[04:45:24] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [09:17:06] I have experienced a strange craft orientation thing [09:19:43] small, simple craft in a polar Kerbin orbit Pe=80 / Ap=280km, Pe & Ap are approximately above the equator [09:21:10] SAS off, time acceleration as much as you wish [09:22:17] when the craft is near Pe, the orientation relative to the Sun changes a lot [09:23:02] easy to test with a simple tracking solar panel [09:23:17] :is this when the camera turns around you at the poles? [09:23:22] no [09:23:35] at the equator [09:23:43] around the Pe [09:23:43] now that is really strange [09:23:48] yes [09:24:54] the orbital period is negligible compared to Kerbin's orbital period [09:26:18] but [09:26:39] when the orbit is 200/280 it does not happen [09:29:49] not even with 100/280 [09:32:01] in the map view there is nothing strange [09:32:55] which camera mode? I only use "auto" but I seem to remember that "chase" can be weird [09:32:57] in the craft view the camera starts rotate as is I'd rotate the craft [09:33:02] does not matter [09:33:12] the solar panel turns [09:33:34] the craft's relative to the sun turns [09:36:06] I upload 2 pics... [09:39:19] is imgur wants me to register [09:41:20] huh. works for me. clicking the https://imgur.com/upload button on the left top [09:42:21] i need to register [09:42:45] or can I just upload? [09:43:49] https://imgur.com/a/IrCC7ts [09:44:21] one orbit in-between [09:45:30] not touched the camera, not touched the craft (was time acceleration) [09:47:15] hmm. Kerbin moved? No idea, really, sorry :) [09:47:16] it is around 12-13 degree [09:57:49] maybe a related issue [09:58:39] equatorial circular orbit, e.g. 80/80 [09:59:29] create a prograde node somewhere (e.g., towards the Mun) [09:59:51] the node is "far", e.g. half orbit or more [10:00:03] point the craft towards it [10:00:15] time accelerate to the node [10:00:43] when I arive, the craft is not pointint towards the node... [10:01:09] random guess: something with crossing between inertial and rotating reference frames? [10:01:31] I will test [10:02:00] I have seen this with older versions too, but I test with a vanilla 1.8.1 now all of these [10:05:41] yes, I remember having seen nodes move in LKO when switching between vessels in high and very low orbits. but not in a while [10:06:14] *grumble* why do C# even have a 32bit "int"? [10:06:50] Action: packbart fixes an annoying display bug in Kerbalism where it would show a negative duration due to an overflowing cast from double to int [10:06:57] int should not be 32 bit... [10:07:38] int could be varying depending on the vopile target [10:07:44] never trust int :) [10:07:46] it is in C#. int is 32bit signed, double has 64bits [10:08:09] use int32 and int64 if you want to make sure... [10:08:27] the proper handling in this case would probably be using Convert.ToInt64 (or 32) and throw an exception on overflow [10:08:52] I don't know that much C#. I just don't like looking at "duration: -233y, -102d" :) [10:09:07] :) [10:09:47] as far as I remember, in the C standards, the minimum size of the int was defined [10:10:07] or no [10:10:25] the int was the "best" length for the target [10:11:01] short, long, long long etc had a minimum definition as far as I remember (almost 20 years, omg) [10:11:04] which should be 64 bits by now. for some historical reasons, it isn't [10:11:32] if your target is a 64 bit processor, then yes, it should be 64 bit [10:11:35] (when compiling Mods for KSP on this target, yes) [10:11:43] but never trust int :) [10:13:01] "something.Length will never exceed 5. we can use int here" [10:13:27] bah use char [10:14:52] I hope to make my retirement money in 2037, converting timestamp fields to 64bit in C ;) [10:15:23] lol [10:15:39] hm [10:15:44] vanilla 181 [10:16:19] 86km fully circular orbit [10:16:34] "set orbit" cheat [10:16:40] node to the Mun [10:16:56] craft pointing to the node [10:17:23] the node was created "just behind" the craft [10:17:56] after one orbit, the craft points approx 35degrees off [10:18:49] nice and steady drift [10:27:15] circular 99km --> 30degree drift [10:27:26] circular 101km --> 0 degree drift [10:36:58] in case of the Mun it is approximately 10 degrees [10:37:13] and the threshold is again, around 100km orbit height [10:41:36] the drift depends on the relative time the craft is under/above 100km in its orbit, if Pe<100 Ap>100 [10:44:25] whelp [11:33:54] UmbralRaptop: random guess: something with crossing between inertial and rotating reference frames? [11:34:44] it seems that the craft's orientation is locked to the celestial body below 100km threshold [11:35:25] so, the reference is the body below 100km, and the sun (or parent body???) above 100km [11:56:02] created bug report: https://bugs.kerbalspaceprogram.com/issues/24354 [14:30:12] ehh [14:30:13] https://forum.kerbalspaceprogram.com/index.php?/topic/146651-vessel-moving-slower-than-its-velocity-under-100km/ [14:36:14] apparently it is a feature, not a bug [14:37:03] to eliminate rounding errors for crafts on the surface [15:32:31] Would KSP benefit more from a better, passively cooled graphics card than my NVIDIA Corporation G94GL [Quadro FX 1800] (rev a1) or from a faster CPU than my Intel(R) Core(TM)2 Quad CPU Q9650 @ 3.00GHz? [15:33:57] for me the video card fans dont spin up when running ksp [15:34:12] My CPU may max out my MB. [15:34:44] I could go for water cooling. [15:34:57] A fully watercooled PC would be cool :). [15:35:04] Including the PS. [15:35:49] Some draft would be good, anyways. [15:36:08] literally cool :) [15:36:13] yeah :) [15:36:35] A friend used to warm his feet in winter with water cooling :). [15:37:02] actually water cooling isnt that much better than air cooling, since it just moves the air cooler outside of the box, it is still an air cooler [15:37:33] but whit it you haveto take care of the plumbing [15:37:36] Water cooling could use a large radiator. [15:37:46] passive [15:38:01] but in practice almost never [15:38:18] I tried to use the side covers of a PC case as radiators. Unfortunately it leaked. [15:38:30] Well, one side. [15:39:16] I could try again. [16:53:56] apparently the jet engine I want to buy needs compressed air and propane to start, but it is an old model [17:26:27] me saw 300 bar hand pumps. [17:26:42] Used to charge high powered air rifles. [17:47:19] Is there still a modders channel? [17:47:38] #ro [17:47:54] Not very active. They are more active on discord, I think. [17:48:51] You know of the discord (googles) [17:49:40] I never used discord. Just heard about it. [18:09:01] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [18:11:09] coolio thanks Darsie [19:02:06] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [20:58:19] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net