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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?
L14[03:25:04] <kubi> no
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
L18[03:25:30] <kubi> yes
L19[03:26:36] <kubi> the orbital period is negligible compared to Kerbin's orbital period
L20[03:28:00] <kubi> but
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
L31[03:43:02] <packbart> huh. works for me. clicking the https://imgur.com/upload button on the left top
L32[03:44:04] <kubi> i need to register
L33[03:44:27] <kubi> or can I just upload?
L34[03:45:31] <kubi> https://imgur.com/a/IrCC7ts
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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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" :)
L62[04:10:49] <kubi> :)
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 ;)
L74[04:17:05] <Rolf> lol
L75[04:17:21] <kubi> hm
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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L98[05:57:44] <kubi> created bug report: https://bugs.kerbalspaceprogram.com/issues/24354
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L102[08:31:54] <kubi> ehh
L103[08:31:55] <kubi> https://forum.kerbalspaceprogram.com/index.php?/topic/146651-vessel-moving-slower-than-its-velocity-under-100km/
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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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L195[22:43:49] <UmbralRaptop> https://twitter.com/BradJMurray/status/1193635428496289793
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