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L8[03:18:48] <kubi> I have experienced a
strange craft orientation thing
L9[03:21:26] <kubi> small, simple craft in a
polar Kerbin orbit Pe=80 / Ap=280km, Pe & Ap are approximately
above the equator
L10[03:22:52] <kubi> SAS off, time
acceleration as much as you wish
L11[03:23:59] <kubi> when the craft is near
Pe, the orientation relative to the Sun changes a lot
L12[03:24:44] <kubi> easy to test with a
simple tracking solar panel
L13[03:24:59] <Althego> :is this when the
camera turns around you at the poles?
L15[03:25:18] <kubi> at the equator
L16[03:25:25] <kubi> around the Pe
L17[03:25:25] <Althego> now that is really
strange
L19[03:26:36] <kubi> the orbital period is
negligible compared to Kerbin's orbital period
L21[03:28:21] <kubi> when the orbit is
200/280 it does not happen
L22[03:31:32] <kubi> not even with
100/280
L23[03:33:43] <kubi> in the map view there
is nothing strange
L24[03:34:37] <packbart> which camera mode?
I only use "auto" but I seem to remember that
"chase" can be weird
L25[03:34:39] <kubi> in the craft view the
camera starts rotate as is I'd rotate the craft
L26[03:34:44] <kubi> does not matter
L27[03:34:54] <kubi> the solar panel
turns
L28[03:35:16] <kubi> the craft's relative
to the sun turns
L29[03:37:48] <kubi> I upload 2
pics...
L30[03:41:01] <kubi> is imgur wants me to
register
L32[03:44:04] <kubi> i need to
register
L33[03:44:27] <kubi> or can I just
upload?
L35[03:46:03] <kubi> one orbit
in-between
L36[03:47:13] <kubi> not touched the
camera, not touched the craft (was time acceleration)
L37[03:48:57] <packbart> hmm. Kerbin moved?
No idea, really, sorry :)
L38[03:48:58] <kubi> it is around 12-13
degree
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L40[03:51:21] ⇨
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L42[03:59:31] <kubi> maybe a related
issue
L43[04:00:21] <kubi> equatorial circular
orbit, e.g. 80/80
L44[04:01:11] <kubi> create a prograde node
somewhere (e.g., towards the Mun)
L45[04:01:33] <kubi> the node is
"far", e.g. half orbit or more
L46[04:01:45] <kubi> point the craft
towards it
L47[04:01:57] <kubi> time accelerate to the
node
L48[04:02:25] <kubi> when I arive, the
craft is not pointint towards the node...
L49[04:02:51] <UmbralRaptop> random guess:
something with crossing between inertial and rotating reference
frames?
L50[04:03:13] <kubi> I will test
L51[04:03:42] <kubi> I have seen this with
older versions too, but I test with a vanilla 1.8.1 now all of
these
L52[04:07:23] <packbart> yes, I remember
having seen nodes move in LKO when switching between vessels in
high and very low orbits. but not in a while
L53[04:07:57] <packbart> *grumble* why do
C# even have a 32bit "int"?
L54[04:08:32] *
packbart fixes an annoying display bug in Kerbalism where it would
show a negative duration due to an overflowing cast from double to
int
L55[04:08:39] <kubi> int should not be 32
bit...
L56[04:09:20] <kubi> int could be varying
depending on the vopile target
L57[04:09:26] <kubi> never trust int
:)
L58[04:09:28] <packbart> it is in C#. int
is 32bit signed, double has 64bits
L59[04:09:51] <kubi> use int32 and int64 if
you want to make sure...
L60[04:10:09] <packbart> the proper
handling in this case would probably be using Convert.ToInt64 (or
32) and throw an exception on overflow
L61[04:10:34] <packbart> I don't know that
much C#. I just don't like looking at "duration: -233y,
-102d" :)
L63[04:11:29] <kubi> as far as I remember,
in the C standards, the minimum size of the int was defined
L64[04:11:50] <kubi> or no
L65[04:12:08] <kubi> the int was the
"best" length for the target
L66[04:12:43] <kubi> short, long, long long
etc had a minimum definition as far as I remember (almost 20 years,
omg)
L67[04:12:46] <packbart> which should be 64
bits by now. for some historical reasons, it isn't
L68[04:13:14] <kubi> if your target is a 64
bit processor, then yes, it should be 64 bit
L69[04:13:17] <packbart> (when compiling
Mods for KSP on this target, yes)
L70[04:13:25] <kubi> but never trust int
:)
L71[04:14:43] <packbart>
"something.Length will never exceed 5. we can use int
here"
L72[04:15:09] <Rolf> bah use char
L73[04:16:34] <packbart> I hope to make my
retirement money in 2037, converting timestamp fields to 64bit in C
;)
L76[04:17:26] <kubi> vanilla 181
L77[04:18:01] <kubi> 86km fully circular
orbit
L78[04:18:16] <kubi> "set orbit"
cheat
L79[04:18:22] <kubi> node to the Mun
L80[04:18:39] <kubi> craft pointing to the
node
L81[04:19:05] <kubi> the node was created
"just behind" the craft
L82[04:19:38] <kubi> after one orbit, the
craft points approx 35degrees off
L83[04:20:31] <kubi> nice and steady
drift
L84[04:28:57] <kubi> circular 99km -->
30degree drift
L85[04:29:08] <kubi> circular 101km -->
0 degree drift
L86[04:38:40] <kubi> in case of the Mun it
is approximately 10 degrees
L87[04:38:55] <kubi> and the threshold is
again, around 100km orbit height
L88[04:43:18] <kubi> the drift depends on
the relative time the craft is under/above 100km in its orbit, if
Pe<100 Ap>100
L89[04:46:07] <UmbralRaptop> whelp
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L94[05:35:36] <kubi> UmbralRaptop: random
guess: something with crossing between inertial and rotating
reference frames?
L95[05:36:26] <kubi> it seems that the
craft's orientation is locked to the celestial body below 100km
threshold
L96[05:37:07] <kubi> so, the reference is
the body below 100km, and the sun (or parent body???) above
100km
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L102[08:31:54] <kubi> ehh
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L105[08:37:56] <kubi> apparently it is a
feature, not a bug
L106[08:38:45] <kubi> to eliminate
rounding errors for crafts on the surface
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L108[09:34:13] <darsie> Would KSP benefit
more from a better, passively cooled graphics card than my NVIDIA
Corporation G94GL [Quadro FX 1800] (rev a1) or from a faster CPU
than my Intel(R) Core(TM)2 Quad CPU Q9650 @ 3.00GHz?
L109[09:35:40] <Althego> for me the video
card fans dont spin up when running ksp
L110[09:35:54] <darsie> My CPU may max out
my MB.
L111[09:36:26] <darsie> I could go for
water cooling.
L112[09:36:39] <darsie> A fully
watercooled PC would be cool :).
L113[09:36:46] <darsie> Including the
PS.
L114[09:37:32] <darsie> Some draft would
be good, anyways.
L115[09:37:50] <Althego> literally cool
:)
L116[09:37:55] <darsie> yeah :)
L117[09:38:17] <darsie> A friend used to
warm his feet in winter with water cooling :).
L118[09:38:44] <Althego> actually water
cooling isnt that much better than air cooling, since it just moves
the air cooler outside of the box, it is still an air cooler
L119[09:39:16] <Althego> but whit it you
haveto take care of the plumbing
L120[09:39:18] <darsie> Water cooling
could use a large radiator.
L121[09:39:29] <darsie> passive
L122[09:39:43] <Althego> but in practice
almost never
L123[09:40:01] <darsie> I tried to use the
side covers of a PC case as radiators. Unfortunately it
leaked.
L124[09:40:12] <darsie> Well, one
side.
L125[09:40:58] <darsie> I could try
again.
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L136[10:55:39] <Fluburtur> apparently the
jet engine I want to buy needs compressed air and propane to start,
but it is an old model
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L141[11:28:09] <darsie> me saw 300 bar
hand pumps.
L142[11:28:24] <darsie> Used to charge
high powered air rifles.
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L144[11:49:01] <bigorangemachine> Is there
still a modders channel?
L145[11:49:20] <darsie> #ro
L146[11:49:36] <darsie> Not very active.
They are more active on discord, I think.
L147[11:50:33] <bigorangemachine> You know
of the discord (googles)
L148[11:51:22] <darsie> I never used
discord. Just heard about it.
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L152[12:12:52] <bigorangemachine> coolio
thanks Darsie
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