bet. I did such a thing a while ago in JS. :D [18:32:25] My math is : 1) Find AN vector (using a series of cross products). [18:32:35] It was a puny attempt at simulating long duration engine burns [18:33:17] wait.. so you said kOS can't find AN on its own? my functions.ks has it [18:33:20] 2)Find the angle using VECTORANGLE. (with the Derterminant to know if it's the angle or the complement of the angle) [18:33:33] SHIP:ORBIT:LONGITUDEOFASCENDINGNODE. [18:33:49] madmerlyn: that's the celestial one [18:33:56] ve2dmn: So, if you have the AN as a vector, you may calculate its mean anomaly from the angle around Kerbin, get your own mean anomaly, subtract, calculate time [18:34:28] function getOrbitLongitude{ return MOD(OBT:LAN + OBT:ARGUMENTOFPERIAPSIS + OBT:TRUEANOMALY, 360). } [18:34:44] I could. I found the angle, added that to Ship True Anomaly and calculated time [18:34:55] Not true anomaly, though [18:35:07] Mean anomaly is what you use when calculating with time [18:35:33] yes. The function convert if I pass it TA instead of MA [18:35:51] Also, subtract, not add [18:35:52] I'm going to put this functions.ks on pastebin, sec [18:36:06] Because you're looking for the angle difference to get the time [18:36:19] https://pastebin.com/wLYGHeLb [18:36:37] that's wholly written by someone else btw [18:37:06] APlayer: I add the angle-to-AN to Ship:TrueAnomaly and it works just as well [18:37:16] Grr, I just /love/ fixing brackets in complicated mathematical terms [18:37:32] ve2dmn: But it can't [18:37:51] Either I am myself misunderstanding something, or it does not work correctly [18:38:56] might be both [18:39:25] "Either I am myself misunderstanding something, exclusively-or it does not work correctly" [18:39:50] can't be both [18:40:56] let me Re-phrase it: I know I have an angle-to-AN and the current ship position. I know theses values are correct becaus I have the EXACT same as KER [18:41:57] If you have the angle to AN in the mean-anomaly form, the problem becomes much simpler [18:42:02] I have a function that, from either MA or TA, can tell me the time it takes to get there [18:42:58] You travel 360 degrees in your orbital period. Now you have your "mean angle" to AN, so you just multiply that with the period and divide by 360 [18:43:47] However, the problem is, if I understand correctly, that the angle is not in mean anomaly form yet [18:44:06] That is partially why I was aksing if KER show thoses angles in MA or TA form [18:44:18] because that is my comparison [18:44:25] You have the "mean angle" not to your ship's mean anomaly, but to your ship's true anomaly [18:44:55] And KER likely handles it the same way [18:46:48] so, I would have to find the current ship MA, add that to the angle I'm at and that gives me the MA in the future... right? [18:47:56] You need to get the AN's angle to a MA of 0 [18:48:03] And subtract your ship's MA [18:48:30] That's the angle to your ship in MA form, and that's how you can get the time to AN [18:49:02] That means having to redo everything.... I was SO CLOSE. [18:49:17] ho well. Time to write some notes again [18:49:36] It's not that much to redo [18:50:34] no, but it's frustrating :D [18:51:00] Get the vector at an anomaly of 0, get the angle to AN (using VANG() this will be the true anomaly!), convert to MA form, get the ship's MA, get the difference, calculate time [18:51:16] I haven't done this sort of thing in close to 20 years (gee I'm getting old) [18:52:57] Highlight me if you need help [18:53:13] instead I found the angle between the ship vector and AN vector and tried to find the SHIP:TA based on that [18:53:48] ok I think I have a forklift design that will work, but it'll take an engineer to do the final assembly [18:54:23] madmerlyn: I haven't found a good way to take complex rovers to the surface yet [18:54:42] I've gotten some ideas from some of Raptor9's designs :) [18:55:02] this one will just require engineer to turn the actual trusses that the forks are on up [18:58:07] eh.. forklift works better than it used to.. but it still doesn't stabilize like a real one would [18:58:19] madmerlyn: btw, your code works, but be careful using that object: https://ksp-kos.github.io/KOS/structures/orbits/orbit.html?highlight=longitudeofascendingnode#attribute:ORBIT:LONGITUDEOFASCENDINGNODE [18:58:20] once I grab the object it behaves more like I have 1 fork under it instead of 2 [18:59:34] wonder if having a forklift nearby increases KAS lift, I know the magnets do [18:59:39] 1 magnet is like having 5 EVA kerbals [18:59:58] Do thoese MKS magets requires KAS? [19:00:02] madmerlyn: Pics? [19:00:12] I haven't tested it, that's just what someone said on forums [19:01:23] my forklift design: https://i.imgur.com/ndLynUR.png [19:01:42] only way I could get the darn forks to have a useful range of motion [19:01:59] and weighs 20t for counterweight [19:08:30] love it, put illuminator mk2s on the back of it, set to red, bound to Brake AG [19:08:36] lights come on when I hit brakes [19:08:44] even if I just press B [19:09:48] madmerlyn: how do you get it there? [19:10:14] the part with the forks will be laid flat and I'll have a special rig and/or deliver it in a ramp cargobay [19:10:40] that is why you need an engineer. I get it [19:11:06] yeah engineer will turn the trusses up 90 degrees [19:11:07] I might go the 'Konstruction' mod route if it's too complicated :/ [19:11:57] madmerlyn: or you could just use Construction ports and force the rotation? [19:12:13] careful. that might invoke the Kraken [19:12:22] well not using docking ports [19:12:29] just going to KAS "unpack" it [19:12:48] I don't use KAS :D [19:13:47] APlayer: how do I find the MA vector at 0? [19:14:07] IIRC it is at zero latitude [19:14:19] It's more of a definition thing [19:14:33] https://github.com/KSP-KOS/KOS/issues/2213 - my kOS OX-STAT issue, now for my kid's first birthday party! [19:14:36] I got MEANANOMALYATEPOCH, but that requires that I know the time the ship is at 0 [19:14:41] yeah these forks.. :( [19:14:49] it's like the right fork is the only one with physics [19:14:59] payload clips right through the left fork and becomes unbalanced [19:15:15] if both forks worked this thing would be PERFECT [19:15:17] Ah, mean anomaly = 0 happens at periapsis [19:15:47] sound easy then [19:16:14] find the periapsis vector [19:16:18] But really, as long as you use this reference point for both the MA of the AN and the MA of your ship, it does not matter [19:17:31] yeah, the only available vector in the ORBIT structure was the ship position, so I was using that as a starting point [19:18:04] man this forklift would be so awesome if the forks had proper physics [19:18:09] like I could move some serious stuff with it [19:18:38] I guess RD doesn't hang out in this IRC anymore? [19:19:11] ;seen RoverDude [19:19:11] ve2dmn: roverdude (~roverdude@63.116.147.2) was last seen posting in #kspofficial 108 days, 7 hours and 23 minutes ago [19:19:16] nope [19:19:28] shame [19:19:39] seems like a much smaller crowd in here than even a year ago [19:20:09] Happens with all online communities. They all rise and fall. Life happens [19:20:27] sometime they re-rise and re-fall on a monthly basis [19:20:59] Not to mention the platforms also rise-and-fall [19:24:42] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [19:24:49] Evening, Gentlemen. [19:31:30] IRC has been in steady decline for like a decade now [19:32:15] time to look at the Konstruction source to see if it has KAS cfgs for increasing KAS lift capacity [19:33:37] holy crap [19:33:46] forklift adds 22t lifting capacity to KIS [19:34:03] so screw the fact that it doesn't work, I'll just move it by hand with my kerbal lol [19:34:32] increases distance to 6m instead of the usual 4 too [19:34:46] the crane allows 6t grab and 16m distance [19:35:06] so 1EVA kerbal could move 7t pretty far [19:37:32] the number of users in here hasn't really dropped that dramatically, but the number of active users that post a lot seems to have taken up a large portion of the vanishing population [19:37:47] :/ [19:39:56] in my experience it happened a lot like the tides: Colleges time-and-dates [19:41:48] History repeats itself. like nobody remember why today is also Sun Sep 8895 20:40:34 CET 1993 [19:42:19] Some of us lived through the eternal September. [19:42:33] Action: Mathuin was actually working in industry in Sep 1993 [19:42:36] Action: ve2dmn bows to Mathuin [19:46:15] IRC had critical mass and was a distributed system... Networks changed but the platfrom stayed [19:48:22] alright got the forklift flatpacked so it'll fit in a mk3 [19:48:42] madmerlyn: good luck with the Krakensbane [19:48:44] I think it'll work as a KIS assistant without being assembled, but I'll assemble it for proper looks [19:49:14] Supervisor or Kerbal? [19:49:25] ALL HAIL OUR FORKLIFT OVERLORD! [19:49:39] basically it counts as 22 EVA kerbals as far as KIS/KAS is concerned [19:49:40] Supervisor of Kerbal* [19:49:57] which means having it within 6m enables me to lift 23t with KIS [19:50:08] so I can move my modules into position that way [19:51:19] here it is flatpacked https://i.imgur.com/Tg5trwo.png [19:52:14] I was thiking of building the magnet example crat: https://github.com/UmbraSpaceIndustries/MKS/wiki/Konstruction-Vehicle-Examples [19:52:28] but the forklift might be a bit more versatile [19:52:44] I just wish it worked better outside of KIS [19:52:57] like I would love to physically put my forks under a module and drive it around [19:53:33] maybe it works on the tundra modules with the horizontal stabilizers [19:53:43] but certainly didn't work on the test payloads on feet I was testing [19:53:44] I bbl. Will work on that math when I get back [20:04:36] alright I'm going to go for a direct ascent Munshot I think [20:04:51] put this forklift right where I want it :P [21:39:37] for people who like that stuff: https://gamesdonequick.com/schedule [21:46:48] I wonder if it's possible to get http://nextrocket.space/ as an ical [21:47:00] so my landing legs clip through hodor, so I'm using the warp trick to get the payload out after orbit heh [21:48:44] lander only weighs like 4t didn't want to run Excalibur for that [21:52:04] warp trick? [21:55:27] nice, I found this: https://calendar.google.com/calendar/embed?src=fd1enk1tmf2e28mu9qt9khggs4%40group.calendar.google.com&ctz=America%2FNew_York [21:59:52] so if you have 2 vessels stick together because a part clipped through the cargobay [22:00:04] if you warp, one vessel will phase through the other [22:00:26] I see what you mean, yes [22:00:45] instead of clipping the landing legs in I just did that to slide it out heh [22:00:50] it was barely clipping through [22:06:18] my landing script is peri of 6.3km, getting close to 1km terrain altitude on some parts of orbit lol [22:06:42] makes for a nice view though [22:06:51] especially with the AVP dust [22:08:58] well, it's my last evening before going back to work. I can't think of a better way to relax then KSP and a SpaceX launch [22:09:25] champagne in a jacuzi tub might be better [22:09:38] drinking the champagne, not sitting in it, of course [22:11:30] gonna watch this landing from IVA [22:11:37] with my tiny little window [22:13:25] landed 2.5km away :/ weird [22:16:13] thank goodness for OP jetpacks [22:24:56] my rover still hjasn't reached the highlands? sheesh [22:46:05] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [23:07:10] ok forklift is actually working decent on Mun :P [23:07:15] even without KIS [23:56:20] https://imgur.com/67E8E3B [23:56:20] https://i.imgur.com/67E8E3B.png