[00:10:27] I also wanted to understand PID loops. [00:10:29] That's not happening. [00:12:50] Mathuin, having trouble, or just didn't get around to it? [00:15:25] lordcirth: trouble [00:15:34] The output is supposed to be between 0 and 1. [00:15:36] And it's -55 [00:15:55] Ok, so what is your input and setpoint? [00:16:09] My set point is 45 (seconds until apoapsis) [00:16:34] and the output 0-1 is what? throttle? [00:17:11] Yes [00:17:27] SET PID TO PIDLOOP(KP, KI, KD, MINOUTPUT, MAXOUTPUT) [00:17:40] SET PID TO PIDLOOP(0.01, 0, 0, 0, 1) [00:18:03] That's how to set up a pid loop, yes, but I have zero confidence in my constants. [00:18:21] min and max should constrain the output to between 0 and 1, regardless of how messed up the rest may be [00:19:59] By the way, if you give your craft a boot file that loads and runs the real file from Archive, then whenever you quickload it will reboot with the latest code. Very handy. [00:20:19] I'll do that when it works,r ight now I type it by hand. [00:20:34] 'runpath('0:gravityturn.ks').' etc [00:21:08] You can test faster if you don't have to type that, but ok [00:21:24] That's literally five seconds out of a five minute test [00:21:35] And it's a part I understand. :-) [00:22:12] So, what does your current PID declaration look like? [00:22:22] I am rewriting it to use the PIDLOOP() [00:22:39] ooooooo reaction motors on the fairings? ~4:00 in the vid. https://www.youtube.com/watch?v=UU5KpfOT-_Y [00:22:40] YouTube - SpaceX Falcon 9 Launch, Boostback, Entry Burn - Iridium-4 - 2017-12-22 [00:23:53] Mathuin, oh, were you writing your own? [00:24:02] lordcirth: I was following the tutorial. [00:24:03] mrBlaQ, yeah, they have RCS on the fairings to help recover [00:26:05] lordcirth: https://hastebin.twilley.org/toyirogixu.ks [00:27:43] That's rewritten. [00:29:28] lordcirth: that's neat to see them testing that. I'm aware of that net capture ship that's started showing up [00:32:32] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [00:41:40] Mathuin, that seems reasonable, but where are you locking Throttle to MYTHROT? [00:46:31] The section of code I shared with you started at line 87 in my script. Line 48 has "LOCK THROTTLE TO MYTHROT." [00:47:02] And crap, it's time to stop playing and go pick up my wife at work. [00:48:11] When I run the full script on this craft, the PID loop section runs at full throttle for a few seconds. [00:48:22] Which is not what I expecegtd. [00:53:42] Mathuin, when working with PID's, it's best to print an info screen every loop for debugging [01:17:09] Where would you put the printf? [01:28:48] I put the printf in the until loop, and it ran a zillion times. The PID:UPDATE value was 0 throughout, which meant a zero change in throttle, which means I need to fix my assignment. [01:29:16] But I do not think TIME:SECONDS and ETA:APOAPSIS are the right valeus for PID:UPDATE either. [01:30:10] I guess it is, I just looked at the documentation. [01:30:48] THis is black magic. [02:18:03] any mods on? [02:22:50] ?? [02:47:30] Mathuin, it's best to put a Wait 0.1. or so in the loop [02:56:22] :3 [03:35:46] https://www.youtube.com/watch?v=BIASPc89Sgk [03:35:46] YouTube - The Future of Space Telescopes | Space Time [04:04:40] Does anyone know if I can use a joystick with KSP that has a different range than what the game expects? e.g. joystick is -36000 fully left and 36000 is fully right, but KSP expects from 0-250 or something. Is there a way to change the range or something? [04:05:08] I would really prefer this joystick to be compatible x.x [04:18:58] the values in windows calibration are not the values seen by unity [04:19:41] dnf config-manager --add-repo=https://negativo17.org/repos/fedora-steam.repo [04:19:49] woops wrong terminal sorry [04:20:44] So should it work and I'm having a different issue than I think? [04:20:45] although linux may be messier [04:21:17] Yeah I was hoping there might be a difference in the drivers and see if I get lucky for once. [04:21:35] It has ran for me great on linux I just don't know how this joystick will work [04:22:14] I didn't even know joystick could work [04:26:57] I remember the days of flightstick.... now it's hard to find a good one. It's all just gamepads :/ [04:29:02] It's not just me? It seems like everything tends to center around gamepads now [04:29:24] It's been that way for more then a decade [04:30:23] Maybe it's just me getting really salty at console ports that were designed around the gamepad but require the kb/m. [04:31:14] Nah. The PC gaming market is secondary [04:33:24] So KSP is seeing what windows reports the joystick is doing and there might be a different issue? [04:33:43] probably. It's Unity doing all the work [04:33:54] Didn't know KSP supported Joysticks [04:33:56] Everything works and I have the joystick configured in the options but in flight its pinned to one side while I'm centered [04:40:40] is it just in ksp or is it the same in other games? [04:41:07] I can't confirm KSP is the only game I have that is joystick compatible x.x [04:43:22] you could take advantage of the Steam refund system to try something else [04:44:23] I realize thats not really helpful. sorry [04:44:43] No worries I should test to see if it is KSP [04:45:54] unity is likely the problem source [04:46:00] unity doesn't work with my joystick either [04:46:21] this_guy: https://itch.io/games/free/input-joystick/unity [04:48:50] https://www.youtube.com/watch?v=Vm2vW-PNeTY this guy has the same problem as me with my joystick in ksp (and other unity games) [04:48:51] YouTube - KSP - Joystick problems [04:49:05] brb restarting to test it [04:56:35] Supernovy: have I ever shown you my greatest work of art in hearts of iron [04:56:51] probably [04:57:00] http://steamcommunity.com/sharedfiles/filedetails/?id=766874314 [04:57:40] belgium never looked so nice [04:58:13] They were trying to grab Ypres. [05:08:24] Ok back [05:08:31] likewise... c_C [05:20:01] aaaaaaaanyways [05:44:10] Well as it turns out the default windows drive does work correctly [05:44:45] The only problem is the keys conflict between the throttle controller and the joystick. I think I might be able to get the software that came with it to report different settings [05:47:19] I wonder how that happened [05:48:12] The default windows drive assigns the buttons sequentially with a generic name so KSP sees both as the same thing. EG joystickbutton0 [05:49:36] oh, these are two different pieces of hardware? [05:51:42] Yep. And the software that came with it had the creative solution of tricking the OS into seeing them as one device and managing the settings itself. The only trouble is anything more advanced than basic configuring requires knowing some of the scripting language thats specific to this device [05:52:35] I'm half temped to take the victory of the joystick and use my keyboard for buttons but I am going into computer science so..../sigh [06:11:23] And now I have a different problem. When flying a rocket the roll and yaw now need to be switched [06:16:09] Oh hey theres a mod. Epic win [06:33:29] I tend to just use joystick for plane and keyboard for rocket [06:34:27] wake me up when there is a flat earth mod [06:34:50] hehe [06:35:23] just turn the real gravity off and have kerbin accellerate 1g upwards [06:36:52] Action: UmbralRaptor has questions involving centrifugal force, transverse force, and coriolis force. [06:37:21] don't we all? [06:38:12] :3 [06:39:51] mabus, flat kerbin mod is called version 0.1 lol [06:45:55] Action: UmbralRaptor meo©s at ConductorCat [06:46:46] WOOOT success [06:47:47] \o/ [06:51:21] Woo [06:51:25] Payday [06:51:27] Boo [06:51:30] Bills [06:53:42] Latest check means I can make rent. \o/ [06:55:31] My rent has an extra few hundred tacked on because I need to extend the insurance outside of my original end date :/ [06:56:30] So I am either going to continue being in Japan or I am gonna have to move out by February [06:57:06] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [06:57:46] =\ [07:00:02] I don't really mind one way or another. But visa processes are a chore [07:00:41] :| [07:03:25] Guess I'll be working in South East Asia again. Lol [07:03:54] Singapore, Cambodia, etc [07:08:10] hmmmmmmmmmmmmm. [07:11:20] JCB: what frequency are you humming at [07:17:20] 440 Hz [07:17:40] For nefarious porpoises. [07:20:32] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [07:22:17] just pondering... streaming some random sandbox stuff [07:46:16] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [08:26:00] Last message repeated 1 time(s). [08:26:00] mmmmmm... oh candy -distracted [08:26:29] can't decide if being up late is a good thing or bad now [10:45:34] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [11:39:05] Last message repeated 1 time(s). [11:39:05] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [11:52:05] I was contacted by my old mechanics teacher, wants me to come play bass in his band [11:53:49] https://i.redd.it/6a1e49wbhe601.jpg [11:53:58] https://78.media.tumblr.com/fa47bb70138dc3a868a9bafbbd3cb95a/tumblr_p1gx2hAiQd1vnq1cro1_500.gif [11:54:13] A bit of an exaggeration but this is why I can't stand NDT [11:54:20] hehe [11:54:29] same [11:54:54] isn't he a theorical physicist or something? [11:56:46] Astrophysics, physical cosmology iirf [11:57:32] I remember in a video of smarter every day when he was like "a heli cannot fly if the engine dies it will jsut fall" I guess he was kinda playing a role but still [11:57:50] and he could tell me about how to cook food but I would still trust my grandma more [11:57:57] He's definitely smart... But he makes a lot of blunders on Twitter [11:58:32] Like when he said that bb8 rolling on the sand in Star wars was physically impossible [11:58:41] ehhh [11:59:00] don't talk about stuff outside your area of expertise neil [11:59:15] Then the Star wars people in the prop Dept sent him a video of the remote bb8 rolling on the dunes [11:59:18] you are a physicist but clearly not a mechanical engineer [11:59:32] every famous scientist does that. and it is well known that they all fail when they do [12:01:42] he does that pretty often [12:06:30] TheKosmonaut: It may depend on the sand [12:06:41] and the weight of a BB8 [12:06:53] What's a bb8? [12:07:13] (I have not watched Star Wars, so please don't kill me) [12:07:15] sand can be rock hard, but also like a fluid [12:07:21] a ball version of r2d2 [12:07:37] APlayer: I don't watch Star Wars either. But it's a rolling ball with a head that stays on top ;) [12:07:37] R2D2 is that robot assistant thingy? [12:07:45] yeah [12:07:45] yeah [12:07:51] that looks like a trash can [12:07:52] Alright, got it [12:08:45] and if the ball has a very smooth surface and is heavy and the sand is very fine grain BB8 might really be stuck there [12:09:16] And why exactly would it not be able to roll on sand? [12:09:18] he does have a lot of panels everywhere [12:10:20] APlayer: because the sand could act as ball bearing [12:10:29] Ah [12:10:42] I xould be more worried about wet sand sticking to it [12:10:49] mud. :D [12:10:51] Well, I guess that's called "traction" and a whole field of science on its own? [12:11:11] yeah [12:11:22] we were supposed to learn about that in mechanics but never did [12:12:19] So a rough surface would probably rather be able to roll on sand than a smooth surface [12:12:55] But it also depends on how the sand "flows" in itself and the friction force between the surface and the sand [12:13:01] https://blenderartists.org/forum/attachment.php?attachmentid=415466&d=1450685852 [12:14:02] Looks pretty smooth to me [12:14:18] yeah bit at the joint between panels and stuff [12:14:28] I mean as long as it doesn't sing too low in the sand it should be fine [12:14:48] But still, the panels could have any sort of properties [12:15:21] I don't think a normal steel ball of this shape could roll on normal sand, but given special circumstances, why not? [12:16:11] steel ball yeah, but sphere :) [12:16:29] Given that such a thing would probably have been manufactured with extra traction (that's it's main propagation method, isn't it?) and Star Wars is science fiction, the panels could be made from any sort of grippy material [12:16:49] rubber paint? [12:17:05] Something like that [12:17:11] but it looks and sounds very metallic in the movies [12:17:13] Though it has to be durable [12:17:20] like only a thin layer of orange paint at most [12:17:59] Perhaps it is able to move its panels slightly in such a way that they scoop up sand? [12:18:07] yeah [12:18:11] that would probably do it [12:18:25] then it would be full of sand [12:19:19] Well, of course it would not allow the sand to actually get inside [12:20:07] I hate sand [12:20:07] It's coarse [12:20:14] And it gets everywhere [12:20:20] Action: APlayer gives TheKosmonaut fine sand [12:20:56] Action: TheKosmonaut floats a pear over to APlayer [12:21:17] we used to be lumnous beings, now we're just crude matter [12:22:22] sandbox: get out of here with your non-prequel memes [12:22:24] Last time I was on a camping place with lots of sand around was at least 6 years ago... Our camping chairs still have some sand here and there in them [12:22:40] i remember there was a simple example of ball rolling on plane and why resistant to its rolling is measured in meters [12:23:32] Action: TheKosmonaut is ready to communicate entirely in prequel meme [12:23:36] TheKosmonaut: I love sand. But only when I'm only wearing shorts and there's a shower nearby ;) [12:24:02] they have this thing in star wars called a repulsorlift [12:24:34] I guess the 50cm ball is too small to house a repulsor [12:26:57] It's mostly that Neil can be compared to Chief librarian Jedi Master Jocasta Nu [12:27:10] If it's not in the archives, it therefore didn't exist [12:27:29] This pridr was the downfall of the Jedi [12:27:34] It will be his too [12:28:06] Action: TheKosmonaut goes in search of more prequel references [12:30:16] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [12:33:02] Deddly: hello there! [12:33:13] Hey ho [12:35:25] !iH [12:39:21] yo ded [12:39:33] Yoyo [12:44:18] HI DEDDLY [12:45:11] Alrighty there Ezko_ [12:46:08] Does anyone here play Subspace Continuum? [12:49:54] Deddly: what's that [12:50:11] Is it edible? [12:50:59] Oh guys, you are missing out. It's one of the first ever online multiplayer games [12:51:20] Released 20 years ago [12:51:26] http://store.steampowered.com/app/352700/Subspace_Continuum/ [12:51:38] I've never come across something so addictive. [12:51:53] As they say: easy to learn, but takes a lifetime to master. [12:51:54] Oh. That game [12:52:01] Like PvP asteroids [12:52:21] tried factorio? some say it is really addictive [12:52:27] Yeah, you could put it that way [12:52:34] more like cracktorio [12:52:45] heh that's funny Truga [12:52:51] KSP players seem to appreciate a game with longevity, so I thought maybe there would be some players here [12:53:12] I've been playing that for 16 years, on and off [12:53:27] strange that i've never heard of it before [12:53:47] well gotta try some time [12:54:07] my last n2o canister is is empty now. gone. along with the cream that was in it [12:54:09] Just be aware that each zone is like a completely different game [12:54:17] factorio is basically [12:54:28] "hmm it's friday evening let's make a factory" [12:54:38] "what do you mean it's monday morning" [12:54:55] Althego did you make a rocket with it [12:54:57] what do you mean flash gordon approaching [12:55:05] no, i ate it [12:55:21] no2 is really good oxy [12:55:25] LOL, it /is/ edible [12:55:34] as a bonus, someone made a mod for factorio that converts rocket parts you make in factorio to extraplanetary launchpads rocket parts [12:55:35] Subspace Continuum is more like: "Damnit I'll get that guy this time. OK, THIS time. Wait, I know what I'm doing wrong. OK, THIS time. One more try. How did he do that??" [12:55:37] n2o [12:55:44] It's N2O, though [12:56:19] not written on it anywhere that it uses n2o. but to my best of knowledge cream uses that for gas [12:56:32] what food should i make today [12:56:39] I thought they used N2 [12:56:56] I should buy stuff from amzon and make a rocket with it [12:56:57] maybe latley it is n2 [12:57:03] parafin, n2o, some tubes [12:58:32] In Germany, I often see Nitrogen as "Treibmittel", and someone please find the correct English translation for that: https://www.linguee.de/deutsch-englisch/uebersetzung/treibmittel.html [12:59:12] hybrid rocket, acrylic tube, with n2o oxidizer [12:59:13] https://www.youtube.com/watch?v=TLPWqCMb7DE [12:59:14] YouTube - Hybrid rocket engine with acrylic and gaseous oxygen [13:00:29] nice thing is, you can see the flame [13:03:16] So he basically made a rocket engine out of pure rocket fuel? [13:03:27] Action: APlayer approves [13:03:30] hehe [13:03:39] several similar engines on youtube [13:05:27] aerospike nozzles are the best thing you might want [13:05:40] there must be a reason nobody uses them [13:05:47] very hard to cool [13:06:50] https://www.youtube.com/watch?v=co1f3P3yWPk [13:06:50] YouTube - Hybrid Rocket Motor Aerospike Nozzle Tests [13:07:10] yes this is many years old [13:07:20] some guy built one [13:07:22] yeah [13:07:28] but not even elon musk tries to use them [13:07:33] but doesn't change the fact that cooling an aerospike is hard [13:08:13] LOL Althego, this is a good point [13:08:13] ceramic spike.. [13:08:23] graphite [13:08:33] I guess [13:08:39] think better luck with linear spikes? [13:09:00] someone give me stuff to build a graphite/ceramic nozzle and I might build and engine [13:09:20] just build a really small one from a pencil :) [13:09:24] what about a granite nozzle?! [13:09:28] we have plenty of granite here! [13:09:31] that would melt [13:11:33] ok, with the usual regenerative cooling it doesnt need to be graphite [13:12:20] Doesn't graphite on its own burn? [13:12:45] careful with the cooling system.. was talk about temprature diferentials in metals and joints. [13:13:22] obviously the cooling of the nozzle alone is worth several books [13:13:48] rocket science is easy. rocket engineering is hard [13:14:36] i have tungsten, but a small piece [13:15:08] also a really hard material, not really workable with the usual methods [13:15:24] what [13:15:50] that piece i have is alloy and it is machinable [13:16:05] "In its raw form, tungsten is a hard steel-grey metal that is often brittle and hard to work." [13:16:33] ok it also says if it is very pure you can do stuff with it [13:16:42] Tungsten on its own is brittle, you need to mix stuff into it to make it softer [13:16:52] it's not raw, as i said it is alloyed but i don't know which alloy exactly it is [13:17:19] i guess it would be the one that gets harder after temperature treatment [13:17:49] I wonder, though, if you coat tungsten with ceramic on the outside, wouldn't that make a rather strong vessel to contain, say, a reactor core? [13:18:06] just 3d print it.. [13:18:10] oh wait... doh [13:18:34] combining different materials can be tricky because of thermal expansion [13:18:40] APlayer, it would become a cutting insert lol [13:18:57] Gasher: Sorry? [13:19:15] coating tungsen carbine with ceramics [13:19:20] * carbide [13:20:06] dad used to sell carbide cutting bits for mililng machines [13:20:31] APlayer, ceramics are brittle ... I fail to see how that would alter anything [13:20:59] Iskierka: They are, but they provide strength, don't they? [13:21:14] Not as much as something that wasn't brittle [13:21:32] more tungsten carbide would work better than a ceramic layer [13:21:51] Alright, tungsten carbide with titanium? [13:22:54] titanium isn't magic and if this was space-limited tungsten carbide would be better than almost everything else due to density [13:23:16] if mass limited then due to the likely cost to begin with you're probably better off with inconel [13:23:19] you cna also try silicone carbide and obron nitride for hardness [13:23:35] maybe al2o3 too [13:23:38] I'm not sure why a reactor would need hardness anyway [13:23:56] dunno [13:24:04] heat tolerance is probably more important [13:24:42] https://78.media.tumblr.com/aa7b63628ef35bc0a6d6e3df111c507a/tumblr_p1ly622E8Q1tz76r4o1_540.png [13:24:49] cute [13:24:49] What about reactors with stuff in them that expands? Like water? Or NTRs? [13:25:01] add expansion space [13:25:12] all reactors have components to manage that [13:25:12] as any water heating system has such [13:25:42] any interesting kerbal mission ideas? [13:25:55] and it's not unlikely that the metal would expand more than the water [13:28:33] Althego: Phobos-Grunt replica [13:28:51] Build aerospike out of copper and extend it out to make guidance fins/heat dissipaters ;) [13:30:23] Well, then not a reactor, but whatever that can be really hot and have a large pressure [13:30:30] ugh ok try for sleep now.. lates [13:30:30] and fail? i dont want to do that :) [13:30:47] Althego: And succeed [13:42:24] https://gfycat.com/gifs/detail/improbableconstantchupacabra [13:42:27] hahaha. dont do that [13:46:06] "Magnesium does not react with water to any significant extent" [13:46:12] firefighters were taking correct action [13:48:37] chemically [13:48:58] still can be maybe a steam explosion [13:49:02] or something similar [13:49:28] which would be *technically* a risk in any fire, they must still make effort to suppress it [13:50:20] complete white, it looks like a cut in a movie [14:21:52] Looks like it did speed up the magnesium fire, though. This looked like magnesium fire white [14:22:43] Also, I thought magnesium reduces water? [14:24:25] Depends on temperature and surface area. [14:24:28] I'd say. [14:25:02] In Fukushima we got H2 from zirconium and hot water, IIRC, which caused the hall to explode. [14:25:03] Perhaps "Magnesium does not react with water to any significant extent" means that it does not produce significant amounts of Mg(OH)2? [14:26:05] We have a magnesium electrode in our water boiler. [14:26:16] I.e. it wouldn't do what alkali metals usually do in water [14:26:27] Maybe at 300 C. [14:26:35] However, if it is already burning... [14:26:47] Might burn in steam. [14:26:53] I guess it /would/ reduce water and produce hydrogen [14:27:15] It burns in CO2, IIRC. [14:27:28] (Iskierka ^ what do you say?) [14:29:07] https://physics.stackexchange.com/questions/33167/why-does-burning-magnesium-explode-when-sprinkled-with-water/93986#93986 [14:29:40] apparently the body of my camera is magnesium [14:29:45] I have no idea why [14:30:45] Of course so it explodes if you put water on it! [14:31:01] https://youtu.be/2oQ_9nFe9HU?t=73 Magnesium Burning in CO2 [14:31:02] YouTube - Fire and Flame 38 - Magnesium Burning in CO2 [14:31:05] because it sounds cool of course [14:31:15] I guess I can also scrape a knife on it and make fire if I need [14:31:58] I suppose it's a bit lighter than aluminimun [14:32:10] can I get a camera made of aluminium/lithium alloy? [14:32:16] or is it too overkill [14:32:40] like some aircraft grade material [14:32:51] go for metallic hydrogen [14:33:08] I guess [14:33:14] what about the optics? [14:33:27] force fields [14:33:50] like micro black holes for gravity lensing? [14:33:52] Germanium sounds OK for IR optics [14:34:20] https://i.imgur.com/5x2fNqS.mp4 [14:34:22] Also good if someone attacks you, you just throw the camera at them and watch them get cancer [14:34:59] eh [14:35:10] I do want some old school lens with thorium [14:35:13] those are cool [14:36:05] https://www.pentaxforums.com/forums/attachments/10-pentax-slr-lens-discussion/276117d1437528303-asahi-pentax-super-takumar-50mm-f-1-4-lens-radioactive-lens.jpg [14:36:25] let's see [14:36:27] I also need a 300mm lens and a 10mm one [14:37:23] That quote needs to be highlighted for being awesome in every possible way. [14:37:27] radioactive stuff in photography seems like a bad idea for image quality [14:37:58] they used thorium power to take care of chromatic abberations before more modern stuff was invented [14:38:25] and they give a nice color to the picture because they turn yellow/brown over time [14:38:31] and they aren't that radioactive [14:38:47] won't keep it on my camera all the time however [14:38:52] https://youtu.be/zCzghhvufR8?t=158 Burning Magnesium in Steam produces hydrogen [14:38:52] YouTube - Burning Magnesium in Steam | Morning of Chemistry 2013 [14:39:03] but it's probably only some alpha and beta particles [14:45:31] https://qz.com/1165775/googles-voice-generating-ai-is-now-indistinguishable-from-humans/ [14:45:56] LOL Deddly, don't take my jokes seriously :P [14:46:20] It made me chuckle :) [14:46:56] haha probably dissociates the water [14:47:08] happens in case of very hot materials [14:50:41] Althego, I think I can tell which one is which in that page. Would be interesting if I am wrong [14:51:43] In the two comparisons, I feel strongly that the first sample in both is generated. [14:51:46] https://i.imgur.com/EqN9i3f.jpg [14:51:50] ~stealth~ [14:52:26] washington gen is the first [14:52:26] who could guess [14:52:30] lipstick gen is the second [14:52:41] Althego, is that so? [14:53:20] the bus doesnt have gen [14:53:25] Althego, the first lipstick one sounded really generated to me, lol. [14:53:38] it still may be [14:53:40] who knows [14:53:56] Althego, oh I thought you went into the code of the web site like they said [14:54:12] that is what i did [14:54:27] but that is only the filename [14:54:34] And it says the second lipstick one is generated? [14:55:27] the _gen more to the right than the _gt in case of lipstick [14:57:27] Of course, knowing them, they could have renamed them to fool geeks like us [14:57:47] that wouldn't be particularly useful since they want labelling they understand [14:57:51] It's pretty good, anyway [14:58:30] more likely they expect you to get confused over what "gt" could mean and doubt yourself that gen might be short for Genna or something. (I'd personally postulate that the t of gt is probably test) [15:00:03] https://www.youtube.com/watch?v=hKanlOtjw0Y [15:00:03] YouTube - Necklace 2 [15:10:03] I'm wondering, I built a station module using InfernalRobotics for some double folded Solar Array Beams. Each held a ton of solar array the 1x6 standard modules. Starting the module went fine, deploying them worked as intended [15:10:55] yet as I returned to the Station the Kraken had taken a hold of the solar arrays and they were spinning around violently exerting enormous torque on the station [15:11:23] Reload from a quicksave [15:11:47] IR contraptions are prone to Kraken attacks indeed [15:12:04] so do a F5 - F9 and hope for the best? [15:12:19] Uh, no F5 [15:12:32] Revert to an earlier stage [15:12:46] there was now previous quicksave so ... nothing to go back to [15:13:08] If that is impossible, try switching to KSC and back to the station [15:13:33] Even if that fixes the spinning, there might be damage, check things carefully [15:13:40] And quicksave when using IR [15:15:01] okay ... Thanks for the tips. [15:15:44] If that does not fix the spinning or the spinning comes back again, a screenshot of the station would be helpful in finding the issue [15:16:12] In the worst case, replace the IR modules with conventional ones [15:16:29] Quicksave is a little bit problematic as I do often several long time missions parallel - I saved the station this time by decoupling the module and getting it to a deorbit trajectory [15:16:50] Humm, I see [15:17:28] whicha shame for the expensive life support modules on it - but that is the price of exploring space - with a ton of mods :D [15:17:55] better then giving up the whole station [15:19:32] Well, I guess just try to avoid using IR in weird places, the mechanics circumvent a lot of internal KSP stuff which leads to random bugs [15:20:06] And if things break, consider it a component failure and abort the mission :P [15:20:31] yeah probably IR should be limited to short fun stuff but not in creating elaborate foldable space-stations [15:20:45] "Alfie Curtis, who played Dr Evazan in Star Wars: A New Hope, has died at the age of 87." [15:23:09] the only semipermanent uses of IR that are reasonable are simple folding lander mechanisms [15:23:21] those tend to be simple enough (and built with folded as default) that they don't glitch out [15:25:11] at least it happened on a station in LKO and not somewhere around the outer planets [15:31:21] oren: Ping [15:40:45] Okay, todays' "project" now that gravity turn sorta works is circularization. I have the vis visa equation and ane xecute node script. My career game is advanced enough that I could make nodes and try them. [15:41:19] I suspect my execute node script (straight from kOS docs) will not handle staging correctly. [15:47:20] The execute node script can be improved in a number of ways [15:48:11] For example throttling when the burn get small to reduce or prevent overshoot, which is one of the simpler and better improvements [16:16:29] Back from driving the wife to work. Now to see what's wrong with my circularization script. [16:16:43] Also, kOS lets you print at a particular point -- how can I tell where the next print will be? [16:19:47] So my vis visa equation gives me the following results: Pe V is computed to be 7731m/s, Ap V is 1137.7, delta between is 6593, burn time of 59 seconds. [16:20:18] When I create the node, the game says that's a 103 second burn and that my Pe will be -496k instead of 100k. [16:21:43] are you using RSS? [16:21:49] No RSS/RO here. [16:22:24] The node does not account for burning off fuel, indeed [16:22:37] maybe try installing the better burn time mod? [16:22:50] It is installed, I think that's what's telling me 103s [16:22:52] Rely on vis viva [16:22:56] I'm trying to do the math in kOS. [16:23:07] Is 1137 m/s a reasonable value for orbiting at 100km ? [16:23:14] s/orbiting at/orbiting Kerbin at/ [16:23:23] Uh, rely on tsiolkvsky, that is [16:23:49] Well, usually it is 2200 m/s, IIRC [16:24:08] But given the PE velocity, I'd assume this is not an orbit yet [16:24:26] It's just after the gravity turn, for context. [16:24:39] Yeah, this is a suborbital trajectory [16:24:51] The periapsis is below the surface [16:24:55] That is correct. [16:25:17] So if you managed to get there and not crash into Kerbin, your orbital velocity would be 7731 m/s [16:25:22] For v=sqrt(gm(2/r-1/a)) is that r and a from my target orbit or my current one? [16:25:35] Yes, if there were a giant burrito sized tube through the planet, I would be zooming along at that speed. :-) [16:25:40] And you pretty much don't care about the PE velocity at this point [16:26:06] What you need is the AP velocity and the velocity at the same spot if the orbit was circular [16:26:17] Mmm. [16:26:23] The difference between those is the burn you need to perform [16:26:36] You follow me? [16:26:41] No. [16:26:52] I have the AP velocity and PE velocity for the orbit I am in. [16:26:56] So, you are at AP on a suborbital trajectory [16:27:03] But your target is a circular orbit [16:27:08] Yes. [16:27:23] "the velocity at the same spot [where, AP?] if the orbit was circular" [16:27:30] Now, you need to see what the velocity at AP /already/ is, because that's what you already have [16:28:19] "I have the AP velocity ... for the orbit I am in." [16:28:23] That makes sense, and I have it. [16:28:24] And to find out what you lack, you also need to know what your goal is, i.e. the velocity of a circular orbit that the same altitude [16:29:30] This is obtained from the circular orbit vis viva simplification you will find on Wikipedia (or really, just derive it yourself, where a = r) [16:30:57] Got it? [16:31:10] I already think I understand the vis visa equation. [16:31:12] THe problem is the inputs. [16:31:49] I have modified my script to return the current ap velocity (1137ish) and the necessary velocity from an orbit with that same altitude and a semimajor axis equal to twice the sum of the apoapsis and radius, which now that I think of it is too much. [16:32:12] The resulting node is 1613ms and will result in an ap of 150k and a pe of 100k. [16:32:15] No, it's correct [16:32:28] "semi" means half, does it not? [16:32:38] (AP + radius) * 2 [16:32:42] The entire axis is apo plus radius plus radius plus apo ? [16:32:47] Uh, let me see [16:33:03] When I remove the 2* [16:33:06] I get what looks like reasonable values. [16:33:10] Yep, sorry [16:33:12] Only once [16:33:15] 1137 to 2246 requires 1108 which I have [16:33:20] burn length is 20s which is reasonable. [16:33:29] So I think circularization is a win. [16:33:36] Now to see if execute node will burn such a thing. [16:34:04] I have a v. narrow window here to try things before reverting to launch again. [16:34:05] Since I didn't save. [16:34:40] The execute node script has an error in the first line, sigh. [16:36:44] I apparently found an old version of the docs. [16:37:19] Try writing an execute node script yourself [16:37:32] It's a good exercise [16:37:52] Also, I may help if you get stuck [16:38:02] I do not have eight hours to play today. :-( [16:39:31] It's a rather quick thing to write [16:41:07] So was the PID loop, which took me three hours. [16:41:16] Get the maneuver node delta-v (Don't remember the syntax for that right now, but it's a quick thing to look up), calculate half burn time using tsiolkovsky, orient in the direction of the maneuver node, wait till burn start, activate engines [16:41:29] PID loops are way harder [16:42:22] It's the tuning that makes PID loops long, tedious and boring [16:42:52] And the worst part is, you can't really re-use them, you need to start over every time something changes [16:43:19] I will probalby rip it out then, because nobody got time for that. [16:44:37] Okay, once I fixed the second bug in the cut-and-paste script straight from the docs, I get a proper direction and a proper burn time. [16:44:44] Shame the ship doesn't have enough gas to do the burn this time around. [16:44:55] Well, PID loops are the "proper" way to do a lot of things, but I avoid them when possible, because it's so difficult and time consuming [16:45:11] PD loops are somewhat easier and usually do fine too [16:45:44] Does that work by setting kI to zero, or do I need to write it out longhand? [16:45:52] Because right now I'm looking at a very very simple P loop. [16:47:01] Yes, setting KI to 0 makes a PD loop [16:47:33] Writing it out is more efficient, but using the built in function is fine [16:49:26] It's a spaceplane script, IIRC? [16:49:33] Gravity turn. [16:49:37] Launch. [16:49:42] For rockets or planes? [16:49:46] Rockets. [16:49:50] Ah [16:49:56] May I see the code, then? [16:50:32] https://hastebin.twilley.org/cixusuxula.ks [16:52:18] TWR of 1.5 is a bit too little [16:52:25] May go for 2 or 2.5 and save fuel [16:52:29] The value of 1.5 was actually working. [16:52:33] The current value is 1.75 [16:52:36] On this different craft. [16:52:42] By the way, I made a fairly reliable, if not optimal, suborbital ascent using only a single linear equation, no PID other than the kOS steering one. Maps from Apoapsis to Pitch. [16:53:16] lordcirth: And what did the equation describe? [16:55:39] https://github.com/lordcirth/kOS-Public/blob/master/rocket.ks [16:56:25] A linear equation where pitch goes from 90 to 0 as Ap goes from 0 to 'alt' - 10k. [16:57:11] While I'm sure it's not optimal, it has worked with a number of diverse rocket designs, and even works fine on a 2x scale Kerbin (Sigma Dimensions). [16:58:02] Using Ap rather than Alt essentially counteracts changes in TWR; high TWR makes the rocket tilt more, low TWR tilts less. [17:00:47] I haven't gotten a non-east launch to work properly, though. [17:00:58] Is there a reason to worry about max pressure other than realism? [17:02:24] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [17:02:28] Mathuin, if you're running FAR, too high a maxQ could cause disintegration. In stock, too high maxQ means Dv lost to drag. [17:03:15] ^ [17:03:26] Control surfaces also might be a reason [17:05:56] http://www.platinumfighters.com/bf109g6 [17:06:01] can someone get me this one? [17:06:44] I am indeed running FAR. THe moment one of my spacecrafts explodes, I will worry about max Q> :-) [17:07:19] For what it's worth, my script combination actually worked, and Valentina is now circling Kerbin. She does not have enough fuel to come home, though. [17:07:27] So I will revert, and tune, and relaunch. [17:07:36] hehe [17:07:50] the eva push is still an option [17:08:07] The circularization put me in a 104x99 orbit which impressed me. [17:08:09] flub, that is 5 million euros [17:08:28] i thought it would be expensive, but this is hilarious [17:09:57] yeah but it's an original 109 [17:10:01] those are rare [17:10:18] http://www.platinumfighters.com/p-51d-n38227 [17:10:23] if i had 5 million euros i would buy a new plane :) [17:11:30] You can get a decent Cessna or Diamond Aviation for a few hundred k. [17:11:44] no [17:11:53] ... and KSP crashed, so EVA push is th eonly way home. [17:11:53] I want to show up at a flight school with an original 109 [17:12:15] i tell you how to do it. save before launch :) [17:12:29] http://www.platinumfighters.com/me262 [17:13:06] ... gotta upgrade Astronaut Complex! [17:13:33] this one is pretty cheap http://www.platinumfighters.com/yak3m [17:16:11] OK, pray for my code, I may have completely broken it [17:16:37] At least no syntax errors upon running it [17:16:42] hmm that happens [17:17:15] syntax errors are the best errors - far better than hidden logic errors like a misplaced sign or operator :D [17:17:25] OK, someone prayed too hard, KSP crashed [17:18:13] EricPoehlsen: Yes, but they are annoying in my case. Need to notice them, fix them, relaunch the whole test [17:18:26] Lather, rinse, repeat, half a dozen times and now it's lunch. :-( [17:18:28] The latter point takes about three minutes and I need to watch it [17:18:29] all errors are annoying [17:29:26] Mathuin, what has your maxQ been? Usually 40k is where things start to get dangerous [18:12:59] I am not measuring it at the moment, just watching the ship get the white lines during ascent. [18:14:12] Mathuin, the FAR window will show it. [18:14:44] those mountains are quite a scenery http://warpology.com/k/inland.png [18:16:04] and on the way there i hopped out of the atmosphere once [18:16:13] with the jets [18:17:12] I haven't looked at a FAR window, I will next launch. [18:17:36] If Val had waited for me to get a Terrier engine, she'd've been able to come home. [18:17:58] Mathuin, is she stuck in orbit or what? [18:18:02] Stuck for now. [18:18:10] I was going to revert but KSP crashed so I sucked it up. [18:18:59] Mathuin, how high is Pe? Close enough to 70k to get out and push, or spin decouple? [18:19:23] 85k, not worth it, will rescue her as a project in writing a rendezvous script, or restart at worst. [18:19:40] Jeb ascended with the gravity turn script, circularlized with the circularize script and execute node script, and will now hopefully land. I built the node by hand this time, used the execute node script to execute the node, and now I'll fly "by hand" for the landing. [18:21:19] I didn't think to write a script for landing. :-) [18:22:08] A variant of the circularize script would create a node with a desired periapsis, say 0. Execute the node, and have the ship drop everything to the heat shield before pointing backwards. I guess? [18:22:32] "landing" a capsule is usually just lock steering to retrograde. wait until alt < 5000. stage. [18:27:03] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [18:28:25] If there's a pilot on board, I can rationalize flying it. It'd be nice though to have scripts for everything. [18:28:35] There's now support for checking if it's safe to chute. [18:31:16] I am truly entertained that this is my personal best landing with regard to closeness to KSC. [18:32:08] with a chosen ship and a chosen orbital altitude, you can just practice until you can make close landings with a single burn. i call it knife throwing [18:33:10] 44.2 km, 95.9% value woot [18:33:39] Some of you freaks land on top of the VAB, I know. :-) [18:43:17] #KSPOfficial: mode change '+o BPlayer' by ChanServ!ChanServ@services.esper.net [18:53:42] Hmm, now wondering if I can determine whether the current stage has a heat shield [18:54:44] I geuss I could check to see if it had the Ablator resource. [18:55:06] that missies the inflatable [18:55:16] Good point. I don't use it, but I might. [18:55:23] also it doesnt say which direction [18:55:33] What do you mean which direction? [18:55:54] Right now I feel totally comfortable assuming the heat shield is on the bottom of the craft when seen at launch. [18:56:08] top or bottom / front or back? [19:00:28] Althego, the eternal question, i should say [19:02:41] Althego: 'yes' [19:06:30] If I want to set my heading in kOS to ten degrees above retrograde, is RETROGRADE + PITCH(10) adequate? [19:06:53] does it do quaternions automatically? [19:07:30] otherwise there are special problems around angles where they wrap around [19:10:28] I'm now at the point where I want to mess about with ship-specific files. [19:10:41] i.e., load the gravity turn settings for a given ship, and save them. [19:11:03] make an ai that comes up with the optimal solution on its own :) [19:11:19] Althego: the GravityTurn mod has a simulator that I like. [19:13:07] also what about body specific settings for the same ships :) [19:13:50] All of this is focused entirely on Kerbin -- not even worrying about Mun and Minmus today. [19:14:35] https://ksp-kos.github.io/KOS/commands/serialization.html#serialization [19:17:16] Hah! kOS does have hashes. [19:18:24] #hashes :) [19:32:48] md5? sha1? [19:37:04] associative arrays [19:37:09] "lexicons" [19:37:29] I can do things like write a JSON file with all the settings for a particular ship. [19:37:45] Then load the turnsettings JSON file, select the lexicon that represents a given ship, and go to town. [19:38:41] I even have a default set so a new ship has a chance of not crashing. [19:41:59] may be vader some day later now he is just small fry [19:44:40] #KSPOfficial: mode change '+o TheKosmonaut' by ChanServ!ChanServ@services.esper.net [19:47:51] Mathuin: how big are your kOS files? [19:48:45] ve2dmn: I have a "lib.ks" which has accrued 146 lines of functions and comments. Next largest is "gravityturn.ks" at 121, followed by "land.ks" (untested) at 56. [19:49:09] I no longer need "circularize.ks" or "deorbit.ks" now that I have ChangePeri() in my lib file. [19:49:29] And "safelaunch.ks" no longer matters either. [19:49:55] This is without using smart parts to save code for staging. [19:50:26] And discarding all the PID tweaks using the default values of 1, 0, 0 [19:51:03] I found https://www.reddit.com/r/Kos/comments/3ftcwk/compute_burn_time_with_calculus/ [19:51:14] The burn time math I have is similar to that I think. [19:51:17] as well as https://github.com/Noiredd/PEGAS [19:51:39] The PEGAS thing looks crazy [19:51:42] then there's https://www.reddit.com/r/KerbalSpaceProgram/comments/7ljc12/when_your_precision_landing_script_is_too_precise/ [19:52:06] Since I load all my files into the probes, I sometime lack space :D [19:53:45] ve2dmn I asked that guy for his source and he didn't respond, did he post it somewhere in the thread? [19:53:49] That's a whole nother worry :-) [19:55:38] madmerlyn: not sure [19:55:43] Converting my circularization into the library function is not quite working, this'll be my last thing to fix before lunch. [19:56:12] I'm more interesting in the logic and the math everyone used then the code itself [19:56:26] If I wanted an autopilot, I would use Mechjeb and be done with it [19:57:02] I am idly fantasizing about removing MechJeb from my mods and only using my own scripts. [19:57:09] I want to make an autopilot because then I made it. [19:57:39] oh wow - just stumbled accross kPRC ... that sounds like fun [19:57:50] kRPC is something I am super exciteda bout. [19:57:57] Once he gets gRPC support, I will write things in Go. [19:58:07] I want to try it out, but it seems to be a lot less documented than kOS, which isn't highly documented itself [19:58:32] Stuff like Telemachus is more suited for kRPC. [19:58:39] EricPoehlsen: if you like Python, go with kRPC [19:59:06] yeah I like the idea of running a python daemon to monitor my ships and then execute applications on them :P [19:59:07] kOS code runs on a virtual machine within your command probe. kRPC code runs on your desktop and communicates with KSP. [19:59:11] Also, kRPC does a lot more operation per second [19:59:27] but it's not at the same 'speed' as the simulation [19:59:38] I do a lot of Python stuff - the reason I have not yet done some KSP mods is that I am shying away from getting to deep into C# [20:00:03] I am very good with Python, OK with Go, and know nothing from C# other than I've used to fix bugs in KSP mods. [20:00:44] with kRPC you could in theory have a Flask app or something running [20:01:06] A web-based version of the kerbal controllers folks make out of hardware. [20:01:12] Your own IVA. etc. [20:01:36] I'm making a hardware controller eventually :P [20:02:18] madmerlyn: there's an insane KSP forum thread for that [20:02:46] I have to admit I am one of those MechJeb users because I am a crappy 'gamer' in regards to hadnling something with WSAD keys ;) [20:03:07] It's all about what you think is the 'game'. [20:03:19] If it's hand-flying a rocket, you do you. If it's building something in the VAB, have a good time. [20:03:23] I fly manually, but I like writing flights with kOS, because at least then I'm developing it instead of just download and click play from MJ [20:03:30] well I just got Il2 1946 [20:04:01] flub on this discord I'm in a guy is trying to make his own rockets, he's going to lose a hand [20:04:20] nah he will be fine [20:04:35] he had his chassis butted up against a brick, no fuse, lit it with a punk [20:04:43] lel [20:05:44] EricPoehlsen: if the game is still fun for you, more power to ya :D [20:05:48] he's also trying to make his own propellant [20:05:59] but man.. it's no hard to make a spark plug jig [20:07:40] just use a piece of wire that burns [20:09:06] I wish I could tell KSP to use ALL my memory intead of doing aggrsive stop-the-world garbage collection [20:09:35] MemGraph has been nice to me. [20:11:16] Mathuin: memgraph can push the memory usage up to 10G... but I have 32... [20:11:43] This machine has 16G, the wife's has 4 (her motherboard hated the other 4 suddenly for some reason) [20:12:23] maybe I You also might have a better video card, and nicer mods than me. [20:13:12] but a crappy CPU [20:13:27] i5-2500k here [20:13:32] WTF - I mean a lot of mods come with a pretty thin documentation - not so kRPC - there is a nearly 1000 page PDF Documentation on it :D [20:13:50] i5-4690k [20:14:16] I it's a decent machine [20:14:27] no difference [20:14:31] I didn't see the 1000 page doc, I just cruised over the wiki and saw some pretty spartan examples [20:14:59] madmerlyn it is in the zip if you download the mod :) [20:15:02] and how many of those pages are just showing examples in 5 different languages [20:15:04] madmerlyn: kRPC? [20:15:20] yeah I haven't downloaded it, I generally read docs online before grabbing the files [20:15:22] If I put a when/then in a function, can I then call it elsewhere? The staging when/then I am using is repetitive. [20:15:45] bees: no difference? in terms of? [20:16:12] Mathuin: probably [20:17:10] Mathuin that kOS or kRPC you're talking about? [20:17:16] madmerlyn: kOS [20:17:54] I avoid using when if possible because it tends to lock up everything else until the condition is met [20:17:57] I feel like I should be able to 'declare function staging { when ship:maxthrust = 0 then { stage. preserve. } }. [20:18:09] or at least it did in my script, completely stopped updating my readout until the when condition was met [20:18:21] Then I should be able to call `staging().` to replace that when/then. [20:18:32] are you just wanting to auto-stage a first stage? [20:18:46] It launches and stages while under power [20:19:14] right but are you staging spent SRBs or what? [20:19:20] Both solid and liquid. [20:19:32] Mathuin: you aren't using triggers? [20:19:35] hold on I have a routine for that [20:19:43] when/then is a trigger, n'est pa? [20:19:49] it's on my home computer but I bet I can find the example I based it off [20:19:52] welll... yes [20:20:12] I actually prefer to use smart parts for staging once I'm outside the part count limitation. [20:20:36] I do an iteration over my engines during whatever function I know I'll be dropping boosters in (in this case the pre-circ ascent) [20:20:53] and it's "N'est-ce pas?" [20:21:02] Yeah yeah, I've only heard it not typed it. :-) [20:21:27] basically it's like if(engine:STATE=FLAMEOUT){STAGE.} or something like that [20:22:04] but you have to get all your engines in a list and iterate over them for it to work [20:22:17] Usually language learners like to have their mistakes pointed out to them... because we rarely get corrected and wind up looking like idiots for a long time [20:22:19] That's why maxthrust owrks pretty well. [20:22:24] ve2dmn: not complaining at all! [20:22:25] so it'll be in a for loop like for item in EngineList [20:22:47] "Tried to push Infinity into the stack." [20:23:01] ^ my nemesis [20:23:07] https://ksp-kos.github.io/KOS/structures/vessels/stage.html [20:23:29] you can take the UNTIL false bit out though [20:23:56] I have all sorts of MAX( funtion(), 0.01) in my code because of the dreaded infinity push [20:24:21] My nemesis is the stupid terminal not preventing other mods from grabbing keystrokes. [20:24:26] I think mine was along lines of IF item:FLAMEOUT=True AND item:THROTTLELOCK=True{STAGE.} [20:24:46] I did the throttlelock so it would only stage SRBs since they can't be throttled outside of VAB [20:24:51] I have to type and delete yp when launching, to disable TCA and AtmosphericAutopilot, because 'runpath("gravityturn.ws").' includes yp [20:24:51] Mathuin: use telnet? it helps with copy-paste too :D [20:25:13] ve2dmn: what I really want is a working kOS Prop Monitor. [20:25:18] in theory you could write a whole python script for kOS using expects in telnet [20:25:21] The current prerelease is buggy. [20:26:23] you could also maybe do IF item:FLAMEOUT=True AND item:FUELFLOW=0 [20:26:45] that way even a liquid stage would trigger it when it drained if it's not piped [20:27:04] The docs have a good staging exmaple. [20:27:13] madmerlyn: I did that in staging and kept adressing a part I just stagged... result: crash :D [20:27:47] my results last night with autostaging went well [20:28:08] I just put ANDs on there to eliminate the possibility of a false positive staging event heh [20:28:22] Make a list, check it twice? Gonna find out who's flamout or nice? [20:28:39] LF is 0.09/360 -- so close to staging :-) [20:28:52] Santa Jeb is going to space? [20:28:54] don't want it to stage your upper stage off before circularization lol [20:30:15] Hrm, kOS has break, does it have continue? [20:30:33] https://cdn.discordapp.com/attachments/231106102693986314/395674775663542295/20171227212909_1.jpg [20:31:02] hope he pulls his chute cord in time flub [20:31:06] :P [20:32:02] https://cdn.discordapp.com/attachments/231106102693986314/395675117134544896/20171226141924_1.jpg [20:32:42] lol [20:33:06] Mathuin: I still have to find why this sometimes return 0: https://github.com/ve2dmn/kOS-Script/blob/master/Burn_Function.ks [20:33:38] probably a stupid mistake of calling the thing with 0 TWR [20:34:15] My version of that iterates through the engine list to get the eng:ISP and eng:MAXTHRUST values. [20:35:00] yeah... it's not very intelligent [20:35:21] Your MAX() function is your protection right? [20:35:22] It works for my Tourist trips, so it's not 100% useless :D [20:35:24] oh I love that - commandline controlling the rocket [20:35:25] yes [20:35:30] The failure is with your ISP check. [20:35:53] it doesn't crash... it returns 0 [20:36:03] I want to see some pastebins of yall's scripts [20:36:23] let's start an IRC kOS brainstorm [20:36:35] madmerlyn: I have been brainstorming in this channel on kOS for the past two days. :-) [20:36:43] Aplayer would want to be in on this :D [20:36:55] And APlayer has indeed participated. [20:37:09] I think I'll put them on github once they are more than just some ascent auto-path [20:37:24] I'm a sysadmin, not a dev... so I make crappy mistakes for lack of better coding practice. [20:37:44] I'm trying to transition to developing [20:37:46] I'm doing more devvy stuff, since most of the sysadmin work isn't very interesting lately. [20:38:05] Okay, gravityturn and circularization are sane. landing's next. [20:38:23] Mathuin: we are moving towards DevOps... so I'm gonna have to adapt [20:38:26] goooood luck buddy [20:38:44] I spent like 5 hours landing on the launchpad, and while I was ultimately successful, wasn't very cost effective heh [20:39:00] My definition of landing is Jeb walks away. :-) [20:39:19] madmerlyn: I would not know where to start doing that... because I cannot even guestimate the air loss [20:39:46] that reminds me I wanted to calculate the possibility of accidently landing at KSC [20:40:17] if you have a mod that has grid-fins it helps [20:40:25] and trajectories of course [20:40:32] kOS has hooks for trajectories [20:40:39] madmerlyn: I did not know that [20:40:46] because some days ago I had some mishap in getting a space-station into orbit - or better something exploded on decoupling and I nearly lost Jeb [20:41:07] but somehow I managed to deorbit his capsule with the rcs [20:41:29] and miraculously ended up 50 meters from the launchpad [20:41:49] I want to kOS autopilot a landing on the KSC runway, but I'm not sure how to solve it programmatically yet [20:42:05] I'm just getting to the point where I can do it consistently the same way manually [20:42:13] EricPoehlsen: if you are in 0 inclination, take the size of the KSC and divided by the circumference of Kerbin [20:42:50] there's still going to be some inaccuracy though because even the best kOS script isn't going to get in an absolute perfect 0 inclination [20:43:05] mine usually ends up in like 0.04+ inclination [20:43:14] ve2dmn: I thought it will probably be somewhere inside the 1:10000 range +- [20:43:19] I want an auto-dock [20:43:40] so I can automate supply runs to my Kerbin space station [20:43:53] I wonder if kOS has hooks for docking port alignment, not that that's required but it might simplify the math [20:44:17] 1km is roughly 1:2000 of the circumference [20:44:50] Kerbin is only 2000km around the equator? Surely it's bigger than that. [20:45:10] double that [20:45:21] 600 km radius not 300km radius [20:45:21] most of my brain power has been spent trying to come up with clevers ways to launch with minimal dV [20:45:29] the result is https://github.com/ve2dmn/kOS-Script/blob/master/launch4.ks#L109-L113 [20:45:35] yay a script [20:45:55] madmerlyn: I have a whole repo [20:46:22] Like I said, I'm no coder... but the thing gets into orbit.... sometimes [20:46:58] when I get home I'll share my spaceplane script [20:47:09] That script try to estimate the loss due to everything... then it forget about it and simply uses the current groundspeed [20:47:22] though it's less calculating ideal ascent and more, ascend the same way every time you run it heh [20:48:07] And the throttle adjusting should be a PIDLoop [20:48:16] right now it's... commented out [20:49:00] mine spaceplane ascent is more along the lines, when you're going 120m/s pitch 10 degrees, when you're at XX altitude do this, kinda deal [20:49:33] with a fun little parameter that can be set to use nose-thrusters to lift the nose up on my mk2 planes that have the landing gear too far back to pivot [20:50:18] my Lancelot Mk2 plane I just don't feel comfortable moving the landing gear forward, and since KSP doesn't have multi-position landing gear, my solution was to add some separatrons to the nose :P [20:50:40] right now the current acent logic I have is :minmum between [20:50:40] LOCK AltitudePitch TO (90 - ((SHIP:Altitude /60000 )*90)). [20:50:40] SpeedPitch TO (100-(GROUNDSPEED/12)). [20:51:02] that gives you a value between 0 and 90 degree [20:51:03] I haven't bothered adjusting pitch with the gravity turn after the initial nudge. [20:51:28] my vertical rocket script just does 0.2 pitch adjustments every 0.2s [20:51:33] until it reaches a pitch of 1 [20:51:51] I dodged the mid-node staging issue by dropping the launch TWR and it turns out to be more efficient at the end of the day. [20:51:58] hardly fine tunes itself for a proper ascent though, I pretty much have to design the rocket around the script [20:52:41] I'm trying to design a good-enough universal script [20:52:50] my spaceplane script is a lot more versatile though, it's worked on every plane I've loaded it on [20:53:17] course I don't have many spaceplanes that are really low TWR so that probably helps [20:53:41] I'm really bad with spaceplanes, so I don't bother [20:54:37] did you look at my planes on kerbalx yesterday? [20:54:47] no... maybe I should [20:55:40] I had a really nice few spaceplanes, before burning up was an issue [20:55:47] https://kerbalx.com/madmerlyn/ [20:55:57] hmm maybe kRPC can help to tame the kraken around IR [20:56:00] I'll get the kOS script I use to fly them for you later too [20:58:21] all the planes labeled Gallahad have the same wing configuration, just in different payload capacities and cargo configurations [20:58:44] before burning up was an issue I had to deal with... I wind up taking this screenshot: https://steamuserimages-a.akamaihd.net/ugc/525002725032009296/0D403A502980E5B2CF690E7BBA56A5869211A4B1/ [20:58:59] Gallahad-L and LC are the "Lite" versions that are only rated around 20t cargo and have a slightly shorter cargo bay, the standard Gallahad can do 55t of cargo with a longer bay [20:59:24] that a re-entry shot? [20:59:43] for re-entry I use a descent profile in trajectories of 47/42/37 [20:59:55] basically I stay close to 40-45 degrees until I go completely subsonic [21:00:02] then I push my nose down and drop altitude [21:00:32] I also have one of a burning cross, because my Eve sat was designed as an X of sats on top a long line of fuel tanks... [21:00:37] trying to hold 45 degree pitch will give you a good indication if you need to balance your fuel a bit too [21:00:39] not a volontary image [21:01:00] if your nose keeps pulling down pump full back, if it keeps pushing up pump fuel forward [21:01:17] once you have good control authority for keeping your nose around 45 degrees you're balanced enough to land [21:01:29] madmerlyn: I'm not even that design would work these days [21:02:02] I'll try you designs later... I have a 45min burn to push an asteroid first [21:02:55] ve2dmn: launch factorio while you are burning in ksp [21:03:09] whatcouldpossiblygowrong [21:03:12] I don't have factorio... yet [21:03:30] I was playing KSP and CivV because the wife takes too long with her turns. [21:03:41] ve2dmn when I started redeveloping on the Gallahad class I was using SpaceY nosecones, but I made pure stock variants for KerbalX [21:04:07] Mathuin: you have a wife that plays Civ5 ? lucky you. None of my friends do :/ [21:04:13] then I discovered that in spite of the 2.5m nosecone having low skin temperature and low mass, it performed very well in the normal 100% heating or whatever default is [21:04:36] ve2dmn: my wife plays just about as well as me -- I'm superior in combat, she's more of a diplomat -- and she really likes playing. [21:04:39] so now I primarily just use my stock versions [21:04:52] my best bug yet: https://steamuserimages-a.akamaihd.net/ugc/52122954224630178/5F9D49DACE3D4BFEEFAC7F2AEAAACB1872BC698A/ [21:05:04] they both have similar dv on orbit and everything so I don't really gain much by using the SpaceY nose except a color scheme that clashes with the rest of the ship [21:05:35] only 1 KAC? I wish I could keep my space program that focused. lol [21:05:47] I'm down to 3 alarms and i'm like.. wtf why don't I have more in progress [21:05:59] that's the compact view [21:06:26] It's raining Kerbals. [21:06:37] I've been stalled out last couple playsessions trying to figure out how I want to do my Spartan VI mission to Eeloo [21:07:08] first one was going to use NFP Hall-Effect thrusters, but then I realized the burns would be like 20m long [21:07:36] madmerlyn: my usual spaceplane landings: https://steamuserimages-a.akamaihd.net/ugc/526129167440612178/FB43F6288E2FE9D079A2359C2D59E6B02D78091B/ [21:07:52] then I switched to a monoP OM engine from NFP, but it was too wide to fit in my plane so I had to develop a proper lifter for it [21:08:16] ve2dmn you just gotta approach correctly [21:08:38] when I started aiming my initial trajectory at the mountains instead of the KSC landing became so much easier [21:08:43] Mathuin: on that screenshot, everytime I would eject the kerbal, it would simply create a new zombie one... [21:08:52] I aim my deorbit burn so trajectories puts its X on the mountains [21:09:05] do my 37-47 degree pitch until I'm subsonic [21:09:19] which usually puts me right above the mountains at around 17-20km altitude [21:09:51] then I push my nose down and descend, usually doing 40 degrees below horizon until I get under 10km then bringing it up to eventually 10 degrees below horizon until I get down to 2km [21:10:10] and then just gradually level out until I'm approaching the runway below 200m [21:10:11] Is there an interrupt key for kOS? Stop what's running and bring me back to a prompt? [21:10:18] I brb, I'll need to do a quick run to a friend's house to pick up her mail while she's on vacation.... and I need to shower first [21:10:24] Mathuin: CTRL-C ? [21:10:25] ctrl+C I believe [21:10:51] Ever since I learned about kuniverse:reverttolaunch()... [21:11:09] my bigger planes I hardly even have to flare to slow down for landing anymore, I've got my approach down so well I'm usually gliding in around 80m/s already without a flare [21:11:43] in the mean time, you can watch the burn while I go take a shower: http://steamcommunity.com/broadcast/watch/76561197994451548/ [21:11:50] very boring broadcast [21:12:29] another thing to consider with spaceplane design ve2dmn before you run off [21:12:29] Never watched streaming games before. [21:12:53] you can stick a bonus gear, I call them "Landing Assist Gear" that's bound to like AG5 or something farther back on the tail [21:13:04] that's not deployed on takeoff [21:13:04] to help prevent tailstrikes [21:13:16] it's my solution to there not being multiposition gear in KSP [21:13:30] well for the big planes, for the mk2 planes I just use nose-engines to lift off :P [21:15:59] another thing looking at the launch scripts, consider parameters for your target altitude, that way you can just call your script like `run launch1(150000).` if you want to change your target altitude without editing the script [21:16:54] top of script just put `parameter orbitHeight is 100000` that way it defaults to 100km if you don't specify the parameter, but you have the option to put a different number in there if you want to [21:17:09] Oooh, that launch was tuned well enough that when I finished insertion my Pe was 27k! [21:17:31] 3 second burn to circularize. [21:19:02] In retrospect, storing a JSON file of settings for ships isn't as good as storing the information on the ships themselves. [21:19:36] lol serialization for serialization's sake is not always good no :P [21:20:01] It's not for serialization's sake, it's a way of storing parameters so I don't have to modify the script, much as you said. [21:20:04] really only reason to serialize in something like kOS is if you're trying to do some machine learning or something [21:20:07] If I could store them _in_ the rocket... [21:21:02] just identify things you might want to change on different types of launch scenarios and convert them into variables that are passed through parameters [21:21:34] it'd be nice if kOS had a way of building terminal menus, but parameters work well enough in absence of that [21:22:06] madmerlyn: that's part of why I want kOS Prop Monitor to work. [21:22:12] I thought it'd be cool to have a bootloader with a menu to let you select an option that determines which scripts get copied to your kOS computer and executed [21:24:17] this looks unfun to fly lol https://i.redd.it/sg5trbcbui601.jpg [21:24:57] what is that monster [21:25:18] some dude's solution to the problem of "how do I put 3 orange tanks in orbit with a plane in 1 launch" [21:25:28] well I guess it works [21:25:50] I bet you have to land perfectly to not blow up the runway though :P [21:25:56] that's a lot of dry mass heh [21:33:09] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [21:33:15] Evening, Gentlemen. [21:34:28] Hmmm. The heatshield is on stage -1. W hat's *that* all about? [21:35:00] ok... I'm NOT going out with a cold advisory in effect [21:35:20] I'm sorry for her fishes, but they'll have to eat tomorrow morning [21:35:29] Serious business in Canada. [21:35:31] how cold? [21:35:47] with or without wind? [21:35:55] without I guess [21:36:02] -19C [21:36:08] With: -40 [21:36:21] Nice thing about -40, you don't need units. [21:36:42] true [21:36:44] unless you are talking about -40D [21:37:07] but good thing thoses units died decades ago [21:37:34] negative high hot temperature? what was he thinking?... ho right... russia [21:43:50] ve2mn if you want to practice SSTO flying with my planes, the Percival is a good one [21:44:17] thing is so light it usually cuts a donut after I land it with the brakes on [21:44:29] https://cdn.discordapp.com/attachments/231106102693986314/395692816879058944/20171227224059_1.jpg [21:45:21] the Gallahad-L flies really well too, but you gotta get used to it because it's a lot bigger and an off-balanced approach won't end well [21:45:39] but I'm not even sure what the stall speed is, it's somewhere between 50 and 70m/s [21:45:59] and after you balance the nose on initial re-entry it's got plenty of control [21:46:22] mostly due to the Big-S tail-wing canards on it lol [21:56:47] Hmm, wonder if it's more efficient to transition when the Ap distance is reached instead of waiting for the intermediate altitude. [21:57:46] what do you mean? [21:58:08] Right now I gravity turn until 40k at which point I chase Ap maintaining a 60 second distance. [21:58:21] But when I reach 40k, I'm at 110 seconds to Ap. [21:58:31] Why not start chasing Ap once I'm 60 seconds from it? [21:59:40] now that I think about it I could design a Falcon Heavy booster that behaves the way they want the real one too [22:00:08] 100% all engines on liftoff, throttle down central engine to what.. 20% or whatever shortly after [22:00:23] then push it back to 100% when side boosters detach [22:02:06] yeah I need to work on tuning an efficient ascent though [22:02:17] my vertical rocket script is nowhere near as good as my plane one [22:02:31] I am very pleased with my gravity turn script. [22:03:12] the advisory in question: https://weather.gc.ca/warnings/report_e.html?qc67 [22:03:43] Mathuin :gimme: [22:04:09] got a little lander probe for the mun. Starting around 14km orbit.. it makes a soft landing with full thrust, maybe about 30seconds of coasting down [22:04:13] ve2dmn I followed you on github, maybe you'll see a PR from me in the near future [22:04:29] madmerlyn: ok [22:04:41] I tend to play with rather tight delta V budgets and TWRs.. [22:04:53] https://hastebin.twilley.org/aqisujuwul.ks [22:05:02] madmerlyn: that's the version I am now using. [22:05:03] madmerlyn: I also have https://github.com/ve2dmn/AsteroidScanner but it's broken [22:05:42] I saw that, I've not forayed into actual mod development though as most tutorials I've found for KSP mods involve Visual Studio and I use Linux at home [22:06:03] I would love to do some parts and mods stuff myself.. [22:06:24] Mathuin: which reminds me: I should split my scripts according to gravity turn alogrithms and just call the needed functions [22:06:25] There are folks who mess with mods on Linux. [22:06:49] ve2dmn: when I'm pleased this, or it's four o'clock here, I will commit mine to a new repo. Feel free to critique. [22:06:49] they don't write tutorials for others to do the same though :P [22:06:55] I'm not a unity dev, it's all new to me haha [22:07:01] madmerlyn: the basic idea: it scans the map for astroids crossing Kerbin and add a KAC alarm [22:07:31] And by crossing I mean <70km [22:08:16] how do you handle circularization? my script points at -1 pitch and switches between -1 and +6 to maintain apo until it's finished [22:08:42] I was trying to add a relevant contract available... either by spawning an asteroid with the relevant orbit or give a premade-contract that give you the next found asteroid as an objective [22:08:50] both idea failed miserably [22:09:44] my KerbalX planes, I haven't tested or updated the Crow for 1.3.1, I like the Hodor better in every metric so I don't use Crow at all anymore [22:09:55] Hodor? [22:10:00] I use Lancelot for crew transfers, Hodor for light cargo [22:10:14] yeah my mk2 cargo drone is called the Hodor Mk1 [22:10:17] ... I should maybe see about doing something with my Dynafly... [22:10:35] the original design did happen around a certain door-holding event haha [22:10:42] "Hold door for launch windows" [22:11:07] Hodor has been tested with about 8t of payload to LKO successfully [22:11:10] With my Mule cargo plane.. half tempted to setup an arctic base.. if I can figure out hwo to get stuff to fit the cargo bay and still wheel out on its own without blowing up [22:11:13] it's great for refueling small craft [22:11:42] Gallahad-L does most of the cargo work in my career though [22:11:58] can do at least 18t to orbit and carry 2.5m parts comfortably [22:12:07] and the full sized Gallahad can do 55t [22:12:34] I don't have a lot of launches in that weight class that also fit in a mk3 cargobay though, which is why I developed the L heh [22:12:36] Mathuin: can your script handle polat orbit? or a random direction for a contract? [22:13:15] My shepard can do somewhat medium to moderately weighted cargo.. I tend to go with more conventional designs usually [22:13:46] ve2dmn: at this point zero inclination. [22:13:52] Not bad for two days work. [22:14:16] You are even using PIDLoop... not bad :D [22:14:28] Kindergarden PIDloop. [22:14:35] I'm -> <- this close to ripping it out. [22:15:01] doing manual adjusting is a pain [22:15:32] it's not reponsive enough and you wind up with a up-down-up-down [22:15:45] (wave-like reponse) [22:16:16] as if you made the Ki too small, if I remember my PID correctly [22:17:41] this is Gallahad-L https://i.imgur.com/xr6ZqDL.png I have since changed the canards a little, clipped them in so they look less awkward [22:18:14] I see you got your ducks in a row there... [22:18:30] and the full sized Gallahad https://i.imgur.com/zUXKYMo.png same story, I've since clipped the canards in for better aesthetics [22:18:41] the canards are still visible, just don't protrude as much [22:18:55] ... space shuttle tail fin as a wing.. [22:19:19] and this is the hodor deploying a 700kg probe, which is way below its rated cargo capacity https://i.imgur.com/rm6OLkZ.png [22:19:30] eh.. guess I always thought too thick to be a proper wing.. [22:19:57] JCB: it's thinking outside the box. [22:20:07] well the problem with mk3 planes is they tend to have very heavy noses and be long, so you need good control surfaces in the front [22:20:21] I couldn't make a canard that looked better with other stock wings [22:20:32] not that had enough lift to get that monster off the ground anyway [22:21:07] 55t on the full size, can probably do more that's just the biggest payload I've taken [22:21:23] AND it does 55t to orbit with at least 600dv left for maneuvering + deorbit burn [22:21:43] and it flies well enough you can glide it back to runway without powering up the engines if you approach correctly [22:22:19] I've taken a 40t payload to HKO and brought a Gallahad back to the runway [22:22:44] that was before I mastered my landing approach though, that one had some minor runway damage on landing ;) [22:22:56] only lost a few rapiers and a small wing section though [22:22:57] madmerlyn: I could use your approach to do space tourism on the cheap [22:23:21] that was the flight that made me think up using "landing assist gears" on the tail to prevent tailstrikes [22:23:32] didn't Concorde do that? [22:24:04] maybe? I know most commercial liners have multiposition gear to accommodate needing to pivot on takeoff and preventing tailstrikes on landing [22:24:05] ya.. it had a pair of little 'roller skate' type wheels near the tail [22:24:44] a number of commerial airlines have tail strike skids... might be the odd one out of russia that has a retractable wheel skid [22:26:05] it sure was a pretty plane [22:26:40] umaxtu: sadly, not commercially viable [22:27:23] what do you think Boom's chances are? [22:27:34] at least not in that form.. though the design was from a long time ago [22:27:57] Whoa, the 60s Ap occurs at 14k much earlier than I expected. [22:28:20] heck.. the 747 already left all NA airline carriers... only on international ones [22:29:08] putting 1 extra set of deployable gear on AG5 for my big planes worked wonders though [22:29:46] no more lost engines or other damage from tailstrikes [22:30:01] and still have the primary gear directly under the center of mass so it can pivot on take off [22:38:31] and here's the Gallahad-LC, the canards on this are more reflective of their current positioning https://i.imgur.com/C800rJU.png [22:38:48] AFAIK it has the same cargo capacity as the standard L model, but also can carry 6 kerbals [22:41:08] I'm not sure how I'll be able to build the space casino [22:41:22] it's 4 asteroids with 100 kerbal crew capacity [22:41:28] and 24 lights [22:41:45] and 1 docking port [22:41:48] Lol... have a rocket called the '12 pack'... flies 12 passengers and a pilot. [22:42:56] would love to find a large flat area on the mun.. set up some sort of a base.. be nice to have a place to aim for when the mood hits [22:43:43] madmerlyn: do you have a model that could fly 12 kerbals in orbit and back down for cheap? [22:44:01] I do but it's still in experimental testing [22:44:26] and it doesn't fly 12, it flies more like 38 [22:44:32] JCB: I usually aim for the . it's flat enough and easy enough to aim for [22:44:43] basically replaced the cargohold on the L with 2 of the 16 seat crew cabins [22:45:06] just needs some tweaking to accommodate for the different dry mass distribution [22:45:09] madmerlyn: get Tourism Plus and you'll be rolling in $ in no time [22:45:56] another option ve2dmn [22:46:30] can build a 2.5m based stack, though getting 12 kerbals would require 3 hitchhikers, with its own fuel supply and engine in the full size gallahad [22:46:53] gallahad puts it in orbit, opens cargobay and then it goes off on its own [22:47:20] and in theory you could use that scheme to go to say.. minmus, come back to the gallahad get back in cargobay for a safe landing [22:47:22] while I can land no problem, no shadows needed.. I seem to have troubles getting to places that are somewhat flat. A lot of my landings end up on a slow, sometimes pretty steap [22:48:02] my 12 pack used a set of 6 mk1 crew cabins.. 3 radial in two layers [22:48:17] course if you want to make a really ugly tourism vessel that fits inside the gallahad [22:48:22] centered it around a 'spine' structure.. [22:48:29] use the mk1 crew cabins with quadcouplers [22:48:55] could have seats for 16 and still fit in mk3 cargobay [22:49:04] my design are from early in the tech tree [22:49:05] probably be lighter than 3 hitchhikers too [22:49:20] but they work, so I kept them [22:49:36] I haven't gotten a lot of tourism contracts this playthrough [22:49:48] I think the game looks at the contracts you decline and then assigns priority based on that [22:50:14] my funding comes from tourism contracts beause I can automate them [22:50:17] I've gotten a LOT of rescue contracts, a moderate amount of satellite contracts, and a lot of DMagic contracts, not a lot of tourism [22:50:46] I plan on making money by bringing exotic minerals from Mun back to Kerbin [22:50:49] one of my play throughts, got soo many tourist contracts... 12 people wanted to go flying, 10 of those wanted to fly around the mun [22:50:53] 1 2.5m cargo container can net me 1M funds [22:51:13] I ended up building a 'cruise ship' for 10... left it in orbit for later use [22:51:31] brought everyone down on rockets after [22:52:02] Rescue contracts are the best, because those jerks become employees. [22:52:11] I think I might go destroy some of my earlier vessels, like I created a fuel tug for delivering fuel from the mun, but it's a bad design and old, I think I need to just blow it up and start fresh [22:52:13] lol [22:52:36] anyway I need to head home, I'll get back on when I'm playing KSP tonight [22:52:42] how long you gonna be around ve2dmn? [22:52:54] those that are stranded, I don't think as 'jerks'... jerks were those that put them there in the first place. Probably some other agency off the side [22:52:55] until maybe 22:00 [22:52:59] local time [22:53:01] what local time? [22:53:05] EST [22:53:21] that's 9pm my time, I'll be on at least an hour before that probably [22:54:01] JCB I did about 25 rescues, all with a lifeboat system I put in orbit [22:54:12] now.. whenever I design a new variation on my cargo SSTOs [22:54:18] I go and retrieve one of their scraps [22:54:23] since I didn't delete any of them [22:54:41] JCB: in my current game, the FarSide crater of the Mun is the best bet. it's got plenty of Ore, it's on 0 inclination and it's flat 'enough' [22:54:53] when I was testing my SSTO script I did a LOT of flights with my Gallahad-L where all it did was go up and rendezvous with a random piece of space trash and collect it [22:54:54] right now.. one of my careers has a kerbal about 45 lititude on the mun.. [22:55:09] EXCEPT for one, it was a 2.5m MKS Tundra Ag module [22:55:23] I actually stuck a claw tug on that one and landed it on the Mun for future use [22:55:47] aight, bbl [22:55:50] I've got gear in LKO... its just wasn't originally designed to go that far from an equator orbit. [22:56:35] I've placed a fuel station in mun orbit.. and fortunately I had the forethought to add ports to the carrier for additional items, such as more fuel. [23:01:12] Once I finish my high res altimetery scan of the Mun, I'm find you a nice flat place to put a base... [23:01:22] I'm looking for one myslef :D [23:03:54] Fluburtur: I got a small purple asteroid... I've named him Mauviette:https://steamuserimages-a.akamaihd.net/ugc/907905046846206036/F05AEAEAFED2F7FEB9D22F44C9E0907114D00E64/ [23:04:09] nice [23:04:40] it's still 6k tonnes [23:06:02] would be nice to extract different kind of stuff from the magic boulders [23:09:03] my only issue is, at that size, it's *clearly* not 7000m^3 [23:10:53] but ART is bugging on me so... ¯\_(Ä)_/¯ [23:11:18] ;c 2^3*4/3*3.14 [23:11:18] UmbralRaptor: 33.49333333333333 [23:14:11] I've considered doing a video on potential landing sites.. what to expect with regards to sun, kerbin locations above the horizon.. maybe some local features [23:14:13] I mean... it's at most 10m x 10m x 10m... and that's a bit exagerated considering the size of the ship beside it [23:15:01] JCB: local feature? "Here we can see the lack of tree... and fauna... and everything basically, except that rock there" [23:16:50] Fluburtur: cultural question: do you also lack the concept of Valedictorian? [23:16:59] features as in any crater rims, hills, other nearby flat spots.. dangerous slopes.. [23:17:08] arch.. [23:17:34] I had to google that word and I still don't know [23:18:11] I guess it's an English-only thing then... like the words for each year of college [23:18:21] yeah [23:18:29] 1000 m³ would be plausible for a >80% iron asteroid. [23:18:50] UmbralRaptor: at 6000 tonnes? [23:19:04] well I have to go now [23:19:10] full day of car tomorrow [23:19:38] ve2dmn: okay, I can't math. [23:19:39] steel is about 8 kg/l, IIRC iron ore is around 4 kg/l, so 6 kg/l isn't nonsense [23:20:07] ;c 7000/33 [23:20:08] UmbralRaptor: 212.12121212121212 [23:20:23] Iskierka: the stats are from ART... but the size of the asteroid changed [23:20:57] Okay! Rocket takes off, orbits, and lands based on the scripts. No human intervention. Time to commit. [23:21:09] wait, really can't math. iron is 7200 (IIRC) kg/m³, or 7.2 tonnes/m³ [23:21:43] solids are extremely dense, the only dense parts of a rocket tend to be liquids [23:21:50] so it's not unreasonable [23:21:54] UmbralRaptor: check the screenshot... I believe aside from the look of the astroid, the rest is ok-ish [23:22:07] the question is if the asteroid would be fluffy at that size [23:22:50] ;c 6825/6993 [23:22:50] UmbralRaptor: 0.975975975975976 [23:23:09] I take it back. That's an iceteroid. [23:24:00] btw, the issue I have with USI ART is that the asteroids are generally big when I first encouter and dock... [23:24:23] then I reload and the astroids are back to looking stock, but with the stats of ART [23:25:17] So, like the A-class is 6k tonnes, the B class 35k tonnes and so on [23:27:05] Never managed to find any bug of any sort in the logs to report it to RoverDude :( [23:27:47] ... lack of indication in log would ITSELF be a bug to report [23:27:56] of course it's not going to report not bothering to load asteroid size [23:28:35] I also got the reverse bug... got one of my ship stuff inside the asteroid [23:30:27] Okay! Ship uploaded to KerbalX, scripts uploaded to GitHub. [23:30:40] yeah! Stuff to read! [23:31:06] ve2dmn: https://github.com/mathuin/kOS-scripts https://kerbalx.com/mathuin/Manned-Attempt-2 [23:31:23] I include recommended parameters for the gravity turn. [23:31:32] Feel free to make it suck less. Gotta go do dishes. [23:31:33] I'm more interesting in libs :D [23:31:47] lib.ks in that directory may be of use. [23:31:50] Tell your wife some random dude online thanked you [23:32:03] I will :-) [23:57:47] She laughed.