[04:19:02] #KSPOfficial: mode change '+o Althego' by ChanServ!ChanServ@services.esper.net [06:38:26] nice [06:38:40] i made a VTOL craft using the rotation servos [08:50:26] https://www.kerbalspaceprogram.com/dev-diaries/developer-insights-10-collisions/ [08:52:45] from studying fluid mechanics on supercomputers to working on kerbal space program... [10:17:52] This is good news. [10:20:13] buuuuttttttt [10:20:19] they are still using floats. [10:20:25] Funny. [10:21:09] hehe [10:21:19] It is really funny how nobody seems to be able to grasp the idea of using fixed point calculations for this problem. [10:21:39] Probably the same old story as always: We always did it this way. [10:21:51] hehe [10:21:53] not always [10:21:59] Or: That's how everyone else is doing it! [10:22:25] i ported simulator code from the early 70s, that used fixed point, because they didnt have anything else [10:23:01] was full of different precision numbers and always had to normalize them for any operation [10:23:40] How many bits did they have? [10:23:44] 8? [10:24:07] probably 32 [10:24:18] 16 hw, but could use 31 bits if needed to. (31 because of double sign bits) [10:24:30] even had hw division [10:24:55] fixed point lets you pretend numbers are just integers doesn't it? [10:25:00] but amazingly they had to write all trigonometric functions and matrix operations in asm [10:25:55] Izaya: the other way round. You just pretend that your integers have a point in them :D [10:26:21] And if you are dealing with money you should do that. Always. [10:26:28] this is the same picture [10:28:58] With 64 bit and two decimals after the point you can have this: 184 467 440 737 095 516.15 mm [10:29:21] This is enough to simulate the whole solar system. (If I didn't make a mistake somewhere. Those numbers are huge) [10:29:43] and millimeter precising would be enough for a game like KSP. So you get even more size. [10:30:23] even 4 bits of sub-mm would be fine [10:30:30] 60+4 bits [10:31:08] mm would be fine! [10:31:25] You would never notice in-game... [10:32:49] ... and i would have gotten away with it, if it werent for those meddling kids [15:04:03] What's the effect of finding the desert air strip? [15:11:54] https://i.postimg.cc/pv7whjJ6/screenshot308.png [15:37:38] you can launch from there now. [15:38:16] "You can only launch from Dessert if you enable Allow other Launchsites in the Difficulty Settings. When enabled you can launch a plane from the SPH via the dropdown menu under the Launch button. When you hover over it, a menu appears with available launch sites. Select the arrow next to Dessert Airfield to launch from there." [15:38:19] ^ wiki [15:46:14] Hm. I thought in career mode at least you've got to discover them, too. [15:53:31] You get a discovery notification in sandbox mode if you launch from there [15:55:22] Uh, has the wiki been updated / someone tested how it works if you 'discover' a eg: the desert airfield with additional launch sites turned off? [15:59:25] Mat2ch: But I can't: https://i.postimg.cc/fDfvx4mr/screenshot309.png [15:59:46] I do have the Crater launch site. [16:01:14] Ok, it works with enable alternate launch sites. [16:01:35] But why did I get the Crater launch site when it was disabled? [16:05:53] I got woomerang, too, now. [21:38:10] darsie: I have no idea. [22:11:07] #KSPOfficial: mode change '+o UmbralRaptor' by ChanServ!ChanServ@services.esper.net [22:18:39] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [22:20:20] #KSPOfficial: mode change '+o UmbralRaptor' by ChanServ!ChanServ@services.esper.net [22:31:42] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [22:32:47] #KSPOfficial: mode change '+o UmbralRaptor' by ChanServ!ChanServ@services.esper.net