[00:04:49] Will the new update for consoles include a debugger? [00:08:59] Mathuin: I would define Constants at the top of the library [00:09:34] Which constants? [00:09:44] 9.80665 [00:10:02] Eh, only used once and for one documented purpose, I'm fine. [00:10:19] yes, but it is re-usable :D [00:13:58] Now I'm curious where you'd use it. [00:16:15] or you could use the gravity constant of Kerbin, I guess [00:25:10] Mathuin: but yeah, so far I found nothing obvious [00:25:53] Keen. My biggest worries right now is that the code is non-optimal, that it's inefficient for some reason that is obvious to more experienced folks. [00:26:15] "Oh, you don't have to do it that way, there's support for an easier way." "Your WHEN THEN is unnecessarily hard working." etc [00:32:47] well, you have a different approach, so I'm trying to understand if it's more sane then what I'm trying to do [00:32:48] There's a neat mod that changes day to night in the VAB. I would rather it set based on the in-game time than when I hit 'p' especially when that happens while I save. [00:33:06] [different approach] If something needs commenting, let me know. [00:33:51] you follow the AP, I tried to guesstimate loses and minimize them [00:35:44] So far, I'm been unsuccessful, but I still make it into orbit (not without bugs) [00:35:56] Which losses are you guesstimating? [00:36:26] I was heavily inspired by the post I cite at the top of the gravity turn script, and by the GravityTurn mod. [00:36:36] You have losses due to drag, and loses due to gravity [00:36:59] if it was airless, I would simply make sure AP was mere seconds in front [00:37:12] (and be as horinzontal as possible) [00:37:20] Yeah, that's horrible, I tried that. [00:37:35] Setting the intermediate altitude to like 14k where AP is 60s out for the first time. [00:37:48] But Kerbin has an atmosphere, so you have to account for that [00:38:22] so which makes you loses more dV? I tried to find a tradeoff [00:38:30] The code didn't work [00:38:43] Did you use PID loops or something else? [00:38:54] no PID. [00:39:09] I did do a lot of data dump and made grpahs [00:39:26] OMG [00:39:43] That sounds heavy duty [00:40:25] well... I was able to make it into orbit by follwing a simple logic of "at X speed, pitch Y angle" [00:40:32] I was trying to optimise it [00:40:51] That rabbid hole was too much for my small brain [00:41:22] So the code has been sitting there for months and you've convinced me to take another look yesterday [00:42:04] Ah, I was enticed by the grace of letting gravity pull me into the turn. [00:50:47] How else would you minimise dV? [00:51:33] Using just enough thrust to get me up and pointed in the right direction (tweaking TWR in my code) and choosing the right angle/speed combination were what I was doing. [00:52:03] How would you be sure that is the absolute minimum amount of dV? [00:52:19] Repeated simulations. [00:52:47] I was trying to optimse instead [01:21:24] Mathuin: btw, the kOS CPU uses EC. If you don't plan on re-using it, you can use SHUTDOWN. [01:23:45] alright KSP time [01:27:02] Hmm, I will definitely keep that in mind. [01:27:51] one thing I don't like about Lithium on SiriusXM? Beastie Boys. [01:27:55] why were they ever popular. [01:29:45] Mathuin: I'm not sure you can reboot the CPU though [01:30:01] You can put it into standby with the prop monitor, but that's all I know. [01:30:52] ve2dmn here's my spaceplane kOS script, it's a lot of ifs, but it's mostly code from a YouTuber's files that I've just heavily modified. At some point I'll probably build one from scratch https://pastebin.com/zVhhbMnR [01:32:09] the functions.ks import was from the original script, I'll have to look and see if any of it is actually needed [01:32:47] heh not for the SSTO it looks like, it's mostly loops etc. for hovering and landing [01:33:03] I'll finish my rescue mission and then I'll take a look [01:33:14] I'm afraid this kerbal might run out of time [01:41:22] you should rescue that kerbal with the Percival :D [01:54:51] https://i.imgur.com/0qzJ1Et.jpg [01:57:49] so my spaceplane script definitely not good for the Percival.. lol [01:57:55] first plane it hasn't successfully orbited [02:04:59] in kOS if you do GROUNDSPEED+VERTICALSPEED do you get the same speed as what's on the navball? [02:10:32] the answer is yes. [02:10:32] :P [02:10:42] SSTO script now works on the percival [02:11:05] percival is a bit lower thrust than my other planes so it struggles to maintain speed around the 21km altitude threshold [02:13:18] made orbit with 413m/s left for maneuvering and deorbit [02:13:41] 95km orbit, so that's probably enough for a good rendezvous and return home [02:16:33] now the landing test [02:23:25] wow... that rescue missing was not what I was expecting [02:23:55] I did everything wrong, but I somehow managed to make it into the mun orbit using mostly RCS [02:24:27] percival is easy to land, confirmed, I'm a much better pilot than I was a year ago, lol [02:25:06] Now I'll have to take my resupply ship that is docked with the mun station, resupply the mun lander and then make it to kerbin in 1 piece [02:28:52] ve2dmn you were asking about a crew hauler, here's my experimental Gallahad: https://i.imgur.com/mYOzxPE.png [02:29:17] 36 seats [02:30:25] going to test my flight script on it and see what adjustments I need to make on it [02:40:11] looking good so far, coasting to 100km altitude with 1091m/s dv left [02:40:25] and peri is only at -17km so it'll be a pretty small circularization burn [02:44:46] One mildly annoying thing about the probe control room mod is that you can hear the rocket engines as if you were on the craft. [03:06:29] dammit! just as I finished that rescue mission: "KSP_64.exe has caused an error..." [03:08:40] Gallahad-LC-XL on KerbalX now :) [03:09:09] not sure why I keep getting disconnected. [03:09:23] ve2dmn: Load last save ;). [03:10:05] took a quicksave before landing [03:10:13] excellent [03:10:42] luckely for me, persitent game was date to just before 'recover craft' [03:11:18] Autosave on crash? [03:11:43] no. Crash on recovering craft [03:12:00] autosave was on landing in the ocean [03:12:43] I mean, does KSP autosave on crash? [03:12:56] no clue. probably not [03:13:06] Maybe not sensible. Might have corrupt data. [03:18:32] I wonder if the kerbal do anything in USI Life support or Konlies [03:18:38] Kolonies* [03:22:09] really not sure why I keep getting booted heh [03:32:28] madmerlyn: Mathuin https://github.com/KSP-KOS/KSLib/blob/master/stripper/pack.sh [03:32:46] how to fit more script per script [03:33:07] run stripper($5). [03:33:40] Stripper or packer... [03:34:19] the point is to strip the useless bits and pack the same fucntions into a smaller package [03:35:02] it's obvious... there's probably a lot that could be done to improve it, like smaller function names, etc [03:40:58] so after a guy on discord suggested canards are bad design I'm working on making my gallahads function without them :P [03:46:12] and.. that made it better, lol [03:50:48] they are stabilizer, but they bring the COL in front [03:52:38] maybe a reality vs ksp thing? [03:53:00] well yeah in reality canards create turbulence on the wings behind them etc. [03:53:21] in KSP they don't so that's why they work *so* well, according to this guy :P [03:53:45] but my no canard version is actually better so now I'm probably going to have to redesign every plane in the Gallahad family, lol [04:11:27] https://media.8ch.net/file_store/cb1770e553288b3b60a6e7254697ea3350659de05e8cb7cec8c031813c502b01.jpg https://media.8ch.net/file_store/51384187f4cf815c5650a3ddd834c8802d5c7507c1bcd0197e9300365e7cf618.jpg https://www.youtube.com/watch?v=E7oMBq1vkCM [04:11:28] YouTube - Bobby Roode - Glorious Domination (Official Theme) [04:12:07] What are those black blocks? [04:12:57] They look like insulation [04:22:08] madmerlyn: your Lancelot Mk1 looks a lot like my old spaceplanes [04:22:22] it's one of my old ones :D [04:22:34] Except I used a mix of engines [04:22:38] way too much engine power too hehe [04:22:44] like it could probably work with 2 engines [04:25:05] so my new revisions with the 36 kerbal capacity LC-XL Gallahad [04:25:27] if you refuel it on orbit with just a little bit of fuel [04:25:33] could go to Mun or Minmus orbit [04:25:35] and back [04:25:54] could probably even land on minmus if you're particularly adventurous [04:26:57] yeah, looking at your designs and script, it's clear that I made spaceplanes with not enough engine power [04:27:30] was trying to save dV but I wind up not being able to make it into orbit [04:27:58] I hate SSTOs that require complicated ascent profiles :P [04:28:11] if I have to do a 5km nosedive halfway through it's not a good spaceplane IMO [04:28:47] It just confirmed my suspicions :/ [04:29:04] now I'll just have to learn to land properly [04:29:31] since their purpose is to recover all the non-fuel costs, I don't fret too much if having a little more engine power means burning more fuel, because I'm still getting cost per ton of payload below 1k [04:29:47] basically I try to aim too high and overdesign... which usually means lacking something somewhere [04:30:31] that percival can in theory recover a kerbal from LKO for ~500 funds [04:34:30] I better go to bed. I'm gonna continue this tomorrow morning [04:35:31] We are under a cold advisory... let's just hope I don't lose power overnight. [04:38:46] -40 is no fun [04:41:42] madmerlyn: anyway, I'll think about your launch script... there's probably a better way to write it with triggers [04:42:22] yeah I need to rewrite it from scratch, like I said it was mostly modified from someone else's script [04:42:25] sup [04:42:28] Like, check for air pressure via a sensor and switch engine mode on that trigger [04:43:11] Oneiros: What's up? Indoor heating [04:43:47] outdoor heating here haha [04:43:54] you must be in winter [04:44:32] I'm under a cold advisory [04:44:56] take your pic: https://weather.gc.ca/warnings/index_e.html [04:45:03] Apparently it's getting down to 230 K? [04:45:30] UmbralRaptor: close, 247K without the windchill [04:46:49] but it's gonna be below 255K all week [04:48:01] oh canada, yeah thats cold [04:49:39] we dont get much snow in aus. 10 deg C is very cold here. [04:49:41] 265 K here in VA at the moment, and that's plenty cold enough. [04:50:33] Action: UmbralRaptor wants to say that the coldest he saw in KC was, uh, 250-253ish? [04:51:17] Action: Oneiros is not familiar with Kelvins [04:51:34] so what happened to kerbalstuff? did it get shut down [04:52:18] The operator took it down. [04:54:19] bummer. i guess spacedock is the goto for modders now? [04:54:44] i remember curse was always annoying [04:55:55] Oneiros: You'll also probably be suprised to learn that we heat by electricity [04:56:38] lol wat is this sorcery [04:57:22] I remember traumatising people from Belgium with that fact [04:57:32] That seems silly anywhere too cold for heat pumps. [04:57:40] we have electric heaters here too, but im not aware of any of those boiler type units that seem common up there [04:58:16] UmbralRaptor: at 0.06CAD per kilowatthour, I don't care that much [04:58:42] wow, so low [04:58:57] but yeah, below -15C, heat pump are useless [04:59:07] i think we're at around 0.22AUD now and its always going up fast [04:59:54] plus daily supply fees which pretty much double the costs for a one person flat [05:00:13] supply fees? [05:01:26] something like 90c a day just to have electricity supplied from the grid [05:02:10] makes me want to work towards a complete solar setup the way prices are going here [05:03:50] Action: UmbralRaptor is currently paying more connection fees than anything else. I think it worked out to 0.67 USD/kWh last month. [05:04:40] yikes [05:05:36] I'll have to check. I don't think I have theses fees [05:07:54] ha. I do pay that. it's 25CAD per month [05:08:31] yeh [05:09:14] last year 1860 kWh x 0.0571 $ + 471 kWh x 0.0868 $ [05:09:38] (for 2 months) [05:10:05] and that 25CAD was for 60 days, not for a month [05:10:41] so cheap [05:11:27] yeah... well. It's the only thing that's cheap. Internet and Cell phone service are insane [05:11:36] ISS Urine Tank Level: 39% [05:11:57] cringe: what's the historical high? [05:12:13] i don't believe historical data is kept [05:12:13] i dont even leave my pc idling for an hour or two because thats an extra 0.1kwh lol [05:12:20] but i've seen it at 97% [05:12:38] lol [05:13:37] Another downside of living here: -30C winters and +30C summers [05:13:52] but yeah, at least the cold kills the dangerous stuff [05:15:12] enough of me rambling. Good night. [05:17:50] gn [07:40:41] hating this canadian winter :( [07:40:55] spent the last 4 years in usa and got used to going without it [08:09:48] We have like 5 days total snow in Tennessee. [08:10:15] Maybe 2-10 days with snow on the ground. [08:17:35] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [09:24:20] would be nice to have wind in ksp. for gliding [09:30:13] Yeah [09:30:22] I've always wanted weather to be a thing [09:30:41] Storms would add to the tension [09:30:44] it can bea precalculated map even i dont care [09:31:02] maybe with daily intensity changes [09:32:04] There was one back in .90 [09:32:06] https://forum.kerbalspaceprogram.com/index.php?/topic/86596-090-kerbal-weather-systems-alpha-053-wip-jan-2/ [09:36:38] Howdy [09:36:50] Tere hommikust BadRocketsCo [10:21:24] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [10:52:55] deddly not so much weather but just clouds would be nice [10:53:47] Well that is probably the most requested stock feature, JCB. [10:54:02] At least there are some nice mods that do it, but yeah - stock would be great [10:54:14] Action: APlayer removes some of the real clouds from the sky and loads them into JCBs game [10:55:17] Also, I don't think stock clouds would be great because my computer sucks at rendering. If the clouds could not be turned off in stock, it would be Kerbal Slideshow Program for me [10:56:53] There are clouds in stock KSP [10:57:04] just go to the VAB :p [10:57:05] (E.g. I can barely run the game with EVE and the lightest configs installed, scatterer in any setup kills my game completely) [10:57:21] APlayer: I tried RO and RVE once. [10:57:23] Once. [10:57:34] I was reader [10:57:38] Deaded [10:57:43] ugly jagged horizon [10:57:51] green eve [10:58:02] i sad goodbye to these in a matter of minutes [10:58:17] would have been nice [10:58:54] TBH, I am almost ready to get a new GPU that could handle KSP + scatterer, it's just so beautiful [10:59:05] it is just so ugly :) [10:59:09] Nope [10:59:23] Action: APlayer starts a flamewar [10:59:27] to me the aliased hills far away are so immersion breaking that i chose not to have them [10:59:52] I see no reason why something like wouldn't be switchable [10:59:54] I've never seen aliased hills. What setup caused them for you? [11:00:03] their default etup [11:00:10] In Eve? [11:00:12] i tried it in several ksp versions and it was always there [11:00:15] EVE* [11:00:18] sve + scatterer [11:00:21] Hence you get a better config pack [11:00:25] Oh. Never noticed. [11:00:40] if you have few pixels it may not be that visible [11:00:40] I don't always go for it, if I do it's usually just for screenshots [11:00:51] but i am accustomed to barely visible pixels [11:00:52] But it's the atmospheric color I am after with scatterer [11:01:03] and suddenly there are these huge pixels from 92 [11:01:35] i made a huge mistake [11:01:52] in 2016 i went into a bookstore and bought an interesting looking book [11:01:59] that was t eh first volume of expanse [11:02:46] and now i am stuck with the hungarian translation (which drives me nuts, who would translate abbreviations so that i cant understand them, not to mention incorrectly) and with several months of lag after american release [11:03:26] for example point defense cannons are not PDCs but PVÁs [11:03:40] i cant comprehend what MEK would be instead of MCRN [11:04:18] and the worst offender is UN which is used as EN, however the correct hungarian name that is is usage is ENSZ [11:04:36] also this month the 7th volume is out and i cant get it. in fact i could barely get the 6th [11:05:38] oh yes, also OPA KBSZ [11:09:07] well ya.. kinda weird, VAB or maybe even SPH shows clouds yet go for a flight, the whole planet devoid.. oh well. [11:09:39] could always make yoru own clouds, most engines put out smoke ;) [11:10:41] hehe [11:10:48] build a cloud generator! [11:11:24] it is quite easy to turn engines to the ground and then they make some kind of fog at least [11:12:59] The VAB shows clouds because those are basically a fixed texture. This is a shortcut that won't do if you want actual 3D clouds [11:13:30] i so want foldable wings and stock electric props. it would be beautiful to drop an electric plane to duna that would jettison an aeroshell after slowing down, unfold wings, turn on the engine and fly around the planet [11:13:54] There are mods for all of the things you mentioned [11:14:14] mods [11:14:45] at least with the expansion i get my 2 person capsule and the extra diameter modules we need for a correct saturn v :) [11:15:29] A significant fraction of why KSP is awesome is because it is really mod friendly. I don't understand people that just boycott mods for no reason [11:15:43] just prop engines period... [11:16:02] i built a succesful electric prop once [11:16:04] it was ugly [11:16:14] welp... 10 tons, 2 monprope engines, 4 sphere tanks not enough to land this base from 14km mun orbit [11:16:24] the second, better looking is not working again [11:16:44] JCB: How much dv does it have? [11:17:09] no clue... testing with regular bi fuel engines now [11:17:55] ran out of mono about 1200m up and was still going 170m/s [11:18:27] How much monoprop is in each sphere tank? What's the engine ISP? [11:19:49] https://www.youtube.com/watch?v=aHuydz0fn3A [11:19:50] YouTube - Expedition to New Horizons [11:20:01] ok, this is from planetbase, but fits ksp, or any space game too [11:20:42] each sphere tanks held 60.. there was 8 of them. [11:21:03] https://giant.gfycat.com/MassivePossibleBobwhite.mp4 [11:21:33] two puff engines, 250isp [11:21:58] Epi: Uh, how? [11:22:04] hehe leidenfrost effect? [11:22:25] possibly [11:22:35] But is there enough water on a hand? [11:23:29] Tsiolkovsky says you have about 670 m/s of dv. Should be a close deal, but enough given an efficient landing [11:23:33] @JCB [11:23:51] Althego was going to say the same thing hah [11:23:55] hehe, yo, tsiolkovsky in da house [11:24:44] hmm, there could be an epic rap battles episode with von braun :) [11:25:53] JCB: How are you landing, then? [11:25:59] maybe a von braun vs korolev or something like that [11:26:37] Von Braun vs. The Space Kraken [11:26:58] (tm) [11:27:30] APlayer just did more precise... 498 DV... [11:27:47] base was 10.455wet, 8.535 empty mono.. [11:27:48] Then it was more than 10 tons while fuelled [11:28:54] there is a tesla vs edison, so i thought maybe a von braun vs korolev in rocket science instead of electricity [11:28:58] I only got a glance at the weight, was roughing it a little. [11:29:03] Alright, you miss about 100 m/s for a landing [11:29:04] then I just rebuilt it [11:30:15] ah.. another ring of 4 mono sphere tanks, 692 [11:30:30] MOAR fuel [11:31:25] lol... all those spheres, like some christmas tree on the roof [11:31:40] Considered adding an inline tank? [11:33:33] maybe... though here see [11:33:33] https://imgur.com/a/1fg7g [11:33:33] https://i.imgur.com/Nj3wO2i.jpg [11:34:11] I'm mostly testing ideas.. wasting time [11:34:33] A 1.25 m inline tank on the top would be alright, I guess [11:34:36] so cute [11:34:48] why not use bipropellant? [11:35:10] Engine mass/size? [11:35:16] I guess [11:35:35] ended up just with the base, no fuel or engines... [11:35:50] they sorta came as after thought.. [11:36:00] again, just testing an idea... [11:36:18] some kind of strobe light would be nice on top [11:36:28] Also, considered a skycrane approach? [11:52:27] going to try cut it down to just two sides instead of four.. inline rcs tank [11:53:17] also quad thrusters instead of dual.. [11:56:11] just barely made it [11:56:17] ah well ok time for a bit more rest... [11:56:18] lates [12:34:08] Action: APlayer wishes himself luck with getting this: http://www.braeunig.us/space/atmmodel.htm#table4 into a single function [12:34:36] Anyone perhaps know a better function that yields approximate air density vs. altitude at Kerbin? [12:35:12] (For reference: I know this is for Earth, but the Wiki says it is very close to Kerbin if you convert the altitude) [14:07:28] APlayer: put a sensor on the ship? [14:08:14] I am already gathering aero data point-by-point, a function would be much more convenient :P [14:08:22] Plus, I am sure there is one somewhere [14:08:34] dump data into file, make graph, approximate function? [14:09:38] I mean, kOS can do that. (write to file, I mean) [14:13:14] yes steam... since I like space, I would LOVE this game... http://store.steampowered.com/app/720480/Flappy_Galaxy/ [14:13:19] *sigh* [14:20:33] Currently I am stuck with the approximate function part [14:21:23] All kinds of software just fails, and the best I got wiggled like crazy between individual data points [14:21:42] I've never done this before and I am kind of lost regarding what I am supposed to do [14:22:41] It's the first time desmos.com failed me, even [14:23:01] Not quite failed, but I feel it won't be done by tomorrow at its current speed [14:34:29] APlayer: https://ksp-kos.github.io/KOS/structures/celestial_bodies/atmosphere.html [14:35:10] Yeah, but I need a function, still [14:35:18] It's for further calculations [14:36:36] http://www.wolframalpha.com/input/?i=plot+%7B0.6*exp(-h%2F8000),+1*exp(-h%2F5600)%7D+for+h%3D0+to+50000 [14:37:47] wait... that's not the right formulas [14:39:11] Also, what sort of regression pattern would you use for such a plot: https://i.imgur.com/lSNk0tw.png [14:39:42] what sort of data is that? [14:39:56] Mach number versus rocket Cd [14:40:37] https://www.reddit.com/r/KerbalSpaceProgram/comments/37uv0b/i_measured_atmospheric_pressure_on_laythe_and/crqb565/ [14:41:03] Not just Cd, but Cd * A [14:41:40] anybody who did aerobraking on laythe know that its higher atmosphere is vicious [14:42:02] ve2dmn: Yeah... But I need a function... :D [14:42:18] supposedly the exact curves contain several layers, like termosphere and stuff like that [14:42:30] bit the exponential function is a very good approximation [14:42:38] You don't have to look for one, I was just asking if anyone knew one already. Thanks a lot anyway [14:43:26] Althego: Do you know where to find this exponential function approximation? [14:43:40] I need one for Kerbin... [14:43:45] https://forum.kerbalspaceprogram.com/index.php?/topic/140040-atmospheric-pressure-equation-or-measurement/&do=findComment&comment=2610009 [14:44:05] slp * Math.exp(-alt/sch) [14:44:18] slp sea level pressure, sch scale height [14:44:24] alt is your altitude [14:44:48] these two constants are given for each body [14:46:42] Wait, that's exactly what I was looking for. Where can I find the scale height? [14:46:51] i got it from the wiki :) [14:47:32] greetings fellow kOS engineers [14:47:41] but they got it from somewhere, probably some game file has these [14:47:48] they even changed several times [14:48:20] Geez, I visited the English and German Wikis. The German one had some numbers, but it was last edited 2014 [14:48:29] for each planet [14:48:35] I totally missed that the constant is in the table on the right [14:48:48] so for example ifyou look up kerbin, there is a separate table at the top right [14:48:51] each body has that [14:48:54] man... APlayer thanks for the rabbid hole... [14:48:54] Thanks a lot, and sorry for being dumb on occasion [14:48:57] and contains atmospheric data [14:49:27] always use the english [14:49:36] Althego: are you sure that's not the old formula? [14:49:48] ve2dmn: Sorry for that, and thanks for trying to help anyway [14:49:58] as i said, there is some complication tothe real one [14:49:59] Will try to avoid such things [14:50:09] APlayer: now I'm gonna do my own data gathering :D [14:50:10] you can see a diagram how temperature changes by altitude on kerbin [14:50:19] and temperature has influence on pressure [14:50:24] so it is not exactly exponential [14:50:28] but very close [14:50:54] what changed in different ksp versions was atmosphere ceiling and the scale height [14:51:39] ah yes the exponential function is valid until the top of the atmosphere [14:53:17] https://i.imgur.com/v1mglzF.png alright, we are getting somewhere [14:54:08] I wish I could split it up into four polynomial functions, but I can't work with that, then [14:56:35] This looks an awful lot like something I could describe by a sum of exponential functions, but I just can't seem to make it work [14:57:20] oo a graph [15:00:07] what is this graph [15:00:16] what is on the axes? [15:01:29] you could also try to summon taniwha if he remembers how the atmospheric pressure is calculated :) [15:03:18] after one month the new speakers arrived. finally [15:03:30] yi hated the headphones [15:06:13] I have data [15:06:30] 5605 data points [15:07:44] https://imgur.com/a/tF8XH [15:07:44] https://i.imgur.com/WOBxJgt.png [15:08:18] Althego: The graph is Mach number vs. Cd * A of a rocket. I got help in #kspacademia, now it looks like this: https://imgur.com/WXa7gYT [15:08:18] https://i.imgur.com/WXa7gYT.png [15:09:41] I thought it was a graph of NASA's budget over time [15:09:51] LOL [15:10:17] madmerlyn: Did you have a chance to make the KSP meme? :D [15:10:24] no? [15:10:43] oh the programming one? shoot completely forgot about it [15:11:29] No worries, and don't hurry [15:11:43] Was just wondering if I missed it [15:14:39] Data: https://docs.google.com/spreadsheets/d/1fWdlQRR3kqZEoyFNhO_dx3IXNmyZLpGDUtEzHKloc6g/edit?usp=sharing [15:15:43] ve2dmn: That was an atmospheric probe sounding rocket? [15:15:52] pretty much [15:16:07] 1 SRB + sensor and kOS [15:16:14] Alright, let me see if the data matches the function given in the wiki [15:17:31] what's the formula again? I'll make a new colomn to compare [15:20:49] If I got the format correctly, then 100 * e^(-x/5600) [15:21:00] But no [15:22:58] Desmos refuses to handle so many rows [15:23:50] Ah, I see what you did there [15:24:16] it's close enough [15:24:32] Alright, in that case... [15:25:00] Wait, your function returned kPa, right? [15:25:16] Then I got the function wrong, I though this was % ASL [15:26:28] The error is highest at around 6300 with 10% difference [15:26:38] as in 32 vs 36 [15:27:04] 101.325 * e^(-x/5600) is the correct function, then [15:29:03] 1895 is the max error row, might highlight it [15:31:28] there [15:32:12] I have to leave, but I'll be back in a few hours [15:32:33] feel free to copy the sheet and find a better formula, or better data [15:37:49] Thanks! [15:49:29] https://spaceflightnow.com/2017/12/28/time-lapse-video-falcon-heavy-goes-vertical/ [15:49:31] Woooo [15:49:41] Falcon Heavy is vertical at pad 39a [15:51:54] "Sorry Because of its privacy settings, this video cannot be played here." ?? [15:52:13] US-only video or what? [15:52:20] Dunno [15:52:24] It is working here in japan [15:53:52] oboy [15:53:57] works for me in australia [15:54:43] i wonder if it has the tesla inside [15:55:04] Canada here [15:55:06] yes it should [15:55:38] hmm I can't get it either ... [15:55:54] excellent. i cant wait to see that thing explode. [15:56:10] i predict a truly KSP style first launch [15:57:37] hehe [15:57:37] So, an explosion with a car emerging out of it? [15:57:43] boosters will hit the center stage :) [15:58:05] haha what a fantastic sight that would be [15:58:14] I wonder if they added some sort of parachute assembly onto the car [15:58:36] Costs little, they have payload mass to spare, car could be rescued in case of explosion [15:58:50] "10PCS Micro 130 pony up to four drive dc motor small motor production of 3V" how many ponies are in 1 horsepower [15:58:52] Does not even have to work after being rescued, they'd just launch it next time [15:59:06] it would probably increase publicity [15:59:18] put it on display at spacex HQ [15:59:42] while it might make a fantastic episode of mythbusters, FH exploding would be badbadbad [16:00:08] last time SpaceX had a failure they had to suspend launches for a few months while FAA investigated IIRC [16:00:12] but musk even admitted publically that there's a high chance its gonna happen [16:00:45] when talking in reference to those two pioneering space tourists who want to go to the moon [16:34:32] APlayer: I doubt a car would survive an explosion mid-launch [16:35:00] The Dragon survived their last incident till it hit the water but it's designed for that at least [16:35:13] I think they are launching mostly a piece of metal there [16:35:27] It'd be pretty sick to see a cherry red Roadster get shredded up by the atmosphere though [16:35:31] Probably no batteries and perhaps no motor on it [16:36:01] the electric motors are not that heavy that they would need removal [16:36:27] No, but they might explode in the unusual environment :P [16:36:42] wires? they dont [16:37:06] There is more than wires, though [16:37:15] And who know how the cooling works [16:37:36] I loved a recent episode of Grand Tour [16:37:43] "The car caught fire for 9 days" [16:38:01] Wut [16:38:01] "They put out one fire, but the next battery cell ruptured or caught fire and the entire thing was up in flames again" [16:38:20] APlayer: An electric car was totaled and its cells kept rupturing [16:38:36] Ever see someone pierce a battery? [16:38:55] I did, but the wording confused me [16:39:01] well here's the thing though, the Roadster will be in unpressurized vacuum after successful launch [16:39:16] ^ [16:39:19] lithium batteries explode when punctured because lithium + atmosphere don't mix well [16:39:35] the batteries might not fare well in space, but I hardly think they'll be unstable [16:39:51] The acid might boil and who knows what can happen in there... [16:40:11] Also, extreme temperatures [16:40:14] is the electrolyte in a lion caustic? [16:40:16] Also, radiation [16:40:46] oh there's a lot of things that will be hard on the battery, no doubt [16:40:51] "is the electrolyte in a lion caustic?" pretty sure electrolytes in Mammals are usually Hydrochloric Acid [16:40:54] :P [16:41:04] but I think it's just going to swell up and stop being a battery, I don't think anything explosive will happen [16:42:48] Well, I wouldn't want to be close to an electric car in space, even if I had a spacesuit [16:43:03] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [16:43:23] The thing is, you never know what exactly could explode [16:43:53] So you better just remove things that are risky, considering you won't need them anyway [16:44:56] well I believe he wants the radio to be on so it's going to need a battery [16:45:49] going to play "Pen Pineapple Apple Pen" on a loop ad infinitum [16:46:16] not really, I dunno what playlist he wants, but hopefully it's not PPAP :P [16:49:16] lol ppap [16:49:34] but how would it play music in space? [16:49:57] Remotely [16:50:13] the speakers move, but no one hears them [16:50:28] he's a billionaire he can do what he wants [16:50:39] maybe the interior of the car will be pressurized? [16:50:42] You can hear it by observing the speakers vibration and reconstructing the sound wave based on that [16:50:53] Althego: AUX-Out XD [16:51:31] maybe he has one of those short-range RF transmitters attached to his radio? [16:51:49] like the ones people use to connect their phones to really old radios [16:52:12] suggestions for new planets ? i am like maybe 200 hours in New Horizons. but 1st are missions kindof broken sometimes and planets (surfaces) are. any other recommendations ? [16:57:23] 200 hours in New Horizons? Sorry? [16:58:07] New Horizons == planet / solar system replacement for KSP ... 200h playtime with that mod roundabout :P [16:59:16] Ah [16:59:33] I only use OPM [16:59:39] i'd really like to give real solar system a shot but i guess it will be too frustrating :P [16:59:51] There are some mods that add interstellar travel, though [16:59:57] especially when rockets need to be bigger and my cpu cannot handle it any more [17:00:20] Also, RSS is not too bad once you get the hang of it [17:00:26] Just need bigger rockets [17:02:07] dreadkopp: they don't have to be that much bigger. You just have to unnerf them ;) [17:02:25] also SpaceY parts pack helps a lot :D [17:04:02] Galileos planet pack looks nice : https://forum.kerbalspaceprogram.com/index.php?/topic/152136-ksp-131-galileos-planet-pack-v1599-22-dec-2017/ [17:04:31] there was some mod which added real newtonian physics as well... anyone remember the name ? [17:04:31] hehe the elite style solar system map [17:04:42] principia? [17:05:12] APlayer: thanks :) [17:05:31] The learning curve is steep, but the mod is awesome [17:05:43] dunno if my tiny CPU likes it though haha [17:07:15] dreadkopp: my computer is five years old. I could play RSS [17:07:44] i5 3320M here ... and KSP still pretty single-threaded afaik [17:08:58] KSP bottlenecks on one thread for your largest craft in physics range. Better than nothing, though. [17:09:01] bloody lagrange points allready messing with my brain haha [17:10:12] I wish they could do a performance passover to make KSP multithread better [17:10:30] or like.. make certain parts/joints "weld" as far as physics calculations go [17:10:36] you just launch your rocket, then do this and voila munar orbit... easy-peasy :P https://camo.githubusercontent.com/eee12ab57501bcb612f922cfbe1b33933a25e8a7/687474703a2f2f692e696d6775722e636f6d2f346d434d3472362e706e67 [17:11:02] Have to admit it's pretty. [17:11:04] neat [17:11:11] if you have 50 wing segments attached to each other to make a big wing, it should calculate that as 1 big wing for physics [17:11:13] dreadkopp: Bad demonstration for the complexity of principia [17:11:20] instead of calculating each little piece individually [17:11:26] madmerlyn, then wings couldn't flex [17:11:28] This is just a triple close encounter with capture on the third one [17:11:36] madmerlyn: there is a mod for that though [17:11:46] yeah, welding [17:11:51] in the editor you can weld parts to bigger parts [17:11:56] Or just procedural wings in the case of wings [17:11:57] what was it he said... crafts in KSP are just a collection of parts all flying in very presice formation? [17:12:01] The fourth one, even [17:12:08] unless you weld together too many parts with functions it works fine [17:13:07] mm... thoughts: many parts with a specific function each, or few parts that share some load of the various functions betweent hem? [17:13:44] Many parts. Definitely many parts. [17:14:00] just tested it once mostly welding a giant spaceplane into one piece ... not my brightest idea XD [17:14:30] but for combining a few static parts it's fine [17:14:51] Isn't normal manufacturing exactly that, though? Welding many parts into one big thing? [17:14:52] there are a few structual parts in stock... nothing in them, just filler sorta? I sometimes wondered about doing versions which makes use of the space inside of them [17:15:28] the Near Future Construction parts often have interior nodes so you can put stuff inside them as well as attach to the outside of them [17:15:57] and the octo trusses let you do that, or they have configurations that let you put tanks etc. in [17:16:08] NFT is awesome [17:17:14] there was another mod I saw recently, somethign to do with garages, that basically let you put craft inside a cargo bay or garage, but the craft would not even be loaded into the game or physics at all until you deployed the cargo [17:17:31] basically would just ass the mass to the parent part but not have anything actually inside until you deploy [17:17:40] to reduce CPU load during atmospheric flight etc. [17:17:49] add* [17:17:53] madmerlyn: I think that the construction mod [17:18:03] +is [17:18:17] kOS question: I run my lib script to load my functions, but calling my functions doesn't work from the command line -- where it does work when I do it in a script. [17:18:18] Stupid phone autocucumber [17:18:32] Cannot call this lock or function or delegate from the interpreter when it was declared in a program. [17:18:38] octo truss... [17:18:52] Mathuin: error message? [17:19:24] Ah the verbose description sends me to a documentation page which says "don't do that" [17:19:34] The "Cannot call ..." was the error message. [17:19:49] downloading prinicipa + galileo PP ... This evening Jebediah WILL BE REBORN!!! [17:20:28] Mathuin: You run a library, "install" the functions and try to use them from the command line? [17:20:29] Weird. And it works in a script? [17:20:50] I think if you import it like with `import functions.ks` you have to call the function by full name like this `functions.stage2().` [17:21:03] but I'm just spitballing here [17:21:27] at least that's how you would do it if you were importing in python interpreter [17:21:29] APlayer: yes. ve2dmn_phone: yes. madmerlyn: undefined variable name. [17:21:53] Mathuin: This does not work, as the functions are gone as soon as your script stops executing [17:22:01] The actual kOS docs say it *doesn't* work from the terminal interpreter because the memory in which the scripts live and the memory in which the interpreter lives are different. [17:22:03] You may only use them from inside your script [17:22:16] This makes the interpreter somewhat less useful. [17:22:23] It does [17:22:28] :/ [17:22:42] But you may always execute multiple lines in it [17:22:44] TIL I'll be using vi a lot durin gmy missions in the archive. :-) [17:23:34] Mathuin: don't trust the archive: they might disconnect if you lose the signal [17:23:40] ChangeApo() has two calls to Orbitalvelocity(), yes, it's theoretically possible to force it into a one-liner. [17:23:48] Also, vim ftw [17:23:55] I'm a gedit scrub [17:23:59] ve2dmn_phone: this means preplanning every mission. I'm actually using Atom but vi is good in a pinch. [17:24:11] I use Adobe Brackets [17:24:32] Pretty amazing webdev IDE, but still pretty amazing fro scripting languages such as kOS [17:24:37] for* [17:24:52] The trick is to find a language with similar syntax for the highlighter to work [17:25:05] I settled on Stylus [17:25:06] The guy who wrote kOS wrote the Atom plugin for it. [17:25:46] Atom is paid, IIRC? [17:25:56] I just set it C++ and highlighting works fine [17:26:15] Atom is free and magnificent XD [17:26:32] Editor wars [17:26:42] if you're consistent with your use of caps C++ highlighting is more than sufficient for kOS scripts [17:26:52] vi is good for emergency tweaks, Emacs is the one true editor :-) [17:27:02] so it begins .... :P [17:27:18] https://xkcd.com/378/ [17:27:51] XD [17:28:45] I use different editors in different occasions [17:29:08] Action: UmbralRaptor tends towards vi. Runs on everything, doesn't devour resources like an IDE. [17:29:17] The alt text for the comic is mandatory, though [17:29:37] In case anyone missed it [17:29:46] Including vi, vim, notepad++, gedit, etc [17:30:46] I'm heading back home because this weather is just brutal [17:31:55] ve2dmn_phone: hang out next to a nuclear reactor? [17:32:48] I think he said the other side of the temperature scale :) [17:34:01] rather hang out next to an RTG... less radiation, more heat [17:34:44] there is a notepad++ highlighter - I don't know if it is any good https://www.reddit.com/r/Kos/comments/322us6/i_made_a_userdefined_language_for_notepad/ [17:37:20] Guest59728: it's -22C outside [17:42:58] xeg -- xeger/kos-ramp looks pretty darned awesome. [17:45:53] back home [17:46:17] ve2dmn: you wanted to look at someone's code for a lib, there's a lot to look at here: https://github.com/xeger/kos-ramp [17:46:31] nice. thanks [17:46:42] I'll lit up the fireplace and take a look at it [17:59:10] Mathuin: you can set variables and then run scripts... [17:59:23] that would kind of be like calling functions [18:04:57] Mathuin: I'm reading https://github.com/xeger/kos-ramp/blob/master/launch_asc.ks [18:05:37] using body:atm:height as an indicator for acent profile sounds like a genius idea [18:05:43] Why didn't I think of that... [18:10:06] does kOS let you execute commands based on triggers even if you have no kerbnet? [18:10:13] I made fire. My ancestors would be proud [18:10:22] like could you make a probe that's designed to land itself even if there's no relay in range [18:10:46] madmerlyn: yes, but you have to copy the files to local storage [18:11:08] nice [18:11:44] That's the first thing my scripts does... [18:11:59] although, at this point in the game, it's not really useful [18:12:02] I'm examining this ramp system's copying system via boot. [18:12:05] I use a bootloader [18:12:18] bootloader loads the appropriate files to local storage [18:12:24] Mathuin: I like it, except my ship names are not consistent [18:12:54] That can be a problem. [18:14:07] I use a simple convention of Function-version_number [18:14:24] but then I rename most vessels before launch [18:15:37] this career my Spartans are the first probes to go on an interplanetary mission and ultimately become primary relays for those systems [18:15:57] spaceplanes are named mostly after Arthurian names [18:16:07] hmm strange kRPC Vessel.flight().surface_altitude gets values while Vessel.flight().speed remains 0.0 in kRPC anyone know why? [18:16:19] I named one probe after my cat after I had him put down [18:16:35] my reusable Dragon-style pod is called the Kraken [18:17:36] EricPoehlsen: it's speed compared to what? [18:17:47] is it groundspeed or orbit speed? [18:20:31] ve2dmn: currently I did this: https://paste.pound-python.org/show/GmwtC8alVmSz238Balbr/ [18:21:39] EricPoehlsen: https://github.com/krpc/krpc/issues/215 [18:22:05] "When this is called with no arguments, the vessels surface reference frame is used. This reference frame moves with the vessel, therefore velocities and speeds returned by the flight object will be zero. See the reference frames tutorial for examples of getting the orbital and surface speeds of a vessel." [18:22:24] ah okay [18:23:26] it would be cool to build a python app that uses alexmoon calculations and kRPC to plot and execute transfer and mid-course adjustment burns [18:23:29] I know nothing or kRPC, I just asked 'the Google' [18:23:33] What's the process for installing my own ModuleManager patch? RAMP code is big and I dont' want to delete things. [18:24:06] The patch is very short, makes one tweak to each of four parts. [18:24:12] just need to stick a .cfg file in your gamedata folder, I have a folder in my gamedata called "MadMerlynsCustomAssets" [18:24:38] make sure you use the FINAL flag in MM script so it supercedes any conflicting patches [18:30:40] time to rewrite my entire launch script [18:32:24] If you look at my launch script, I had a logging mechanism that would write tons of data to a csv file that I could analyse later... [18:33:00] but it would crash at launch it I forgot to put a barometer on the ship [18:33:16] I could fix that with maybe 1 line? [18:33:28] well 3 or 4 lines [18:33:42] I like the idea of using sensors if they exist to provide data. [18:34:18] before your main loop begins have it check all the parts on the ship, if it can't find one with the barometer experiment, print ABORT YOU FORGOT THE BAROMETER EEDIOT and exit program [18:34:22] madmerlyn: the ideal situation would be to check for the presence of each variable, add the value to the string and then log the finished string [18:35:49] Adding final did nothing :-() [18:35:51] Sadness. [18:36:08] And I added it in the right place. [18:36:15] this bit: https://github.com/ve2dmn/kOS-Script/blob/master/launch4.ks#L53-L98 [18:37:09] would print mission time, altitude, target altitude, speed, Q, pressure, etc... [18:37:47] it would be cool to have a kOS script record thermometer values too [18:38:03] do some real science inside KSP instead of just the specific biome completions [18:38:23] check https://ksp-kos.github.io/KOS/structures/vessels/vesselsensors.html [18:42:45] Just to confirm -- a part has a module, a module has a setting. I put :final on the module block of my patch, but it's not sticking. Why? [18:44:04] should look something like this `@PART[*]:HAS[@MODULE[ModuleCommand]]:FINAL` [18:46:15] https://github.com/xeger/kos-ramp/wiki/Boot at the bottom has a suggested patch, without :FINAL. It could be rewritten to your format. [18:46:54] `@PART[kOSMachine1m]:HAS[@MODULE[kOSProcessor]]:FINAL { diskSpace = 524288 }` or something [18:48:48] I think the diskspace portion is what's erroring [18:49:41] Each part in the kOS addon has a part.cfg which has a MODULE {} block with a name kOSProcessor and a key diskSpace with a value. [18:51:15] you're editing 'diskSpace' at PART level [18:51:26] you need to edit at MODULE level [18:51:56] https://github.com/xeger/kos-ramp/wiki/Boot has the patch I'm talking about at the bottom. It edits at MODULE level. [18:52:13] { @MODULE[KOSProcessor] { diskSpace = 524288 } } [18:52:15] When I put that actual patch in play, no change is observed in the diskSpace variable. [18:52:45] `@PART[kOSMachine1m]:HAS[@MODULE[kOSProcessor]]:FINAL {@MODULE[kOSProcessor]{ diskSpace = 524288 }}` [18:52:57] first part is the filter, second part is the change [18:53:26] although really you could just filter it by name if you're doing explicit naming [18:53:44] Do I really need the :HAS if all of them can has? [18:54:00] if you're doing it by explicit naming you don't need the has filter no [18:54:32] Taking the has filter out makes the only change being the addition of :FINAL to the part designation in the existing patch. [18:54:35] Which I'd already tried. [18:55:01] Trying again in case it was a typo on my part [18:55:15] if another mod/patch runs after yours with final, it can overwrite as well [18:55:32] also caps matter [18:55:36] so name your custom patch folder zzzPatches or something [18:55:45] that way it definitely runs last [18:55:48] ^ even as a test [18:59:21] The only .cfg files in my GameData that refer to diskSpace are the kOS ones and mine. My file is upper-case, kOS is lower, if upper comes before lower, that might be bad. The kOS ones don't have :FINAL, but I'll try zzz for my file. [19:00:13] Upper is before lower [19:00:41] ASCII A is #65, ASCII a is #97 [19:02:20] Okay, named it zzz, not seeing a change. [19:02:42] Destroyed the part, pulled another one out of inventory, there's a change. [19:02:49] Does that make sense? [19:04:39] probably [19:05:00] Sorry to waste everyone's time then. :-( [19:05:08] it's fine [19:05:46] time wasting is what we do around here [19:27:07] ve2dmn I think I'm going to be cruising around kerbin SOI recording temperatures to a spreadsheet now lol [19:27:25] :D [19:30:00] I'm watching someone play SpaceEngineers... I'm not sure what you are suppose to do in this game [19:30:51] ve2dmn, well, it's a sandbox, so whatever you want I guess? [19:32:42] I was expecting some sort of survival thingy [19:33:29] I guess it's the same reason I don't see the appeal of Minecraft Sandbox [19:35:54] space engineers looks like one of those games that will disappoint me immensely with all its limitations [19:36:03] so I decided not to play [thing] engineers [19:42:25] My gravity turn is more efficient but more tuned, xeger's stuff works pretty well. [19:42:50] I must see all the gravity turn code to better understand [19:43:18] I shared mine yesterday [19:43:57] But xeger's RAMP system is amazing. You can preprogram the entire mission. [19:44:00] I found the kOS 'way' of getting g0: "SET g TO KERBIN:MU / KERBIN:RADIUS^2." [19:44:20] ve2dmn: I like that a lot better than a plain number. [19:44:57] it was in the PIDloop example [19:45:03] Nice. [19:45:24] https://ksp-kos.github.io/KOS/tutorials/pidloops.html#proportional-integral-feedback-loop-pi-loop [19:46:36] I was putting together a kOS library once to just preprogram an entire mission, except for collecting science because kOS didn't have hooks into anything I could use at the time to get past the dialog where you send, keep or process the science [19:46:40] not sure if it does now [19:47:38] There appears to be some rudimentary support for science at least. [19:48:02] I had launch, orbital maneuvers and transfers down when an update broke most of my scripts and I gave up the project :P [19:48:06] https://ksp-kos.github.io/KOS/structures/vessels/scienceexperiment.html#scienceexperimentmodule [19:49:03] madmerlyn: there are several ways to do a launch script. [19:49:37] 1) try to keep Ap at a constant minimum distance so you know you are always going to space [19:50:39] 2)Do simple (at time X, pitch Y), (at altitude X, pitch Y), at groundspeed X, pitch Y) [19:51:38] 3) Try to estimate the amount of dV loss to air resistance and gravity, and pitch to keep the 2 at a minimum [19:52:53] My best launch script would slowly roast the rocket at around 45k of altitude [19:53:30] but I had a 80k x 20k orbit before even being out of the atmosphere [19:53:52] I also exploded before being at 60k [19:54:03] well that's a little too fast then :P [19:54:22] I think I would shoot for just being around -18 to 0km peri by the time I'm entering coast period heh [19:54:25] But it did what I asked, so I'm not mad [19:54:32] I'm mad. [19:54:38] hmm yeah my current launch script does the gravity turn a little shallow [19:54:59] simple: be more aggresive in turning [19:55:33] Pass MaxQ, as long as Time-to-AP is not going down, you are probably fine [19:55:34] no I meant it goes to 0° pitch at 30000m which is a little too agressive [19:56:57] I currently start slowly turning based on current speed and altitude until apoapse height reaches 45000 than turning more agressive [19:59:02] EricPoehlsen: I've tried several formulas. My Pitchspeed is "(100-(GROUNDSPEED/12)).", and my AltitudePitch TO (90 - ((SHIP:Altitude /50000 )*90)). [19:59:39] okay [20:00:24] it goes to 0 degree at 1200 m/s (horizontal) and 50k alitude respectively [20:02:19] I was thinking about just staying pitched at 90 until 10000m keeping speed below 800m/s and start turning from there to keep the heating under control [20:02:34] That's too late [20:02:41] I start to turn at 500m [20:02:51] I do currently at 100m/s [20:03:23] 80° below 5000m / 60° below 12000m 45° until apoapse 45000 [20:03:39] Do it more gradual [20:04:19] it is running gradually the script does target_pitch -= .1 every .15 seconds using the above numbers as limits [20:05:06] then it's probably within reasonable margins of 'good enough' [20:05:34] except in the second part which is based on apoapse height, I am turning too early [20:05:38] the only thing is that depending on the TWR of the rocket, you need to be more or less conservative [20:05:49] which is why I used more then 1 function [20:06:06] so I get pretty roasted at 30-35000 m [20:07:24] You could do what Mathuin did and simply keep the Time-to-AP close to 60sec [20:08:14] It might not be the most efficient use of dV, but it's a safer way to garanty you get to space [20:08:26] guarantee [20:08:31] you butchered that one m8 [20:08:56] well I just started scripting - so I am currently just messing around - and it is a pretty lazy script. I do the circularization by creating a maneuver node at the apoapse once I am above 70.000 and then adjust its prograde until its periapse comes up to the desired value and using that vector to do the circulization burn [20:09:05] madmerlyn: sorry [20:09:53] I mean started scripting for kRPC [20:10:30] Whatever float your boat [20:11:58] madmerlyn: the french speealing is 'garantie' [20:13:39] I think kRPC is a bad choice for something like a gravity turn. [20:13:48] The Anglo-Norman tendendy to replace 'g' with 'w' throws me off quite a bit. I never know if I'm supposed to use 'warranty' or 'guarantee' [20:13:51] Using kRPC to initiate a launch, which is managed by kOS, makes more sense. [20:14:29] Mathuin: but kRPC runs circles around kOS in terms of Operations per seconds [20:14:51] kOS runs on the vehicle, I think that trumps cycles. YMMV [20:16:02] In the end, I use kOS [20:17:25] I just don't want to add another (very specialized) scripting language to my brain - kRPC allows for using plain python [20:17:30] lol I was just correcting spelling, nothing personal [20:18:16] good thing about human brains is they have virtually unlimited capacity for storage, provided you take care of them [20:18:33] you can pick up another programming language without hurting your other ones [20:19:05] madmerlyn: I welcome the correction [20:19:09] also there's the whole idea that a lot of us humans fail to grasp, it's ok to not master everything you learn, don't have to be "fluent" in kOS, just have to know enough to make it work :) [20:19:32] yeah it is kind of a time thing :) - maybe I'll better put some more C# in [20:20:20] I sometime wish people would know the true origins of each word... then I would not have to explain why 'Chai Tea' is simply wrong [20:20:32] tea tea [20:20:49] Chai Tea is the ancient version of T.T [20:21:53] Or that it's a 'croissant (de lune)' because it's a (moon) crescent [20:21:56] I think one of the things i need to do with KSP though is now that I've pretty much established my interplanetary comm network, I need to stop multitasking so much and focus on individual missions [20:22:49] finish my Mun colony so I can ship supplies and fuel from Mun surface instead of kerbin surface, do my Deep Space Station long duration mission with 4 kerbals, then ultimately do my Lockheed Martin proposal-inspired Duna mission [20:23:38] hmm it is a decision of how many kerbal years you want to spend - doing multiple missions one after the other [20:24:01] well TBH since they don't age it's really not a big deal to wait around [20:24:19] but juggling multiple missions with KAC is quiet possible [20:24:33] install life support. you are then forced to do multiple refuel-resupply missions in parallel [20:24:34] I mean look at what humanity has done in decades, but most of our big milestones were the result of focused mission planning, not a full spread [20:24:44] I have life support [20:24:48] that's what I mean though [20:25:19] right now I'm so focused on project A) that I'm not putting any mental energy into project B), then I switch to B and project A gets put on the back burner [20:25:34] or add enough stuff - I am using USI LS in my current career- but I did not go beyond Duna with Kerbals in it yet [20:25:43] I've got a half finished Mun base because I've been working on putting a probe on the way to Eeloo [20:26:13] I am still struggling with the resource harvesting using MKS and Pathfinder [20:26:15] I have USI-LS, MKS, all that fun stuff [20:26:40] my Mun base really won't be hard to establish, I did a "short term habitation" mission where I put 3 kerbals on the Mun for 100 days [20:26:56] I have deployed autonomous probes to 2 of the 4 sites I need to complete the supply chain [20:27:07] I have space stations around the Mun and Kerbin. For science [20:27:28] site 3 will be where the primary base is and won't need autonomous drills, and site 4 is only needed for silicates so I can manufacture specialized parts [20:28:00] sites 1-3 are all on roughly the same longitude, 4 is low priority because it's way off on diff longitude and high latitude [20:28:03] I got stations for science around mun minmus and kerbin [20:28:39] with supplies and greenhouses they can host a crew for 1-3 years before resupply and crew replacement is needed [20:28:47] apparently the next major USI release will reimplement orbital logistics btw [20:28:57] I heard about that [20:29:14] so my goal is to have the Mun supply fuel and supplies+fertilizer for interplanetary missions [20:29:37] so I can launch my components for interplanetary vessels to drydock without any wet weight [20:29:46] and have a freighter from Mun come and load them up [20:30:22] or I could even send interplanetary vessel to a stop-off at Munar orbit before leaving the system [20:30:59] get and asteroid in kerbin orbit, mine it for profit? [20:31:20] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [20:31:23] getting asteroids has proven to be difficult, so far I've only caught a class A which is only 5t of minable mass [20:31:29] are you using just the kerbol system or planning to go beyond it? [20:31:30] Evening, Gentlemen. [20:31:45] madmerlyn: I have USI ART. a class A is 6k tonnes [20:31:59] yeah that makes them even more challenging heh [20:32:08] I am currently using just OPM because KSS and Galileo are a little heavy on my system [20:32:25] I might add OPM later [20:32:31] next career perhaps [20:33:02] before this current career, I've been playing for almost 2 years mind you, I hadn't done any missions, robotic or otherwise anywhere besides Kerbin system and Duna [20:33:26] this career I've hit every primary except Eeloo already, and I've also visited Gilly, Ike, and Laythe on flybys [20:34:47] did you fly any of my spaceplanes yet ve2dmn? [20:34:48] last career (before using USI LS) I went to all planetary bodies with kerbals [20:35:01] I'm getting ready to update them all, I've decided to re-engineer them without canards [20:35:15] no, but I will as soon as I have the parts unlocked [20:35:43] my 36 kerbal one is going to be the first one that I certify without canards [20:35:58] then I'll probably go to the base model Gallahad-L since it's my most used configuration [20:36:58] MRS gives me some deployable wings, I wonder if I could make a good VTHL rocket :P [20:37:57] I got distracted by my eshop credits [20:41:38] also... why do Japanese website always look so... so... [20:43:16] (example http://www.cir-ent.com/ ) [20:49:24] what's ironic is so many Japanese websites look like they were made for internet in the 1990s [20:49:35] and they have some of the fastest average connection speeds of anyone [20:51:18] Clearly this is the best choice for my eshop credits: https://www.nintendo.com/en_CA/games/detail/suspension-railroad-simulator-wii-u [20:54:17] I *just* got a Nintendo switch for my family this Christmas :) [20:54:29] we've had daily Mario Kart matches hehe [20:56:09] I got the Mario+Rabbid game [20:56:21] it's pretty silly, but the gameplay is solid [20:58:15] So I hear [20:59:08] The dash mechanic is kind of weird for someone used to xcom, but otherwise, it's Mario-Rabbid-xcom [20:59:56] And luigi snipes with a vaccum cleaner [21:06:28] going to get Mario Odyssey and Zelda at some point [21:24:34] so now I kinda want to look at designing a loop to do a gravity turn based on minimizing gravity and air drag losses, but with a lower altitude threshold so I don't end up going 2400m/s at 48km :P [21:33:35] Action: darsie put a 150 kg micronode on his cheap rescue rocket to lower Ap: http://www.bksys.at/bernhard/temp/screenshot68.png [21:37:34] As ballast? [21:40:26] $500k from a tourist run, in 2x scale :) [21:40:56] darsie, that gets into orbit? [21:49:06] Wow, Lubuntu runs AMAZING on my netbook...I dunno why I didn't do this before. [21:49:11] lordcirth: Yes. And it get's one Kerbal down, too. [21:49:23] Mathuin: yes [21:50:12] But now my rocket hit the pod of the guy I wanted to rescue in the rendezvous and got damaged. Maybe I can land the Kerbal alone. [21:50:21] Draconiator, Lubuntu is excellent for old machines [21:50:39] what's lubuntu [21:50:49] as in what does the l stand for [21:50:54] light? [21:50:56] Mathuin: I needed something cheap and heavy that does not cause excessive air drag. [21:52:51] Ezko: LXDE [21:52:53] Like, I did the plane change spot on and counted how many seconds the separation of the encounter was at 0.0 km when I changed it with the lowes setting of thrust, then went half way back. Bang, collision. [21:53:09] lowest* [21:53:36] 0.1 km is safer. [21:54:54] Mathuin: If I fly lower the rocket explodes from overheat. [21:55:20] It always loses the fins, but they are expendable. [21:57:21] had to use 16.04 though because 17.10 has some weird video issue apparently. [22:01:05] Nope, couldn't decelerate enough with the jetpack to avoid deadly overheating. [22:08:30] ok, so cleaning of my script is nearly done... now to write one which does automatic rendez-vous... [22:14:33] Yeah, I made it. Decelerate with jetpack from orbit to avoid burning up and land (on land) with jetpack. [22:15:08] Why don't they learn that in astronaut school and get me to rescue them? :) [22:21:08] darsie: that presume they have school [22:23:02] The kOS steering PID is making my rocket rotate back and forth while launching. It's kind of annoying even though it's not a problem atm [22:23:26] Not really sure what the correct variable to tune might be. [22:27:17] darsie: how much fuel was left in that pack? [22:31:59] workaround: rotate rocket in VAB so kOS doesn't turn in the first palce [22:34:03] lordcirth: porbably Ki [22:35:43] Mathuin: I started out with 4.05 cause I flew after the rocket that crashed in the precise rendezvous. On the ground I had 0.02 left. Had to start thrusting at the right altitude cause I was so low on fuel. [22:35:46] Suddenly KSP is staging twice when I press once. workaround: empty stage [22:36:00] Impressive. [22:38:00] every time i try to run ksp it crashes [22:38:06] it refuses to rn [22:38:10] any ideas [22:38:16] i did updates and validated [22:38:27] Guest48046: It's a feature. Screen work pause. ;) [22:38:42] huh? [22:38:58] Guest48046, what does KSP.log say? [22:39:37] Don't you have interruptions form screen work to avoid fatigue or so? You must be from USA ;). [22:39:54] install any new mods since the last time the game worked? [22:40:08] i havent played it in a while [22:40:26] if you have out of date mods but a recently updated KSP that could be the problem [22:40:27] opened it for the first time in months i dont think i had any mods [22:40:42] ok where in my file directory are the mods saved [22:40:47] check your gamedata folder, if there's anything in there besides a Squad folder you have mods [22:40:48] ill delete them and try that [22:41:03] everything inside gamedata that's not the Squad folder [22:41:10] do not delete Squad :P [22:41:11] lol had kerbal engineer and mech jeb [22:41:42] yeah those were both probably crashing, good news if you want both of those they are updated for 1.3.1 [22:42:17] that worked! [22:42:20] thank you! [22:42:39] best gae ever was hoping it would come to work [22:49:59] darsie: never heard of those. You mean like stretch pauses? [22:51:14] ve2dmn: I guess so, yeah. [23:09:44] Anyone know a good way / mod to teleport a Kerbal home? Someone snuck onto a rescue ship and it's too far to revert [23:10:53] hmm... [23:11:00] how long ago since last save? [23:11:13] you can still revert.. sorta, just not in game. [23:11:54] I have quicksaves, but I just finished the rendevouz in Mun orbit, I'd really rather not do it again [23:12:44] You can jetpack back to Kerbin orbit. [23:12:57] oh... eh well other than manually editing save file? [23:13:02] Then rescue the sneaker from there. [23:13:13] lordcirth: put a capsule on the runway with Jeb. Save. Find Jeb in the save. take note of vessel ID. Remove Jeb from Capsule. Find Kerbal and put him where jeb was [23:13:40] lol.. body swap [23:13:43] What about hyperedit's Land function? [23:13:57] EVA and hyperedit to Kerbin? [23:14:11] let me guess.. jeb crammed himself into the ship before you launched it.. like usual? [23:14:31] sometimes times I hate the auto fill function, jeb always being first [23:14:36] lordcirth: probably also possible [23:15:09] JCB, to be honest, I forgot I was intending to do a rescue as well as tourism and filled the ship with crew for training [23:15:15] But the effect is the same [23:15:30] well.. other than sending a pickup ship... reverting back to pre-rendevouz.. manually editing save file... [23:16:09] Installed hyperedit, restarting KSP [23:16:13] I take it you have a very bad time at doing rendevouz? [23:17:03] Hmm? No, it's easy enough to be boring, actually [23:17:50] But I have $4.5M funds, so this should be the last of both rescue and tourism [23:18:25] Then, I'd say just revert back... I've had a few moments where I had to do that myself. One track I was doing got somewhat messed up pretty badly [23:18:53] eh.. could blame stupid game bugs and power loss at home.. [23:19:16] Why not finish the training mission, and run the rescue mission next? [23:21:03] Mathuin, because I already came within 2km, and thus the rescuee has hours of life support left [23:21:41] oh feh.. tac lifesupport... [23:21:53] No, Kerbalism [23:22:22] lordcirth: whoops [23:22:37] either case.. may as well jsut bite the bullet and redo.. better a boring run than struggling with a frustrating one [23:22:42] Actually, I think it's 5 days, but I'd still rather not [23:22:58] Oh, but the EC will run out, that's it [23:23:11] lordcirth: make the kerbal grab on for his dear life, rotate every 6h [23:23:27] lol [23:23:42] once back to kerbin, leave jeb in orbit. He can take it for sneaking in [23:24:16] Jeb can jetpack back to Kerbin orbit. [23:24:23] Then rescue him from there. [23:25:30] kind of why I keep seperate save files outside of the game itself... [23:26:30] JCB, I track saves in git. Works great. I just don't want to revert. [23:27:54] then I guess just going to have to do things the hard, manual way, file edit [23:28:28] how long does it give kerbals on EVA? [23:28:58] irl something like 6 h. [23:28:59] and not the 'Tintin' we-are-going-to-run-out-of-oxygen-way [23:29:17] ... 6 hours is half day on kerbin.. [23:29:25] 1 day [23:29:33] er.. ya sorry. brain fart [23:29:42] irl fart ;) [23:29:57] more like, sleep schedual out of wack [23:30:17] turkey+left overs sorta messing with my guts a little. [23:46:02] hm..... [23:46:21] ugh.. hate second guessing myself