[00:41:24] https://78.media.tumblr.com/4a3b32080805c35f31a945b001964a07/tumblr_owi9tyEdCu1u1vkloo1_500.jpg [01:08:39] does anyone here know about airfoils? [02:27:14] anyone know the maximum terrain height on Ike? [03:05:12] Patreon is doing some skeevy cashgrabbing. Be warned. https://www.reddit.com/r/patreon/comments/7i2kqd/patreon_will_start_charging_patrons_a_credit_card/ [03:23:39] Rolf, thanks! [03:37:36] also I'm a terrible boss, I sent Valentina on an orbital survey of Duna and Ike by herself [03:37:49] then only managed to get her back because I used the monoprop aboard to correct the approach [03:38:06] At least she didn't have to get out and push. [03:38:11] and spent several minutes holding down the H key [03:38:12] FltAdmVonSpiz: how is that terrible? [03:38:31] well she's probably crazy and terrified that next time she launches she is going to die in the cold vacuum of space [03:38:37] because mission control cut corners on the delta-v budget [03:38:51] fair enough [03:46:23] The Subnautica planetary system makes no sense at all. You have background stars which are stationary. A moon which is stationary. A moon which moves. And the sun which moves. [03:46:59] As far as I can tell there is one moon magically pinned in place, a moon that orbits the planet, and a sun that orbits the planet. [03:48:30] Minecraft is slightly better as the planet does rotate. But the moon is in the earth-sun L2 and still has phases. [03:55:50] the moon is just another minecraft world with a bunch of automated quarries that tear up all the stone and then put it down again [04:17:00] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [06:07:36] Last message repeated 2 time(s). [06:07:36] taniwha: I don't supppose you've got a bit of time to help me out with the blender importer, do you? io_object_mu specifically, since that's what's throwing my error. [07:16:18] Epsilon: sure, what's up? [07:16:25] (sorry, was out for a while) [07:17:05] All good. I'm not the boss of you and all that. :B [07:17:48] Couple of things that I can't really pin down correctly. First is getting a Windows path into the import_craft.py file - sometimes it seems to work, sometimes it doesn't? [07:18:11] use / not \ [07:18:38] / works in all OSes, \ is a mess in code [07:19:07] Okay, so I'll assume that's right for now then. [07:19:10] (since you have to escape it somehow (either a raw string or using \\ instead of \) [07:19:30] Yeah, I ended up using forward slashes - wasn't sure if it'd parse E:/ correctly though. [07:19:40] it should [07:19:53] and yeah, the hard-coded path in import_craft /is/ a problem [07:20:04] (completely forgot about it when I pushed the code) [07:20:06] The other one I'm getting is a stack trace, ending with "AttributeError: 'NoneType' object has no attribute 'replace' [07:20:10] " [07:20:48] ... what the crap [07:21:03] ok, the problem there is that your craft file does not have a name field [07:21:26] So I just re-ran the import to get the error again (was going to try snipping it,) and suddenly it imported it the second time. [07:21:29] :I [07:21:36] er, sorry, that's for parts [07:22:07] but yeah, that's the most frustrating [07:22:45] One final question, and I suspect the answer is yes, but does the script have problems with procedural parts and/or tweakscaled parts? [07:23:03] yeah, it does [07:23:15] anything that relies on a part module will be problematic [07:23:40] doesn't mean the module can't be "duplicated" in python to give support, though [07:24:38] oh, also, the craft importer does have problems with textures when the texture names collide [07:25:03] The tweakscale is easy enough, but I imagine the procedural parts would just end up being a mess. :B [07:25:10] (fixing manually, that is) [07:25:22] hm hm hm [07:25:35] well, you /would/ have to port the PP code to python [07:25:48] Okay, so it let me import my test craft. Now to take a shot at something slightly more complex. [07:26:16] Well, a tweakscaled part would just import at normal scale, right? Or would it just catch fire? [07:26:26] normal scale [07:26:59] ... huh. REALLY weird. [07:27:37] Just tried importing the test model again, and now I get "TypeError: SceneObjects.link(): error with argument 1, "object" - Function.object does not support a 'None' assignment Object type" [07:27:55] hmm [07:28:16] Let me rebuild that real quick with a truly stock fuel tank. [07:28:26] Action: Epsilon used something from NovaPunch for the fuel. [07:30:17] Huh. Nope, doesn't even like stock parts now. [07:31:22] Mk. 16 parachute, Mk. 1 command pod, FL-T800 fuel tank, LV-T45 engine, 4 AV-T1 winglets. About as stock as you can get, and I didn't even add a decoupler. ;p [07:33:21] yeah, it looks like there's a lot of breakage in there from when I was doing some work [07:33:46] try checking out 70e308b (git checkout 70e308b) [07:36:05] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [07:37:27] Ah-hah, alright. Let me dig around a bit and snag that. [07:38:00] you lose some nice features for export, though :/ [07:38:28] My intent is 3D printing anyway. [07:38:49] Goal? My goal is 3D printing. My intent is to 3D print. [07:38:52] I CAN ENGLISH HONEST [07:40:36] Finally, I have a computer capable of running this game the way I want it to run [07:42:08] https://imgur.com/a/DBcV8 [07:42:08] https://i.imgur.com/9y0ysv4.png [07:43:58] Epsilon: :) [07:44:15] It's been one of those weeks. ;p [07:44:33] (and it's still failing 4 out of every 5 import attempts >_>) [07:45:04] well, the craft importer might well be very fragile [07:45:16] the part importer... dunno :( [07:50:35] That's a distinct (albeit annoying) possibility. [07:59:20] taniwha: Hmmm. Looks like you may be right. The part importer seems to be doing pretty well (on stock parts, at least) [07:59:50] unfortunately, my tolerance for python is a little thin at the moment [08:00:27] I find the code difficult to work with (I really want to get animation import/export working properly, but the code is... frustrating) [08:01:11] I won't claim to know exactly what you mean, but I can sympathize with the general concept of "this drives me nuts and I really don't want to deal with it right now" ;p [08:02:37] Thanks for trying to help, at least. ^_^ [08:03:23] Well. I guess you technically helped, since I could -probably- import the parts piecemeal and build them into a simple craft... [08:03:49] Looks like your stuff works, and it's the OTHER script that's busted somehow. *nod self* [08:04:01] all my stuff, though :/ [08:04:31] Wait, is it? There's another name on the io_kspblender script I picked up... [08:04:41] Did you take it over, and I grabbed the wrong one? [08:04:53] io_kspblender? that one is not mine [08:05:07] https://github.com/Dasoccerguy/io_kspblender [08:05:17] I noticed that one had died so I wrote my own craft importer [08:05:41] (in io_object_mu itself) [08:05:41] Ooooo. Okay, that's most likely part of the problem right there. :P [08:05:54] hm [08:06:07] because I was able to import what looks like Kerbal X when I checkout out that git revision [08:06:25] Okay. I'm deleting both and just reinstalling clean to make damn sure I don't have anything weird in there. [08:13:08] Heh. [08:13:52] "FileNotFoundError: [Errno 2] No such file or directory: 'E:/Steam/steamapps/common/Kerbal Space Program\\Squad/Parts/Aero/HeatShield/Heatshield2.mu'" [08:13:59] (when attempting to load the Kerbal X) [08:14:12] Not that I think it -should- matter, but what Blender version do you have? [08:21:03] 2.79.1 [08:21:11] (built from git a few weeks back) [08:21:40] Huh. Okay, and I'm on the 2.79 release. [08:22:01] Only other difference I can think of is that I'm on Windows and you're (presumably) on linux. [08:22:25] yeah, linux here [08:22:42] and it might be that something in there doesn't like the mix of / and \ [08:23:06] is that path otherwise correct? [08:23:06] Yeah, that stood out to me. The \\ does not exist anywhere that -I- put it. [08:23:20] Yup. And I can import the individual part just fine. [08:23:24] import_craft.py: model = os.path.join(self.path, mesh) [08:23:47] guess I should just do a + '/' + b [08:24:57] I assume it's not as easy as model = os.path(self.path) + '/' + os.path(mesh) ? [08:25:03] :P [08:25:28] even easier: self.path + '/' + mesh [08:25:44] Oh. Huh, easy enough, let me slap that in there and give it a shot. [08:26:12] it /might/ be that an empty path ("a//b") is sneaking in there [08:26:30] but I thought os.path.join was supposed to prevent that :/ [08:27:12] Hm. Still getting an error on importing the Kerbal-X. [08:27:43] with that tag I gave earlier? [08:27:48] Yup. [08:29:24] In the morning, I'll see if I can get Blender on my linux box (assuming it's even running a GUI) and try over there. [08:32:05] quit [08:32:29] ugh... dump... dumb fingers... [08:32:36] I get sleep.. >_< [08:33:01] Action: Epsilon snrks. [08:33:13] That's sounding like a good idea here, too. [08:34:42] taniwha: I'll keep kicking at it from my end, try it on linux if I've got the setup for it ready. [08:34:51] As long as it's a weekend, once you're feeling up to working on it more, feel free to give me a ping and I'll be happy to do some testing for you. [08:40:01] Howdy folks. [08:46:12] lordcirth: no problem [08:47:45] heuy [08:53:40] How's space? [08:54:07] big enough to take care of itself [08:55:34] Well just for that, im gonna go put another crater on Mun! [09:56:55] How wide are interplanetary transit windows? [09:58:48] generally decently long. A few days either way shouldn't matter. [09:59:13] So if I have 3-5 flights I want to send, do one per day centered around the real window [09:59:42] With the fuel conscious ones in the middle [10:07:03] Mathuin: it really depends on how you define that window [10:07:46] because if you can provide the the ”V, the window is always open [10:14:38] I have a probe I want to fly by Duna and another I want to go into polar orbit [10:15:59] Looking at the dV map it's 3.4k to hit LKO, another 1k to leave the SOI, and 150 for the fly by or 600 for the orbit. [10:16:12] Flyby has to return to Kerbin of course. :-) [10:16:46] So 5.5k for each is plenty [11:05:55] So... if 3/4 of Earth is blown apart... why is there still atmosphere? I ask for a tv show... [11:33:52] Mat2ch: crystal dome? [12:10:40] taniwha: didn't look like that in the show :D [12:11:10] doesn't look like that now, yet flat earthers... [12:14:19] Yeah, well, how do they explain why the oceans didn't fall of the disk already and how's the atmosphere hold down? [12:21:34] because "down is down" :/ [12:22:30] Uhm... well... but what's keeping us down? :D [12:22:50] "that's what down is" or some such [12:23:05] I just don't get that thinking [12:23:42] Me neither [12:23:53] I overthink stuff and wonder where gravity is actually coming from [12:24:26] Mat2ch, i suppose it would not hold [12:24:32] I bet on "an unknown/yet unaccounted force that pushes everything down. This force is shielded by particles. [12:25:01] also, massarksh :) [12:27:21] hello? [12:27:50] Last message repeated 1 time(s). [12:27:50] hi [12:28:01] hi [12:28:28] Last message repeated 1 time(s). [12:28:28] ur a bot arent u [12:28:32] ? [12:28:42] hi [12:28:56] Last message repeated 3 time(s). [12:28:56] who are you [12:33:27] cat https://78.media.tumblr.com/373081d0eceff83c745470f10f3b2993/tumblr_inline_p0ff2v6eKl1ry2q2v_500.png [12:39:57] oh my crap this airfoil is so fat http://airfoiltools.com/airfoil/details?airfoil=e207-il [12:42:10] lol, bot conversation [12:44:28] yo airfoil is so fat... [12:45:42] I wanted to see the airfoil used on the canadair cl215 and apparently it's a 17% one [12:45:48] and I thought 11% was fat [12:47:49] The problem with the early wing designs is that they didn't understand how particle dynamics worked and thought they could use Bernoullis fluid formulas. [12:48:29] well the canadair isn't a really old airplane [12:48:42] well, in the 60s they still thought that way [12:48:50] turns out: Air is not a fluid... [12:48:51] but it needs to be able to fly slowly and carry a lot of weight [12:49:28] if you need the space for girders, you need a big wing ;) [12:49:35] yeah [12:49:37] also they didn't have the materials we have now back then :D [12:49:47] true [12:49:56] anyways, the canadairs are known for their reliability [12:50:00] it can be treated as fluid for subsonic speeds [12:50:11] and they do look very sturdy, that's why I want to build one [12:51:26] but you have to go reaaaaally slow then [12:52:05] like rc plane slow? [12:52:07] below mach 0.3 [12:52:15] that is slow enough [12:52:28] anyways im gonna go for an eppler 2005 [12:52:46] rc planes usually have such a high TWR, you don't need to think about the wing design at all :D [12:52:55] *don't have to [12:53:38] eh not really [12:53:43] gliders for example [12:54:04] airfoils are often made to make them stall less bad however [12:54:19] and there are a bunch of airfoil made only for rc stuff [12:54:37] I think the PW and MH series are only made for rc flying wings [12:54:54] but they work well, can almost hover a wing in no wind with a pw106 [13:04:20] apparently the e205 is good for gliders too [13:17:10] I wanted to make an airfoiled wire cut tail but that will be on version 2 [14:15:02] i'm still kinda uneasy about this steam error message: [14:15:04] "(steam:26512): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent. [14:15:06] " [14:15:58] hehe [14:16:03] lol dbus [14:16:41] and the least of the problems there is the wrong usage of "it's" [14:22:09] its'* [14:22:13] i'ts [14:22:21] 'i'ts' [14:22:45] hehe [14:33:54] my big flying wing is almost ready [14:34:05] so im gonna charge it quick and try it today if I can [14:34:11] before it gets too dark [14:34:15] But it's cold outside! [14:34:34] thicker air is easier to fly in [14:37:19] I don't want to wait 3 months to fly it [14:37:25] I don't even wan to wait 3 days [14:37:59] gonna fly it without winglets too, will be hard to see but im gonna fly it fpv anyways [14:38:35] the motor isn't super powerful but it has a lot of wing area so im not too concerned [14:39:49] fun fact: the V-2 rocket ran on ethanol fuel [14:40:21] and this is why von Braun was so brilliant [14:42:15] alcohol and water [14:42:18] mixes nice [14:42:29] just like me! [14:48:40] Fluburtur, I wonder if potable fuel affects the mission [14:49:18] apparently the radar coolant on the mig 25 and 31 is alcohol and they have to refill it pretty often for some reason [14:50:00] "for some reason" [14:50:22] radar coolant too pilot fuel! [15:04:00] so many of my x-planes with RSS-RO were ethanol fueled, good times [15:51:28] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [15:51:43] Hi! [15:52:31] Ho! [16:01:09] it's off to work we go [16:11:02] interesting. They found a dinosaur tail preserved in amber. It's full of feather [16:12:40] Source? [16:13:42] (Also, @UmbralRaptor, might be interesting for you ^) [16:14:26] dinosaurs having feathers has been known for some time [16:14:42] I'm not suprised by the feather [16:14:50] I'm suprised it's so well preserve [16:15:07] APlayer: it's an old story from 2016... it's on reddit TIL [16:15:14] ah, yeah, that might be different [16:15:16] https://www.reddit.com/r/todayilearned/comments/7impnk/til_scientists_discovered_a_dinosaur_tail/ [16:15:56] ve2dmn, taniwha: Ah, I thought that was a strong supposition, but not quite confirmed [16:16:08] Well, in that case, /me shuts up [16:19:38] hehe what else to expect we know birds are dinosaurs and at least some dinosaurs had feathers [16:19:48] maidenend my BigS wing [16:19:52] might name it like that [16:19:56] flew nice [16:20:16] #KSPOfficial: mode change '+o BPlayer' by ChanServ!ChanServ@services.esper.net [16:20:57] Althego: seeing how well the feathers are in amber is really cool [16:21:32] just the pic: http://cdn.cnn.com/cnnnext/dam/assets/161208121906-dinosaur-amber-3-exlarge-169.jpg [16:24:58] there are fireworks soon, I should bring my mini fpv wing [16:25:10] but I think the camera is a cmos so will do bad in the dark [16:32:14] https://youtu.be/yPavDVmpDDo [16:32:14] YouTube - BigS maiden [16:39:04] well, you need one with this Sony sensor and 4 Mio ISO. Or 11 Mio? [16:46:26] a sony a7 would be nice actually [16:57:08] I made fire. my ancestors would be proud. [17:05:15] ^ Elon Musk, probably [17:11:46] https://www.youtube.com/watch?v=g6daUVpObP8 [17:11:46] YouTube - BLOHM & VOSS BV 141 - MVVS 116cc FLAT TWIN - LARGE SCALE RC KEN SHEPPARD AT NLMFC BALDOCK - 2013 [17:20:26] Hallo! Maybe a stupid question, but is there a way of transferring a limited amount of fuel from one craft to another OTHER than just timing the button presses right? [17:21:06] Say, 80 units of LF and an equivelant amount of oxidiser [17:34:17] you could use an intermediate tank to ration it [17:34:20] a small one [17:34:42] That's a good idea actually. I might think about doing that for next time [17:35:35] I have a refueling station in kerbin orbit, and i was doing a crew changeover with a badly designed bus. I was thinking about topping off the bus's tanks by a fraction to deorbit, but then i remembered i had monopropellant aplenty [17:38:11] In such cases, as a last resort, get out and push [17:39:06] EVA fuel comes for free, you can just get that Kerbonaut behind the engine and make it push the craft retrograde, which works just fine for small maneuvers (such as LKO deorbits) [17:39:21] Also works for larger maneuvers, but difficult to get right. [17:39:46] I was able to deorbit in this case with the monopropellant that the bus had, so no need to go to such measures this time, although i will now design a better bus [17:40:47] you just need to fly it a bit more efficiently to have enough remaining to deorbit. that is like what 70 m/s? [17:42:21] Althego: Way less [17:42:28] I had like 5 m/s left in the tanks according to engineer. But yes, some additional skill in my flying would not be amiss [17:42:45] 70 m/s gets your PE below the surface from a 200 km orbit in KScale64 [17:43:00] IIRC, that is, have not flown to orbit in a while [17:43:17] But I am pretty sure I could deorbit with 30 m/s burns in stock [17:44:35] Thanks for the advise though guys, that's a really good idea Althego, about using the small transfer tank [17:45:06] happy2pester: We once had an amazing dude here, Red5. Taught me how to properly achieve orbit in stock KSP. I used to burn 4175 m/s to orbit, with an error of 20 m/s tops. He told me what to do and it improved to below 3500 m/s. [17:47:11] Anyway, his advice summed up was to fly straight up until your velocity is 100 m/s, then pitch about 5 deg to the horizon and follow prograde. Aim to be at 45 deg by 10 km altitude, correct if necessary and adjust initial pitchover in the next launch. [17:47:51] Okay, because I don't usually start pitching until i hit 10k to begin with [17:47:57] Whatever you do afterwards matters little, if you follow prograde right through the dense part of the atmosphere and up to an altitude of 40 km or so. [17:48:48] That sounds a lot like people did pre-1.0 when the atmosphere was soupy [17:49:21] Since 1.0 the atmosphere model changed a lot and proper gravity turns became profitable [17:50:04] I'm just picking the game back up after a long break to be honest, so i'm still flying on pre-1.0 common knowledge. I would have sworn blind 80km orbit dV was 4500 [17:51:01] 3300 if you fly decently, 2900 if you are real good, IIRC. But not sure on that 2900 part, may be wrong here [17:51:28] but in current ksp you can get orbit under 3000 m/s [17:51:33] Can confirm the 3300 part, though, that is certainly possible [17:52:41] today you start your gravity turn early, like 100 m/s and follow it to the horizon, i am around horizon at 40-45 km usually [17:53:02] happy2pester: The only other main gameplay change since that, IIRC, are signal mechanics, but those are straightforward to get started with [17:53:38] yeah, i've not got much issue with signal mechanics, although one thing i've noted, and i'm not sure if it's one of the mods i've got - KerbNet access? [17:54:11] I have no idea what that is and i've not got around to googling it yet [17:54:30] Never figured out KerbNet and not even sure what that is [17:54:57] Something about resource scans, IIRC, but AFAIK SCANsat overwrites it [17:55:44] And I do use SCANsat, so anyway, I only saw the UI parts related to that in the short break between installing 1.2 (IIRC?) and the mods for that [18:25:33] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [20:06:42] hmm scott v ideo [20:06:57] oh it is not the nuclear series, i thought it was because of the title [20:09:18] the efficient hairstyle i share both of them :) [20:13:10] chek yo ravin lol [20:21:34] oh [20:55:04] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [20:55:14] Evening, Gentlemen. [21:04:05] Afternoon [21:06:12] nigth [21:21:45] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [21:22:03] #KSPOfficial: mode change '+v eriophora' by ChanServ!ChanServ@services.esper.net [21:28:31] https://cdn.discordapp.com/attachments/372444178510249998/389166415753642014/DSC_6719.JPG [21:29:35] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [21:38:47] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [21:41:08] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [21:44:21] Fluburtur: birb! [21:44:28] good birb [22:00:36] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [23:20:21] Last message repeated 2 time(s). [23:20:21] #KSPOfficial: mode change '+o Dman979' by ChanServ!ChanServ@services.esper.net