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L1[00:00:42] <Pinkbeast> I've got the bits
to try that but with DockRotate I quite like to leave them
unwelded.
L2[00:13:03] <Izaya> I'm planning a bigge
nuclear shuttle, so if I can have the six exterior tanks attached
rigidly to each other as well as the core that'd be really
nice
L3[00:13:31] <Izaya> Will have to test in my
sandbox save
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L10[02:30:43] <Izaya> heheh
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L12[02:32:17] <Izaya> got a kOS script to
keep the reactor warm
L13[02:32:28] <Izaya> ramps down the power
as it approaches the shutdown temperature
L14[02:33:05] <Izaya> optimal ISP B)
L15[02:35:06] <Izaya> interestingly, all
these solid core NTRs can't overheat under normal usage, the
cooling from running cold LH2 through the engine matches the heat
generation perfectly
L16[02:36:06] <Izaya> if you're using one
that can use LOX/LH2 for more thrust, it can overheat though
L17[02:41:11] <Izaya> ayyy, with this
script and the LVN-410 I'm getting 1062 Isp, over the normal
915
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L68[15:55:03] <funkenstein> ;Outcome add
You remember Munbas Kerman.
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L73[17:06:16] <SporkWitch> hmmm,
something's screwy with one of these mods... i have a pod with 3
chutes, 2 each goo, thermometers, and barometers, and a science
junior, it's night, and it's 5FPS...
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L75[17:16:21] <SporkWitch> it was the
anti-aliasing. turned it off, 40 FPS
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L79[19:39:40] <funkenstein> mildly
unrelated, but any ideas why unmodded minecraft would be running at
5-13 fps
L80[19:51:38] <SporkWitch> because
microsoft took it over lol
L81[20:04:29] <Althego> kikkeriki
L82[20:04:35] <Althego> but i am going to
sleep
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L92[22:07:03] <Izaya> bleh, kOS-Scansat
doesn't seem to work for getting resource amounts
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L95[22:18:58] <SporkWitch> RIP
L96[22:19:13] <SporkWitch> i still haven't
gotten around to messing with kOS, though i do have it
installed
L97[22:20:36] <SporkWitch> Izaya: oh, and
if you missed it earlier, i figured out what was really killing
framerates was anti-aliasing. unfortunately, i only figured it out
AFTER wiping the old save and starting with a tweaked modlist from
the experiment yesterday trying to figure out what was killing
framerates, so i can't double-check that station that really tanked
performance
L98[22:21:11] <Izaya> yeah I saw, ended up
with 40 tabs trying to figure out how to do AA in post rather than
as part of the normal OpenGL pipeline
L99[22:21:21] <SporkWitch> figured it out
during a reentry earlier where it made no sense at all that
framerates had tanked. noticed that it improved once i zoomed out
enough, so tried disabling it and saw a jump of 30+ FPS
L100[22:21:48] <SporkWitch> honestly, I
don't notice a massive difference even with it off, but i'm running
at 2560x1440
L101[22:21:49] <Izaya> not sure I can
easily do postprocessing AA on an OpenGL game
L102[22:22:18] <SporkWitch> as resolution
goes up, AA starts becoming less necessary; heck, part of how AA
works is literally by rendering at a higher resolution then
downscaling.
L103[22:22:26] <SporkWitch> (the earliest
forms of AA did nothing BUT that)
L104[22:22:57] <Izaya> I mean, I *could*
run the game at a higher res then supersample
L105[22:23:02] <SporkWitch> i've never
looked into it on linux, but nvidia control panel will do it out of
the box on windows
L106[22:23:03] <Izaya> but that sounds
like the road to insanity
L107[22:23:30] <SporkWitch> again,
depending on the resolution you're running, it's not really
necessary, and even so, a couple jaggies for a 30FPS boost is
nothing
L108[22:23:46] <Izaya> you can force it
with proper video drivers with an environment variable, but I want
to run it after the frame is rendered, rather than during
rendering
L109[22:24:19] <SporkWitch> gotcha. before
giving yourself a migraine maybe just try turning it off and seeing
if you care about the visual difference?
L110[22:25:00] <Izaya> with Vulkan you can
use something like VkBasalt to add a postprocessing layer, but
OpenGL is OpenGL and it doesn't seem possible unless I want to run
the game under Zink
L111[22:25:54] <Izaya> I'll see how much
perf difference going from 2x to off makes
L113[22:27:14] <SporkWitch> i could
probably try turning it on at lower settings (I went from max to
none), but honestly I don't see the need. i think the AA might have
actually made it look worse, as it seemed to be causing some
occasional z-fighting
L114[22:28:16] <Izaya> cute scansat
L115[22:28:25] <SporkWitch> thanks
heh
L116[22:28:44] <Izaya> hmm, I've gained
10FPS on the launchpad
L117[22:28:58] <SporkWitch> new
playthrough, like i said, and it was a convenient one to hop to.
it's just all the low-res scans, but with a shared ideal window
between 300-400km
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L119[22:29:28] <SporkWitch> and do you
notice much difference in the visuals? i'm guessing not, because i
didn't notice much (other than possible improvement) going from max
to none
L120[22:29:32] <Izaya> I always end up
stacking the scanners vertically so I don't have to worry about the
CoM messing up my maneuvering
L121[22:29:47] <Izaya> I can see sharp
lines if I look, but it's dark rn
L122[22:30:02] <SporkWitch> that ends up
looking so ugly; i'd rather toss on some extra attitude
control
L123[22:30:21] <Izaya> most recent one I
stuck the SAR along the centre line
L124[22:30:52] <SporkWitch> i also make a
point of having them actually face the planet; i know it doesn't
require it, it just makes me feel better heh
L125[22:31:30] <SporkWitch> i do turn off
the daytime requirement for the visuals, though; just makes the
scans take so much longer and i don't feel the need for that bit of
realism since it ONLY functions as a time sink
L127[22:31:54] <Izaya> wait, you can do
that?
L128[22:32:03] <SporkWitch> yup
L129[22:32:12] <SporkWitch> in the
settings window for scansat, toggle off daytime scanners
L130[22:33:16] <Izaya> You've just made my
day.
L131[22:33:34] <SporkWitch> during my
testing, i also noticed that i had been missing a setup step with
the graphics mods: tufx for some reason DOESN"T default to
using the installed config pack, you have to enable the one you
want per scene (though at least it remembers it by scene, so you
only have to do it once in each, not per ship). Even the KSC ends
up looking absolutely gorgeous
https://cdn.discordapp.com/attachments
L133[22:34:13] <Izaya> TUFX is the only
mod I ran into that straight up won't work on OpenGL, which is a
shame, because that is pretty.
L134[22:34:33] <SporkWitch> yw; makes the
scans take MUCH less time, but you still need to get the orbit
right. time sink reduced, but SKILL component retained
L135[22:34:48] <Izaya> I still kinda wish
I could replace the fancy 3D rendered KSC with a menu though, give
my GPU a rest between scenes
L136[22:35:20] <SporkWitch> it would be
nice to reduce loading times, if nothing else
L137[22:35:25] <Izaya> yee
L138[22:35:44] <SporkWitch> jumping
directly to the VAB/SPH/R&D/etc. would be nice, too, instead of
just KSC and Tracking
L139[22:35:53] <Izaya> there's that
QuickGoTo mod
L140[22:36:53] <SporkWitch> doesn't bother
me enough to install a mod for it, just musing about some QoL that
might be nice to see in KSP2
L141[22:37:13] <SporkWitch> and let's be
fair, that's pretty much what we're all doing right now: just
trying to take the edge off the wait lol
L142[22:38:15] <Izaya> I'm honestly
indifferent about KSP2, I'm sure it'll be neat, at least
eventually, but it'll be a long time before the modding scene
catches up
L143[22:38:40] <SporkWitch> thing for me
is that what they've already promised covers MOST of what I use
mods for lol
L144[22:39:23] <SporkWitch> automating
supply missions once you've done them once is a big one that covers
90% of what I use mechjeb for: convenience and avoiding tedious
repetition
L145[22:39:50] <Izaya> I love my part
mods, but those should be simpler to port, I guess.
L146[22:40:26] <Izaya> Stock systems for
lots of stuff mods do is going to be interesting, should make
interoperability simpler
L147[22:40:57] <SporkWitch> off-world
construction, colonies, automated supply lines. I'm assuming
they'll have optional life support as well, but maybe that's one
we'll need a mod for, dunno. I feel like most of what they're doing
with KSP2 is basically saying "so this is what the players
really wanted to do, based on the most popular mods, so let's just
do that"
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L149[22:43:23] <Izaya> okay well, turning
off AA hasn't made much visual difference but I'm getting a solid
60 FPS at my station soooo
L150[22:43:37] <Izaya> admittedly a small
station, but
L151[22:43:40] <SporkWitch> why i'm not
even going to bother fiddling with it lol
L153[22:44:38] <SporkWitch> makes me
wonder if that's what was causing the death of FPS with waterfall
and rapier engines a few months ago, especially since it was fine
once i got some altitude, I'm wondering if it was all the polygons
from the smoke effects interacting with the ground
L154[22:45:02] <SporkWitch> and it was a
sudden thing, too, e.g. 2 engines were fine, but 3 instantly tanked
the FPS
L155[22:45:04] <Izaya> Monster Hunter
World has ... some performance issues, one of which is that the AA
both looks terrible and runs terribly, which can be solved if you
use vkBasalt, plus then you can apply some colour correction to
make it less washed out
L156[22:45:28] <Izaya> that sounds like
you had too many polygons for your GPU to cope with yeah :p
L157[22:45:36] <Izaya> more polygons
moving than your GPU had cores or something
L158[22:45:45] <SporkWitch> other engines
were fine, though, it was ONLY the rapier, and ONLY with waterfall
lol
L159[22:46:08] <SporkWitch> definitely
liking being able to use it again, because waterfall is SOOOO
pretty
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L162[22:51:56] <Izaya> Huh, it's happened
twice now that I've had a capsule in LKO out of range of any ground
stations.
L163[22:52:12] <Izaya> Guess I need to
copy the nav software to the capsule computer after all.
L164[22:53:06] <SporkWitch> extra
groundstations enabled? needs LOS on the KSC itself otherwise
L165[22:53:14] <Izaya> yeah
L166[22:53:44] <Izaya> These capsules just
have a weak antenna so there's gaps I think, I'm only using the
first upgrade of the tracking station
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L168[23:02:04] <Izaya> wrote a script to
copy my standard nav programs to the computer's memory, problem
solved
L169[23:02:44] <Izaya> I'll call that in
all my boot programs plus have a standalone one
L170[23:03:19] <Izaya> Mod concept:
dedicated kOS storage parts, lots of storage, you can image them
from the factory, but they don't compute
L171[23:03:34] <Izaya> Wonder if that's
something I could do with just part nodes
L172[23:04:34] <Izaya> Doesn't look like
it, disk space is part of the kOSProcessor module
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