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L1[00:17:46] <darsie> I usually use the
bipropellant vernier thruster.
L2[00:27:43] ⇨
Joins: transit
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L3[00:27:52] <transit> So
L4[00:28:19] <transit> Why am I having
issues with auto strut
L5[00:31:40] <SporkWitch> have you asked
Miss Cleo?
L6[00:31:53] <transit> Who?
L8[00:32:24] <SporkWitch> it's my way of
saying "you've given us literally no information, so you must
want a psychic to help you"
L9[00:33:30] <transit> Oh sorry for being
busy irl & having a delay in adding info? 🤨
L10[00:33:43] <umaxtu> how dare you!!!!
/s
L11[00:34:35] <transit> Anyways, vessels
seem to have no record of root part & auto strut connects
strangely or not at all
L12[00:34:38] <SporkWitch> granted it's not
discord's 2k character limit, but IRC still allows lots of room :P
Once you send a message, you have to expect people will respond to
it. Take your time, there's no rush, the nsend when done. Most of
us are happy to help, if you help us help you
L13[00:34:54] <umaxtu> and if you send us
bacon
L14[00:35:14] <transit> Vanilla no mods
& 1.12.2 3142
L15[00:35:28] <SporkWitch> You need to set
it on each part, it's a bit annoying. The game stores the ship as a
tree, the root part is always the part you click to move the entire
assembly.
L16[00:35:41] <transit> Spork I’ve been I’m
aware
L17[00:35:45] <transit> Oops
L18[00:36:19] <transit> I’ve been active
here since 2012
L19[00:37:40] <transit> So again, it’s like
the craft each have multiple root parts. Including the part I’m
trying to auto-strut
L20[00:38:45] <transit> Not sure why it
started happening, but my launch vehicles have become noodly worms
all the sudden
L21[00:38:59] <SporkWitch> what is making
you think that's happening? is it drawing the lines weird / not at
all? Any chance you can take like a 30 second recording of it to
better demonstrate?
L22[00:39:13] <Pinkbeast> Perhaps after a
KSP upgrade?
L23[00:39:22] <raptop> mmm.. noodles
L24[00:39:36] <Pinkbeast> (PS I agree re
Miss Cleo; err on the side of hitting Enter after a full
thought)
L25[00:39:53] <transit> If I don’t do
anything to a saved craft, it seems like auto strut is active on
one part of the vehicle and not the other part of the vehicle it’s
very strange
L26[00:39:57] *
raptop should probably mess around with autostrut more. At least
there's always the whole manually strutting distant parts
thing
L27[00:40:03] <SporkWitch> has there been a
patch recently? I"ve never encountered anything like what's
being described in 1.12, vanilla or HEAVILY modded
L28[00:40:19] <transit> I’ve never used any
mods on this game ever
L29[00:40:39] <Pinkbeast> raptop: I
discovered the joys of it given a vehicle with side-mounted _Orion_
pods
L30[00:40:52] <SporkWitch> my only kraken
encounters post 1.12 have been heavily modded, mostly relating to
using MKS to add large pieces to my space stations llol
L31[00:40:52] <Pinkbeast> ... ie without
autostrut lighting the engines made them just fly off
L32[00:41:20] <SporkWitch> autostrut and
rigid attachment are massively useful, especially if you care at
all about aesthetics
L33[00:41:27] <Pinkbeast> transit: You
might de facto solve the problem by breaking your duck with Kerbal
Joint Reinforcement
L34[00:41:31] <SporkWitch> vanilla is
noodly by nature
L35[00:41:34] <transit> It’s not kraken,
it’s just like the root part profile for the craft is broken
L36[00:42:28] <transit> Ok well. I’ll just
try to figure it out on my own
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L38[00:42:57] <SporkWitch> if only we gave
him suggestions on how to help us help him...
L39[00:43:02] *
SporkWitch rolls eyes
L40[00:46:27] <Pinkbeast> Anyone know if
KER measures pitch and heading from the root part not the
"control here" part? Because if not something weird is
going on.
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L49[04:25:58] <Izaya> re: RCS and fuel,
Tantares adds a whole set of bipropellant ones that I've been using
on my smol capsules. A Mk1 size pod, Poodle engine, two 5-way
biprop RCS blocks, some parachutes, and a docking port, and you
have a nice workable capsule for getting people to a LKO
station
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L63[08:28:37] <XXCoder> ;mission
L64[08:28:38] <LunchBot> You attempt to
match your target orbit. More struts are required.
L65[08:28:52] <XXCoder> always. if it have
too much struts, it needs more
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L80[14:08:36] <Pinkbeast> oops
L81[14:09:34] <Izaya> near perfect direct
rendezvous
L83[14:13:32] <Pinkbeast> Oh, not oops, I
was reading the kOS screen
L84[14:14:00] <Pinkbeast> I had an
excessively perfect rendezvous recently. Excessively perfect in
position, that is, not velocity.
L85[14:14:34] <Pinkbeast> In other news it
turns out two thousand tonnes of _Orion_ vehicle cannot change
speed quickly in any direction except "forwards"
L86[14:19:20] <SporkWitch> so change which
way "forwards" is? lol
L87[14:20:01] <Pinkbeast> Mmm. It also
doesn't turn around very quickly.
L88[14:20:12] <SporkWitch> ah, now that
would be a problem :P
L89[14:21:45] <Pinkbeast> Yes. A very brief
problem, alas, for the poor kerbals on the life support stage it
was meant to dock with
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L92[14:26:41] <SporkWitch> RIP
L93[14:26:55] <SporkWitch> Pinkbeast: what
mods you running at the moment? i've been thinking of starting up
fresh game
L94[14:27:04] <SporkWitch> (seen a LOT of
update emails from the MKS github repo)
L95[14:27:10] <Pinkbeast> _all of
them_
L96[14:27:50] <Pinkbeast> Not at my games
machine, but the main ones that come to mind are MKS+USI life
support (to make the problem of sending 12 kerbals on a grand tour
rather more than just having a box to sit in)
L97[14:28:30] <Pinkbeast> Mk2 Expansion.
Stockalike Station Parts. Kerbal Foundries. The MKS Karibou rover
but I think that might be in MKS proper now.
L98[14:28:47] <Pinkbeast> Mk4 expansion.
Lack Luster Labs (just the 2x1 parts). Hangar.
L99[14:29:00] <Pinkbeast> CAMREC, the
Campaign for Real Electric Charge. :-)
L100[14:29:22] <Pinkbeast> One of those
ones that's all bits of pipe for making rollcages.
L101[14:29:50] <Pinkbeast> inline ballutes
for getting _to_ Eve
L102[14:30:01] <Pinkbeast> Scatterer but
just to make actual solid waves on Laythe
L103[14:30:16] <Izaya> OpenGL physics
waves when
L104[14:30:52] <Pinkbeast> Oh, and
Stockalike Project Orion (the most important) + DockRotate (which
makes the transition from a tailsitter Orion getting off Kerbin
into a bellysitter Orion landing on airless worlds feasible)
L105[14:30:56] <Pinkbeast> kOS
L106[14:31:32] <Pinkbeast> I think there
might be B9 wings in the current Eve and Laythe ascent craft but I
haven't revised them for a while.
L107[14:31:34] <SporkWitch> could i
trouble you for the full modlist when you get home?
L108[14:32:04] <Pinkbeast> Sure. I
probably will get home and sit down around 1900 UTC so that would
be a good time to remind me
L109[14:32:31] <Izaya> How do you guys
design your orbital propellant depots?
L110[14:32:44] *
Pinkbeast coughs in Project Orion, I don't
L111[14:32:55] <Izaya> ... Point
taken.
L112[14:32:55] <Pinkbeast> Oh, scansat!
Very important. And NF Construction.
L113[14:33:08] <SporkWitch> LOVE
scansat
L114[14:33:12] <SporkWitch> it's just so
satisfying lol
L115[14:33:49] <Pinkbeast> I'm working up
to Elcano-ing everywhere that isn't Kerbin/Mun/Minmus and the one
thing I've done in the non-testing save is to launch scansats
everywhere I'm going.
L116[14:34:45] <Pinkbeast> I think last
time I was doing orbital stations I mostly went for everything line
astern, long and thin, so a tug can move it about as needed without
the CoM being somewhere wildly inconvenient
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L118[14:36:36] <SporkWitch> yeah, i'm
definitely going to need to figure out better station designs,
unless those new MKS patches address the kraken attacks from
building additions. I remember a few months ago I docked the
construction container where I wanted the expansion, and when you
deploy it before final assembly, it changes the phsyical size of
the container. Well apparently the resizing applied a force which
made
L119[14:36:53] <Izaya> This one is
specifically for refueling nuclear inter-orbit shuttles so I'm
low-key thinking about just ripping the engine off one and having
it expand sideways
L120[14:36:57] <SporkWitch> the station
start spinning... and spinning faster.. and faster... until it
ripped itself apart lol
L122[14:38:09] <SporkWitch> damn, those
are some big panels
L123[14:38:19] <Izaya> LH2 cooling takes a
lot of power :p
L124[14:38:20] <Pinkbeast> My main gripe
right now is apparently everyone who designs landing legs makes
them expand nice and quickly so if you have something that comes
down on legs then folds them up to sit on its tummy, then when you
extend them again for takeoff the entire craft goes BDOING up into
the sky because landing legs just get bigger, they don't do any
kind of spring physics
L125[14:38:40] <Pinkbeast> (KF has physics
landing legs but alas they love the Kraken)
L126[14:39:16] <SporkWitch> yeah, it would
be nice if more did slow expansion. it's not like you can't, you
know, PLAN TO LAND lol
L127[14:39:18] <Izaya> Can split this
design up into 5 pieces and use the Konstruction parts to make it
into one big structure
L128[14:39:44] <Pinkbeast> plan> most
of the time as soon as I get into vacuum I can put my gear down so
it will be ready two years later
L129[14:40:13] <SporkWitch> certainly an
option, since you're not in atmo
L130[14:40:35] <SporkWitch> it's
surprising if you think about it, since MANY designs have reason to
want to lay down on their belly and get up again
L131[14:41:07] <Pinkbeast> Fortunately I'm
now in Lack Luster Labs drop-ramp bay (whose entire floor drops)
and matching u-shaped legs and they go nice and slowly
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L134[14:41:49] <Pinkbeast> big panels>
why not install CAMREC and make your problem 6 times worse?
:)
L135[14:41:52] <SporkWitch> Izaya: is this
being docked to an existing station, or is this the first
module?
L136[14:42:11] <Izaya> Separate station,
it's not good for my kerbals' health to sit around nuclear engines
longer than they need to
L137[14:42:22] <Pinkbeast> Nah, kerbals
are immune to radiation
L138[14:42:32] <SporkWitch> i ask, because
even empty that thing will be a nightmare to dock, i'd make sure
that's the first module you send up lol
L139[14:42:52] <Izaya> The single-tank
nuclear shuttles are bad enough >.>
L140[14:42:58] <Pinkbeast> I think I would
want a bigger docking port # almost without loss of
generality
L141[14:43:27] <SporkWitch> i always just
use the normal size ones; i've never had cause to use the seniors,
and the juniors are just asking for headaches later
L142[14:43:29] <Izaya> There are
"universal docking ports" in my mod setup
L143[14:43:45] <Izaya> Don't allow crew
transfer but I think they allow fuel transfer...
L144[14:44:03] <Izaya> Only have the 1.25m
unlocked of both though.
L145[14:44:12] <Pinkbeast> The Seniors are
comfortingly large, and NF Construction Octo-Girders have an extra
chonky Sr-size port.
L146[14:44:27] <Pinkbeast> (which
tweakscaled up one size holds and rotates the Orion modules)
L147[14:44:43] <SporkWitch> don't know
anything about the orion stuff you're talking about, heh
L149[14:46:10] <Pinkbeast> It is a)
extremely heavy (bother) but b) provides vast (but realistic) TWR
and dV (hooray!) in c) structurally inconvenient pulses
L150[14:47:05] <Izaya> Not sure how the
supply lines will look once I get mining equipment unlocked but for
now I want somewhere with an insulated tank that I can dock a
nuclear shuttle to to refuel
L151[14:47:30] <Izaya> Fueling it in LKO
can be done with cheap normal tanks and I can just accept the
boiloff
L152[14:48:38] <SporkWitch> OH!! nuclear
pulse engines, gotcha
L153[14:49:14] <SporkWitch> does the
implementation you use give usable burn estimates? the couple i'd
message with you just need to eyeball it all lol
L154[14:49:25] <SporkWitch> *messed
with
L155[14:49:53] <Pinkbeast> USI has an
Orion too but the atmospheric isp is nerfed for balance which is er
not really why one uses a Project Orion mod
L156[14:50:36] <SporkWitch> heh
L157[14:50:58] <Pinkbeast> burn
estimates> not at all, but I have a kOS script that does that
and dials down the final pulse of the maneuver so you're not trying
to do everything in 15 m/s chunks, then switches on two NTRs to
finish the last bit of the maneuver
L158[14:51:15] <SporkWitch> it's a very
Ork method of propulsion, if you think about it: just set off a
nuclear bomb and ride the shockwave lol
L159[14:51:34] <Pinkbeast> Also the USI
one doesn't blow anything behind you up and doesn't provide the
same sharp pulses of impetus.
L160[14:55:49] <SporkWitch> one of these
days i will get modular fusion engines working (from interstellar).
No matter what I do, they don't seem to generate heat for the
engines
L161[15:04:12] <Izaya> Update: The direct
rendezvous was better than expected. Within a km.
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L168[15:42:19] <Althego> lol scott is at
eve fanfest, and he did a talk there
L169[15:48:17] <SporkWitch> filghty goon
>_< lol
L170[15:48:22] <SporkWitch> *filthy
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L173[16:02:31] <Pinkbeast> Some of my best
friends are goons. Well. One of them is.
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L176[17:32:31] *
raptop should probably mess around with an SSTO-serviced space
station at some point
L177[17:33:06] <SporkWitch> very viable,
trick is payload capacity so you don't have to make 50 trips
L178[17:37:37] <raptop> Yeah
L179[17:40:10] <SporkWitch> definitely
easeier with the near-future stuff. thermal engines are insanely
good for SSTOs, since you only need to carry reaction mass for use
once the atmo gets too thin
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L181[18:08:05] <Althego> kikkerikii
L182[18:09:02] <raptop> .
L183[18:10:07] <Pinkbeast> SporkWitch:
http://www.chiark.greenend.org.uk/~damerell/games/mods.txt
: if a part mod is on this list I probably use at least something
out of it, but for a nonpart mod I maybe just installed it once in
1.0.3 and kept installing it in each new KSP release
L184[18:10:19] <Pinkbeast> Also missing
Scatterer (since I only use it on Laythe) and CAMREC
L185[18:10:55] <Pinkbeast> oh and a
massive bodge to Hangar so I can hide weird-shape almost-massless
Hangars in the parts I actually want to use as a hangar
L186[18:33:19] <Izaya> wait, that
domain
L187[18:33:24] <Izaya> that's the putty
domain isn't it
L188[18:43:10] <Pinkbeast> Amongst other
things, yeah
L189[18:43:55] <Izaya> neat
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L195[20:18:44] <raptop> !mission
L196[20:18:44] <LunchBot> You replace the
mechanical Jeb with an electronic Jeb. Jeb accidentally drops the
catalyst water into the ocean.
L197[20:18:52] <raptop> hmm
L198[20:23:59] <darsie> .
L199[20:28:06] <raptop> !mission add You
confuse Isp with THAC0.
L200[20:28:06] <LunchBot> Added mission:
You confuse Isp with THAC0.
L201[20:29:42] <darsie> define
THAC0.
L202[20:34:57] <raptop> To Hit Armor Class
0
L203[20:35:27] <raptop> Very old DnD
thing
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L205[21:16:10] <XXCoder> ;mission
L206[21:16:10] <LunchBot> You readjust
Eve's mountains' angle of repose. Your rocket suddenly stops and
thinks: "To be or not to be?".
L207[21:16:30] <XXCoder> cursed eve rose
my rocket to sapency!
L208[21:23:08] <darsie> hmm
L209[21:25:00] <raptop> ...that feels like
a mission that I'd add o_O
L210[21:25:17] <raptop> Implying either
grossly altering the surface material or gravity of Eve
L211[21:47:46] ⇦
Quits: funkenstein (webchat@c-67-171-250-49.hsd1.wa.comcast.net)
(Quit: webchat.esper.net)
L212[22:08:05] <SporkWitch> i will never
forgive them getting rid of THAC0. If you couldn't do that basic
maths, you've got bigger problems than learning to play
D&D
L213[22:09:06] <sandbox> I've got bigger
problems
L214[22:14:10] ⇦
Quits: immibis (~hexchat@62.156.144.218) (Remote host closed the
connection)
L215[22:14:34]
⇨ Joins: immibis (~hexchat@62.156.144.218)
L216[22:17:59] ⇦
Quits: sandbox (~sandbox@host-92-14-216-240.as13285.net) (Quit:
Leaving)
L217[22:47:18] ⇦
Quits: Fluburtur
(~Fluburtur@2a01:e34:ecf7:d4f0:a038:6f5b:b75e:e770) (Read error:
Connection reset by peer)
L218[22:55:48]
⇨ Joins: Guest98576 (webchat@151.198.5.45)
L219[22:56:05] <Guest98576> OK
L220[22:56:09] ⇦
Quits: Guest98576 (webchat@151.198.5.45) (Client Quit)
L221[22:56:38] <darsie> .
L222[22:56:43] <FLHerne> !
L223[22:57:56] <XXCoder> looks like it was
ok to leave
L224[22:58:35] <darsie> He told us KSP is
OK.
L225[22:59:45] <darsie> Topic: You have to
wait more than 3 s for a reply.
L226[23:00:05] <darsie> Topic: You may
have to wait more than 3 s for a reply.
L227[23:05:46] <UmbralRaptop> oh, like
they read the /topic
L228[23:05:49] <UmbralRaptop> =(
L229[23:43:32] ⇦
Quits: flayer (~flayer@2001:1c01:4002:5000:16da:e9ff:fe04:1768)
(Quit: Leaving)