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L1[00:19:09] <Althego> i must go, my (green) people need me
L2[00:19:22] ⇨ Joins: Copper (Copper!~Copper@94-255-155-220.cust.bredband2.com)
L3[00:20:56] <JVFoxy> aw
L4[00:21:21] * JVFoxy testing out an idea for highly epliptical polar orbit relay
L5[00:22:07] <Althego> epileptical? elliptical? :)
L6[00:22:23] <Althego> so you invented molniya orbits
L7[00:23:57] <flayer> epilepsy orbits are highly volatile
L8[00:24:44] <JVFoxy> molniya orbits don't go exactly over the poles though
L9[00:25:27] <JVFoxy> mind you, finding I might have to upgrade with the tier 2 relay dish than those fold out ones. I'm not getting a connection to stuff around the mun
L10[00:28:31] <Althego> but they are polar enough. and they linger there for a while. in ksp this has the problem you have to use stronger antennas
L11[00:29:22] <Althego> so i usually stick with few hundred km orbits with 2 hg-5
L12[00:31:08] <JVFoxy> lol... apo sitting around 6.85Mm... a little over 3 hours to get up there, currently 1860km up
L13[00:31:44] <JVFoxy> once up there, 121.6m/s burn to push peri just out past the 70km mark
L14[00:32:22] <JVFoxy> it'll leave me with 300m/s left over, enough to deorbit if I wanna. wonder if the heatshield will hold up
L15[00:32:37] <Althego> i hate the science junior. why is it junior, there is no bigger one (if i compare it to docking ports). it is big, fragile, flammable, you need multiple of them on a robotic mission and very expensive thing you have to discard on reentry because the same sized heat shield does not cover it
L16[00:32:48] <Althego> also causes aero problems because it is very ligths
L17[00:32:50] <Althego> -s
L18[00:33:13] <JVFoxy> guessing cuz its smaller than the lab?
L19[00:33:35] <JVFoxy> also ya I hate it too, at least in older version ksp's, it would blow up at any slight heat, regardless where it was on the craft
L20[00:33:35] <Althego> one way to use them is to put them on top, then they are aero stabilzied, and maybe protected from heat (not really)
L21[00:33:43] <Althego> but it looks so dumb i dont usually do that
L22[00:34:16] <JVFoxy> I just put them on service section, get someone to go out, retrieve points. Or a sci-can on probes. dump it over
L23[00:34:27] <Althego> typical thing heatshield at bottom, it randomly starts to heat up really fast, the slighttest touch of the controls that heat instantly goes away. because of that i think it is abug
L24[00:34:56] <Althego> beginning of day 4. i am way late for an eve mission, just at the end of the launch window
L25[00:35:05] <Althego> i need 6
L26[00:35:05] <JVFoxy> I just know, it was middle of craft, even with heatshield. it still blow up even though it wasn't in the stream
L27[00:35:24] <Althego> for solar high, eve high, eve low, atmo high, atmo low, landed
L28[00:35:35] <Althego> or i can strand a poor kerbal there
L29[00:37:11] <JVFoxy> .... strand?
L30[00:37:16] <Althego> most of the things i ever wanted in ksp is already created by the devs. i still think we need an opposite take off position on the runway
L31[00:37:44] <Althego> possibly should have been stranded
L32[00:37:48] <Althego> "left without the means to move from somewhere"
L33[00:39:22] <JVFoxy> just wondering why would you wanna strand someone
L34[00:40:13] <Althego> because the kerbal could reset the science junior and goo, so i would need only one
L35[00:40:38] <JVFoxy> I wouldn't mind being able to launch from the other end of the runway. something different, and if need to go that direction for missions than having to loop around
L36[00:41:02] <Althego> i like these new solid booster sizes. havent used them yet, but i always thought there should be smaller and bigger sizes
L37[00:41:17] <Althego> 2 reasons for the runway
L38[00:41:30] <Althego> dont need to turn around and it is closest to the beach
L39[00:41:54] <Althego> for science collection and
L40[00:41:55] <JVFoxy> ah beach... I know there are mods for setting down spawn point in the water
L41[00:42:24] <JVFoxy> hmm.. pencil style boosters be neat
L42[00:42:25] <Althego> we still dont have a space boat dock, so the only way to test boats and subs is to go from the runway, travel the full length and splash into water
L43[00:43:04] <JVFoxy> or from launch pad if its still not upgraded
L44[00:43:16] <JVFoxy> though would be limited
L45[00:43:29] <Althego> yes upgraded launch pad is annoying
L46[00:43:37] <Althego> roll down, go around it
L47[00:43:42] <Althego> takes too much time
L48[00:43:47] <JVFoxy> you done boats much? I can't seem to find a good way to build something. I wouldn't mind a sort of cargo ship for use on Kerbin
L49[00:44:48] <Althego> boats not much, but i like subs, i built quite a few. we still dont have correct ballasts in the stock game. but now i could try to neutrally balance it, and use electric props
L50[00:44:50] <Althego> if they work
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L52[00:45:12] <JVFoxy> I know there are some mods, but its somewhat limited.
L53[00:46:37] <JVFoxy> I'm not too big on subs myself. I just kept wondering how I would transport a small heli to the pole for when I get a base put together up there. I did one design, uses a two bladed rotor. Just how to get it into my cargo plane. The four bladed rotor, I've a nice, bigger design heli, but.. with KIS/KAS, nothing can carry the rotor part
L54[00:47:58] <JVFoxy> flying it.. ugh.. not unless I wanna spend a whole day at 75m/s, multiple fuel stops...
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L58[01:39:34] <flayer> i want to build a floating base on laythe
L59[01:39:43] <Althego> see matt lowne
L60[01:40:05] <flayer> i prefer flayer original designs
L61[01:40:23] <Althego> now if we could have some weather
L62[01:40:29] <Althego> clouds and wind at least
L63[01:41:00] <Althego> with winds the base could move around on the water
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L66[01:45:20] <JVFoxy> whoops... umm.. this test I just did..
L67[01:46:29] <flayer> did you murder a thousand kerbals?
L68[01:47:10] <JVFoxy> that next tier dish works.. super great. buuuuut, I guess I should have aimed for 3 hours to apo than the 1 whole day. I circularized the orbit, its now 9 days long. Because I swapped the four smaller dishes for just the one, I had room to add boosters. so instead of 300m/s left over, I've almost 1.5km left over.
L69[01:47:41] <JVFoxy> it probably would have ended up in a shorter orbit but, mun was trying to play nasty on it
L70[01:55:02] <darsie> I made someone Jebediah in a game of who am I. I said he can't talk or make sounds.
L71[01:55:46] <darsie> He's also an alien.
L72[01:56:06] <Althego> hehe
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L74[02:07:20] <Althego> is that a hajime sorayama robot and samus aran?
L75[02:07:37] <Althego> https://twitter.com/elonmusk/status/1281853156754767873
L76[02:08:27] <Althego> now i have to squeeze in some relay sats for minmus. they have to be there when the first mission hits
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L82[03:52:33] <Althego> https://twitter.com/amrmohmed2000/status/1281563454407663617
L83[03:57:18] <Mat2ch> Did SpaceX announce another launch date yet?
L84[04:03:33] <Althego> for the cursed starlink mission? no
L85[04:03:45] <Althego> but there is a date for some actual costumer
L86[04:09:00] <packbart> FurrySat?
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L94[07:21:14] <flayer> a contract to extract 1200 ore from laythe
L95[07:52:38] <darsie> 12 t
L96[07:52:54] <darsie> Just extracting? Not too hard.
L97[07:53:03] <flayer> yeah, bring it back to jool orbit
L98[07:53:09] <darsie> k
L99[07:53:27] <darsie> Could do it in batches.
L100[07:54:11] <darsie> Oh, Laythe, not ... Tylo.
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L104[08:37:55] <darsie> This stack separation breaks the left antenna: http://bksys.at/bernhard/temp/screenshot11.png
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L107[08:53:40] <Althego> hehe i have 15 funds remaining. after buying the max upgrade of mission control i launched a bunch of missions as cheap as possible, like 5-7k, but from 33k or so i couldnt do more :)
L108[08:54:43] <Althego> hehe i have 6 of very similar tiny relays enroute to minmus. i never tested if they separate correctly :)
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L117[10:57:49] <Guest30242> I'm having trouble getting Tweakscale to work with KSP 1.10. I have a fresh installation of 1.10; I downloaded the latest version of Tweakscale from Curseforge, and moved the Tweakscale folder into the KSP Game Data, where KER is. I'm not getting any error messages when I restart KSP, but I'm not seeing the Tweakscale UI when I right-click on an ob
L118[10:57:49] <Guest30242> ject in VAB. During start up I'm not seeing a message about any parts not being Tweakable. I have ModuleManger*.*.* in the Game Data folder. KER has been working fine. Any suggestions on what to check?
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L120[11:06:43] <packbart> if I read the forum right, 2.4.3.17 should work fine
L121[11:07:09] <packbart> are there any messages about tweakscale at all in the log?
L122[11:07:19] <packbart> ( https://github.com/net-lisias-ksp/TweakScale/releases )
L123[11:09:09] <Guest30242> Right, I waited until I saw there was a version of TS available for 1.10 before downloading it. I had it working just fine in 1.9.
L124[11:09:09] <Guest30242> I'm a newbie; I"m not really sure which log you're talking about, or how to access it. Can you point me to it?
L125[11:10:03] <Guest30242> I'm definitely using 2.4.3.17...
L126[11:12:27] <packbart> there should be a KSP.log in the KSP directory
L127[11:14:45] <Guest30242> Ah. Yes, found it ... I just tried restarting KSP, and I'm seeing a few entries for Tweakscale, from Assembly Loader, but nothing that looks like an error. But I may be missing something ...
L128[11:14:53] <Guest30242> Let me check the game one more time....
L129[11:15:47] <packbart> ah, if you only moved the GameData/TweakScale folder from the zip file into your GameData directory, it might be missing two DLLs "666_ModuleManagerWatchDog.dll" an "999_Scale_Redist.dll". I'm not sure what they do (I don't use TS myself).
L130[11:16:28] <Guest30242> Still nothin'... I go to the VAB; select a command module, select a fuel tank, and right-click and there's just the standard entries, but no Tweak bar.
L131[11:16:55] <Guest30242> I saw those, but didn't see anything in any of the forums about using them.... or any of the other folders.
L132[11:17:06] <Guest30242> But I'll give it a try...
L133[11:17:53] <packbart> "Check if the 999_Scale_Redist.dll is on the GameData, if not, manually install it", Lisias said on the forum in another post. but that should probably produce some exceptions
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L136[11:20:42] <Guest43722> Ack. I didn't see that note.
L137[11:21:19] <Guest43722> Yep, looks like that was it ... I see the Tweakscale warning on the startup screen. I imagine it's gonna be fine now.
L138[11:21:23] <Guest43722> Thank you!
L139[11:21:38] <packbart> I wonder why they are not within the TweakScale/ folder, anyway. probably to make them load before anything else. still, weird way to do it
L140[11:21:50] <Guest43722> agreed
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L142[11:25:46] <darsie> I made the orbital period of my two Mun relays 3d 4:18:53.513, but they change when I switch between them.
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L191[13:50:20] <flayer> i'm going to put a refueling station in orbit between laythe and vall
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L217[21:46:53] <JVFoxy> heh.. challenge: to build a probe lander to go to the surface of the mun, and return for recovery. But restricted to 30 parts and has to look reasonable. (landing gear, no engine bell sitting.)
L218[21:47:25] <JVFoxy> guess I could have done away without the relay antenna part
L219[21:47:56] <Althego> hehe
L220[21:48:04] <Althego> that 30 part limit is hard
L221[21:48:28] <Althego> but also depends on tech level, like you can use bigger tanks or bigger solid boosters
L222[21:52:44] <raptop> Assuming you can use eg: the FL-T800 and LV-909, hrm...
L223[21:54:37] <JVFoxy> ya, didn't have any of the big rockmax tanks. Had a pair of swivels for boost stage, terrier for circularize, mun inejction. Then the Spark for landing, return
L224[21:56:21] <JVFoxy> heat shield, chute, one solar panel, little round battery, one hg-5 relay antenna but I could have probably used a cummuno-16
L225[21:58:05] <JVFoxy> injection left me with 5m/s in the terrier. return, I had 200-300 or something left, used it to slow down before re-entry
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L229[22:11:57] <raptop> grmbl, 34 parts in a sketched out design (though there are a bunch of instruments that could be dropped)
L230[22:12:14] <raptop> also, not sure it has quite enough ΔV
L231[22:13:43] <JVFoxy> oh heh.. you trying it out?
L232[22:14:52] <JVFoxy> was more a 'see what I could do since I had a contract to land', and to see if I could break my kerbal block
L233[22:21:40] <JVFoxy> if curious.. pulling up screen shot of what I did
L234[22:23:06] <raptop> https://photos.app.goo.gl/Jm4sUS1az9Qd9PFw6
L235[22:24:27] <JVFoxy> heh
L236[22:24:28] <JVFoxy> https://imgur.com/a/zVao5P2
L237[22:26:08] <JVFoxy> Raptop quite a different style there
L238[22:26:49] <Althego> you could lose the fins
L239[22:27:11] <Althego> or the dual engines. what i usually do in similar situation i put a single solid booster in the side
L240[22:27:14] <raptop> I mean, advanced tweakables so fuel burns bottom to top does help
L241[22:27:15] <Althego> that is only 2 parts
L242[22:27:30] <Althego> need to angle it a bit
L243[22:29:53] <raptop> My lower stage is all swivels, so I assume that mixing in some reliants and extending the tankage would get a bit more ΔV
L244[22:30:07] <raptop> Or, well, skipper+orange
L245[22:30:19] <raptop> But that's farther up the tech tree
L246[22:30:39] <JVFoxy> I've found with fairings, it helps to have fins. Otherwise the drag can be a pain if you not exactly pinpoint with the airstream
L247[22:31:27] <raptop> yeah, not sure if it's still the case, but fairings were at times way too draggy (defeating their point)
L248[22:31:47] <JVFoxy> dual engines in this config gives me TWR of 1.58
L249[22:32:13] <raptop> 1.58 at 1 atm gives a bit of headroom for stage or payload growth
L250[22:32:30] <JVFoxy> Raptop talk'n about 1.10? Lol, sorry wonder if mentioning I'm doing this 1.8 still..
L251[22:32:46] <raptop> yeah, I fired up 1.10 <_<
L252[22:34:05] <raptop> I guess if your current design needs more ΔV, the easiest way is replacing that top FL-T200 with an FL-T400
L253[22:34:15] <JVFoxy> 1.58 is just my booster stage, 1978m/s at sea, second is with terrier, TWR with 1.25 and 1778m/s in space to circularize. Injection, well more like direct to mun surface than bothering with orbit
L254[22:34:19] <raptop> wait, maybe not. Is that a spark?
L255[22:34:29] <JVFoxy> ya spark on lander
L256[22:34:34] <raptop> ah, yeah.
L257[22:34:45] <raptop> I did the brute force approach of using a terrier
L258[22:35:20] <JVFoxy> did have to unlock the field with spark, buy the stick landing legs for the design.
L259[22:35:23] <raptop> Large nominally SSTO stage, and then offload the entirety of TMI/landing/Kerbin return on the probe upper stage
L260[22:36:14] <JVFoxy> I've been using the dual engined booster like this quite a bit for small payloads. I do something similar for the 1 person crew pod in earlier career
L261[22:37:04] <JVFoxy> though I have extra fuel tank sections that are angled out. Lower longer tanks straightened, kind of looks like dual engine kerbalized version of the Mercury-Atlas
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L263[22:39:38] <JVFoxy> oh and ugh.. spark on that size of tank, kind of makes me wish there was a way to do fairings that size to the tank than the engine, without having to use a separate fairing part.
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