[00:01:19] my current PC is just so I could play KSP... still only thing on here mainly since v0.22 [00:54:57] hmm.. seems I'm going off on all sorts of ideas now on what to do next. Got 3 in orbit around the Mun with a tiny station. Contract to explore mun surface but the ship isn't capable. Do I leave them there, send some more equipment over. Bring them back and build something crewed? (Val and Jeb out there right now, no other pilots at the moment) [01:04:45] man, really not a fan of these bladed motors or he blades [01:04:51] thaha.. a fan HAHA [02:22:53] Guess the blades don't quite cut it huh? [06:03:21] #KSPOfficial: mode change '+o raptop' by ChanServ!ChanServ@services.esper.net [09:47:48] Althego: they welded the hole shut and there are reports for more LN2 deliveries :D [09:47:55] Hopefully we see a boom soon [09:48:26] Also, big crane delivery! https://www.manitowoccranes.com/en/cranes/manitowoc/crawler-cranes/lattice-boom-crawlers/18000 [09:48:38] so elon was not joking [09:48:39] When I'm grown up, I wanna own such a thing :P [09:48:47] yes i saw the big crane [09:48:55] until destruction. [09:49:06] that thing is massive. [09:49:09] And on tracks [09:49:20] or at least parts of it [09:49:49] I wonder if Liebherr has something similar to offer [09:50:01] I'm biased here ;) [09:54:08] oh yes, they do, and it's beautiful ;) [11:37:18] 1337 [11:43:00] that is so 2000 [11:50:12] :) [12:41:45] just had a tourist named "Mister Kerman" [12:43:13] followed shortly by his wife? [12:43:36] :) [12:46:44] should be a Dude Kerman [12:56:24] how much computing power does this take? https://forum.kerbalspaceprogram.com/index.php?/topic/167450-19x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ [13:04:02] I didn't notice any impact in a test. I tried some config packs but didn't like them. too shiny ;) [13:05:16] the astronomer's visual pack includes textures for this mod right? [13:06:14] I like this screenshot I took but it's a bit… dull https://i.imgur.com/9WxsA1U.png [13:06:26] like, there's something missing [13:08:12] hmm. I don't see TU-specifix textures in the Astronomer pack. worksforme without Textures Unlimited. I use the stock planet system, though [13:09:18] AVP has a config for "TUFX", the post-processing mod. but it's rather blue. I removed TUFX because the one effect I'd like to have (Ambient Occlusion) doesn [13:09:38] err, doesn't work well with KSP, it seems. weird dark bands [13:10:29] TUFX didn't work well [13:10:37] it apparently doesn't work on linux also [13:11:14] the planets are beautiful with the Astronomer's pack, the vessels also with Restock, but I'd like more for the crafts [13:19:56] PlanetShine adds some bits. I was looking at WindowShine but it would need some work to adapt it to new and modded parts (because only a whole texture can be set to "reflective", every part with a windows needs a duplicate texture applied with the window parts cut out/transparent) [13:21:02] it would really look cool, though. the effect on solar panels is nice, too. It depends on TextureReplace, not Textures Unlimited [13:22:31] mhm [13:23:20] I'm a bit lost with all those mods that are compatible or not [13:24:27] I'll install Textures Unlimited and see wat happens [13:26:09] TU is a base mod for other part/config packs, if I understand it right. Texture Replacer is a different one, I use it mainly for more diverse Kerbal heads [13:27:14] and WindowShine is/was a config patch that applies the Texture Replacer reflective shader (otherwise used on the helmets) onto solar panels and pod windows [13:29:30] so many mods just for a little bit of shiny [13:32:57] yeah but TU is listed as Optional under AVP [13:33:06] so AVP should provide some config for it I guess [13:34:02] hatrix: Who cares if they're compatible? :p [13:34:49] The classic Minecraft strategy was always to install everything and the kitchen sink and ignore the resulting mess :p [13:35:23] I'm already having some glitches though ;x [13:55:27] I have an idea what this one has to do during the next test: https://www.youtube.com/watch?v=ZXxRXJ7o1N8 [13:55:28] YouTube - Boston Dynamics Robot & SpaceX [13:55:44] mainly being very close to the test. [14:43:41] how do I clear a launch clamp test contract? [14:44:41] activate the clamp? [14:45:25] when I stage the clamp the contract doesn't clear [14:46:11] are there any other conditions? [14:46:23] I thought it was something like the situation changing before the contract gets evaluated, but using another clamp to keep the vessel on the pad doesn't help [14:46:32] but there shouldnt be, it can only be on the launchpad [14:46:36] kerbin, at the launch site [14:47:00] then you can just force it to be completed from the debug menu [14:48:17] ...how do I open that again [14:50:19] alt-f12 or right shift f12 [14:51:49] thanks [14:51:52] oh actually packbart I'm not using AVP, Beyond Home already provides the config for Eve etc [14:54:20] wintergatan [15:06:39] #KSPOfficial: mode change '+o raptop' by ChanServ!ChanServ@services.esper.net [16:12:55] Last message repeated 1 time(s). [16:12:55] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [17:04:56] #KSPOfficial: mode change '+o purpletarget|ktns' by ChanServ!ChanServ@services.esper.net [18:54:48] Hey guys, Is there a way to see what jobs the Kerbals I rescue have, before taking the contract? I'm drowning in engineers :) [18:55:01] hehe [18:55:15] i usually modify the jobs later in the save to even them out [18:57:12] Dutchy45: Dunno. You could revert. [18:57:30] Or load. [18:58:22] Althego: ah, changing their jobs via CRISPR [18:58:36] no, by notepad [18:59:20] there is a live on the nasa yt channel about perseverance [19:00:49] Dutchy45: in the Astronaut Complex under the "assigned" tab [19:01:04] it shows the professions of the Kerbals waiting for rescue [19:01:35] "more pilots... I need engineers!" [19:02:20] oh right, I totally missed the "before taking the contract" bit :) [19:02:51] But that doesn't require flying to her. [19:03:08] Although hard games don't allow loading. [19:04:31] With reverting I'd also lose the money for the contract and modifying in the save feels like cheating. So :x hmnn [19:04:51] not cheating, just dixing fault yrando mgenerator :) [19:07:02] "dixing fault yrando mgenerator" I have no idea what this means [19:07:14] fixing faulty random generator [19:07:55] Kind off doesn't feel right to me [19:08:51] BTW: no critique here heh. You play the game the way you want :) [20:01:38] no [20:01:42] althego is a filthy cheater [20:01:44] i judge him [20:01:52] and also myself for doing the same [20:04:42] a 1800 tonnes rocket for asteroid retrieval [20:07:25] bit low on TWR at lift-off [20:10:25] 1800 t? That's more than some asteroids. [20:11:16] Action: darsie checks his asteroid pusher ... [20:14:09] 60 t [20:16:05] http://bksys.at/bernhard/temp/screenshot374.png [20:17:05] Just one NERV, but hey, I'm patient. [20:17:55] can it refuel fast enough? dV seems a bit low with a heavy asteroid attached [20:18:31] Not continuously. [20:18:49] No engineer. [20:19:17] It mines LF from the asteroid, so dv is huge. [20:20:26] Hmm, fuel tank are not full. I guess it refuels at the LKO fuel station. [20:21:09] Makes it easier to get to orbit. [20:32:09] yeah, i want to bring a fully loaded class e asteroid to duna [20:32:27] i need some serious muscle [20:32:48] Or patience. [20:33:11] I brought a lightweight class E to LEO with my pusher. [20:40:06] yeah, but that brings an empty asteroid back [20:40:27] i want to use the resources while in orbit around duna, not have the empty roid there [20:42:43] No, it's still pretty full. Very useful if I ever want to refuel there. [20:43:45] On the contrary, a lighter pusher use less fuel. It's just slower. [20:51:58] KSP 1.10 feels unnecessary with TweakScale and KSPI-E [20:53:41] ESA edition? [20:53:57] ja [20:57:05] Okay, but do I get to launch CoRoT? [20:57:17] Plato? CHEOPS? [20:57:23] TweakScale was quite a performance hog, last time I tried it, though [21:00:37] hog? how come? [21:00:39] Hrm, rosetta implies giant solar panels, gravity assists, comets, and fancy landing craft. [21:00:50] 30-50 feral performances [21:03:03] hatrix: it has to check and rescale parts on every physics tick [21:03:44] ah oops [21:04:01] it was the cause of some "yellow clock" lag that I noticed and I don't really used it much, anyway. ymmv [21:04:06] i didn't try to rescale actually :| [21:06:38] my experience was some while ago and I haven't tried it on the new computer, yet [21:20:14] #KSPOfficial: mode change '+v eriophora' by ChanServ!ChanServ@services.esper.net [22:27:16] https://www.bbc.co.uk/news/science-environment-53085260 [22:27:19] An experiment searching for signs of elusive dark matter has detected an unexplained signal. [23:18:42] Action: flayer tackles sandbox [23:41:50] there are so many different ways mods reference the DLLs in their build scripts. I didn't even know https://www.myget.org/feed/ksp-assemblies/package/nuget/Assembly-CSharp existed [23:42:15] makes some sense, though. it only needs the interface, not the magic sauce. no configuration needed [23:43:04] linuxgurugamer uses a $KSPDIR variable. had to symlink KSP_Data to KSP_x64_Data but that's probably Unity's fault [23:43:40] Kerbalism instead uses secret encrypted ZIP files for release builds [23:45:33] I usually just want to make some GUI changes and recompile a mod