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L1[00:00:24] <Izaya> Named, too.
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L3[00:12:38] <Izaya> Let's try disabling everything in KSP Community Fixes except the memory leak patch
L4[00:12:56] <SporkWitch> just add more RAM, no more leak worries :P
L5[00:13:12] <Izaya> that's what I did last time, now I have 32GB of memory and zero free
L6[00:17:24] <Izaya> That ... worked.
L7[00:17:25] <Izaya> Huh.
L8[00:17:26] <SporkWitch> only issue i've been encountering is occasional crashes when loading the VAB. No idea what the cause is, no identifiable pattern
L9[00:18:11] <SporkWitch> Doubly odd since, in theory, none of my mods affect the VAB, really, just stuff like RCS Build Aid, extra parts, FAR, etc.; info displays, basically, no modification of the VAB itself
L10[00:18:20] <Izaya> Nothing obvious in the log?
L11[00:18:51] <SporkWitch> it's just a generic unity crash, not even a message, just the unity error window itself with the kerbal on it
L12[00:19:13] <Izaya> That is odd.
L13[00:19:54] <SporkWitch> i haven't gone digging through logfiles, it doesn't happen anywhere that could screw me, and it's intermittent enough not to stress it unless the frequency starts to increase
L14[00:20:07] <Izaya> fair
L15[00:21:31] <SporkWitch> though actually, that would be a very practical application of splunk. evaluating error logs to figure out the problem is one of the many primary uses of it lol
L16[00:22:03] <SporkWitch> i'll add it to my list for work monday lol (since I'm still in training status, I can literally work on my home lab and get paid for it to legitimately fill my idle time)
L17[00:23:04] <SporkWitch> really hope i can start working tickets soon, though; makes me really uncomfortable just kind of finding ways to learn without being productive and really earning the paycheck. Never had such a loose / freeform training situation at a job before.
L18[00:40:11] <Izaya> the memory leak patch seems to be helping
L19[00:40:17] <Izaya> memory goes down when I change scenes now
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L22[01:36:09] <SporkWitch> hmmm... i feel like parallax should maybe selectively have certain of its features collidable by default. It adds largist platforms of ice to the Cold Shores biome on kerbin that very much look like they're solid; they're not lol
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L25[01:40:31] <Guest17945> Does anyone know how i can make robotics parts rigid?
L26[01:40:42] <SporkWitch> their motors should have a "lock" option
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L28[01:42:58] <Guest17945> Motor disengage?
L29[01:43:16] <SporkWitch> don't think so? pretty sure that just sets it to spin freely
L30[01:46:29] <Guest17945> Is there a mod that would make it rigid so it wouldnt be like this
L31[01:47:16] <Guest17945> I'm trying to put an engine on a robotic arm
L32[01:47:48] <SporkWitch> that seems like a very bad idea... lol
L33[01:48:07] <Guest17945> it is but it would be cool. I dont see the lock option
L34[01:48:40] <SporkWitch> make sure you have advanced tweakables enabled in the settings, and just fiddle with the settings. best i can offer on this one
L35[01:53:44] <Guest17945> omg that actually worked
L36[01:53:48] <Guest17945> Thank you so much
L37[01:59:23] <SporkWitch> yeah, you ALWAYS want advanced tweakables enabled. It allows a lot of really critical settings for more advanced craft
L38[01:59:54] <SporkWitch> Kerbal Joint Reinforcement is also a really good one, makes for less "floppy" rockets, but also not as brittle as the simple stock "rigid attachment" option
L39[02:00:01] <SporkWitch> (KJR is a mod)
L40[02:00:25] <SporkWitch> It doesn't do what you were asking for, it just makes the stock "welds" between parts stronger.
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L43[02:04:11] <Guest17945> That would be super useful
L44[02:05:07] <Guest17945> What would be a good way to do robot commands. So like i press one button and all of the robotcs parts switch to a specific angle that I set
L45[02:05:14] <SporkWitch> if your system can handle it, don't forget graphics mods either. they make a HUGE difference
L46[02:09:42] <Izaya> I think the KAL controllers can be used for that, if you're creative with them
L47[02:11:12] <Izaya> la creatura https://shadowkat.net/tmp/5377.jpg
L48[02:11:26] <SporkWitch> KAL can also poof fuel into existence lol
L49[02:11:43] <Izaya> KAL can throttle SRBs and turn fireworks into orion drives
L50[02:11:54] <SporkWitch> hehe, yeah... lol
L51[02:12:07] <Izaya> It exists to break physics
L52[02:12:08] <SporkWitch> soooo many KAL exploits; TECHNICALLY not kraken drives, though
L53[02:13:32] <Guest17945> Ya the visual mods are insane
L54[02:14:03] <Guest17945> I will defiantly also download KJR and KAL
L55[02:16:43] <SporkWitch> Yeah, for graphics I'm using Waterfall, RealPlume, EVE, Parallax, PlanetShine, Astronomer's Visual Pack, Distant Object Enhancement, and Engine Lighting Relit (this one's really cool: makes it so engines actually have emissive light)
L56[02:17:36] <SporkWitch> it'll install TUFX as a dep, and on any new save you need to open TUFX (button on toolbar) once for each scene to choose the Astronomer's Visual Pack profile; once it's set, though, those settings are applied in that scene (KSC, flight, map) automatically after that.
L57[02:18:19] <SporkWitch> End result is REALLY pretty, though you may want to slightly boost the ambient light, as it does make dark sides COMPLETELY dark, which can be a bit of trouble.
L58[02:20:04] <SporkWitch> My complete modlist can be found here: https://cdn.discordapp.com/attachments/812736295814168623/1023418282465824798/KSP_modlist.txt (don't recommend KSPI or MKS and that stuff until you're more comfortable with the game, as they're VERY complicated, and not necessarily balanced). ScanSat i definitely recommend, though, as it's just fun and cool. Can even export the maps it makes to file
L59[02:39:31] <Guest17945> Thank you so much!
L60[02:54:53] <SporkWitch> if you aren't already, definitely use CKAN to manage mod installs and dependencies, saves so much trouble, and you can export your full modlist as a modpack to make it easy to reinstall on a new machine
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L70[04:23:52] <Izaya> hmm, I'd love structural adaptors in the form of a torus fuel tank around a crew tube
L71[04:31:45] <SporkWitch> Izaya: you can functionally achieve that with part clipping. Can't remember if I'd posted a picture of that most recent station, but I used some of the modded super-huge batteries on it, and I used part clipping so that it looked like they were attached to the outside of the structural tubes (it was basically mandatory, because they have hollow middles, so if I didn't do that it looked like
L72[04:31:54] <SporkWitch> things were attached to nothing and just floating there magically)
L73[04:32:17] <Izaya> you can, and I've been doing that with spherical fuel tanks, it just makes me unhappy
L74[04:32:39] <Izaya> though having a ring of spheres sticking out from your structural adaptors is certainly A Look
L75[04:34:16] <SporkWitch> no, i mean the actual donut-shaped ones, you could do that with them. You attach the fuel tank, then use the position adjust to slide it "up" the stack, so it looks like it's around the other part, rather than attached to its bottom. Only thing you have to be mindful of is crossfeed rules, and if you use CLS then you also need to be mindful of what parts allow traversal if kerbals will need to
L76[04:34:44] <Izaya> yeah that's the other part, I'd just use fuel tank adapters but CLS says no
L77[04:34:47] <SporkWitch> reach something on a node farther down. It's admittedly imperfect, but it's usually possible to achieve something that's both functional and aesthetically satisfying
L78[04:35:43] <SporkWitch> what drives me nuts are the parts that logically SHOULD allow kerbals through, but don't heh
L79[04:35:54] <Izaya> I just make patches for those
L80[04:36:03] <Izaya> Annoying that I have to, but eh.
L81[04:36:36] <SporkWitch> more effort than I want to invest, so I just build around it lol
L82[04:36:48] <Izaya> I should probably publish my patches at some point
L83[04:39:13] <Izaya> also realising I should've used the 1.25m-0.625m science storage adapter for the nose of this craft, but oh well. https://shadowkat.net/tmp/60d9.jpg
L84[04:41:32] <SporkWitch> and this is why i build relay constellations. they're just so pretty! lol https://cdn.discordapp.com/attachments/812736295814168623/1023454085178986577/unknown.png
L85[04:43:18] <SporkWitch> my first reaction was "agggghhh it's asymmetrical" (that single extra solar panel on the end), then I saw the flag... how many did you gulag to use as labor to build it?
L86[04:43:53] <Izaya> none, of course
L87[04:44:11] <Izaya> the truth of this statement is left up to the reader but I mean it fully
L88[04:44:22] <Izaya> also, the panels at the back are 3-way symmetrical
L89[04:44:50] <Izaya> opposite sections to the tanks
L90[04:45:03] <SporkWitch> I guess I wouldn't trust all the people starving in gulags to build something important, either...
L91[04:45:38] <SporkWitch> I see the three on the tanks, but then there's that single panel further back; you're saying that one has counterparts as well?
L92[04:45:44] <Izaya> yup
L93[04:46:09] <SporkWitch> oh, i just barely see it now, tip just pokes past the terminator
L94[04:46:32] <SporkWitch> was just the angle, made it easy to miss heh
L95[04:46:34] <Izaya> https://shadowkat.net/tmp/25f2.jpg
L96[04:46:52] <SporkWitch> much better haha
L97[04:47:16] <Izaya> eventually I'll attach the other 3 radial tanks and the back ones will be largely redundant
L98[04:47:29] <Izaya> extra power gen if you point the back at the sun, I guess
L99[04:47:37] <SporkWitch> that's my single biggest gripe with nearly all of EVE Online's ship designs: they're asymmetrical. Sure, it's space, it doesn't have to look like a fighter or something, but SYMMETRY is still essential because center of mass relative to center of thrust
L100[04:48:34] <Althego> what makes it worse that the engines are placed randomly, they would rotate
L101[04:49:16] <SporkWitch> usually not TOTALLY random; credit where it's do, MOST do have engine placements that at least make it possible to suspend disbelief heh
L102[04:49:26] <SporkWitch> exceptions obviously exist
L103[04:49:57] <Izaya> the off-center engines are for when they wanna spin real fast
L104[04:51:59] <Izaya> hmm, I think I will set up the reactor control computer to turn off the reactor after a node is executed, but only if it also turned it on automatically
L105[04:53:02] <SporkWitch> limited nuclear fuel? if not, why have the solar panels and turn it off at all?
L106[04:53:42] <SporkWitch> when I'm using reactors, I generally don't even bother with solar, I just run everything off the reactor
L107[04:54:00] <Izaya> yeah, and I cheaped out on fuel too
L108[04:54:10] <Izaya> plus this engine doesn't have a generator that runs off it
L109[04:54:23] <Izaya> otherwise I'd just leave it idling
L110[04:55:12] <SporkWitch> gotcha. PITA to refuel nuclear (don't know if you remember me fihting with even getting it to LET me add nuclear fuel), so I always launch with a full tank unless it's a short-duration craft that won't stick around
L111[04:55:20] <SporkWitch> ah
L112[04:55:36] <SporkWitch> i suspect the generator would weigh less than the panels and fuel, honestly
L113[04:55:54] <Izaya> I'm mostly just annoyed that nuclear fuel systems is its own expensive node in the tech tree
L114[04:56:12] <Izaya> if I can build a reactor I know how to handle uranium >.>
L115[04:56:18] <SporkWitch> KSPI and similar definitely do encourage use of science labs, heh
L116[04:56:44] <Izaya> the upside of this whole complicated setup though
L117[04:56:55] <Izaya> so it has the Isp of a NERV normally
L118[04:57:10] <Izaya> but if I use my script to run the engine just below meltdown temperature, I get an extra 140 Isp
L119[04:57:29] <Izaya> this is applicable to all nuclear engines, not just this one I got through a part testing contract
L120[04:57:47] <Izaya> (though the more Isp it has the bigger the difference will be)
L121[04:57:52] <SporkWitch> impressive
L122[04:57:54] <Izaya> looking forward to a gas core nuclear engine
L123[04:57:58] <SporkWitch> what's the percentage increase?
L124[04:58:21] <Izaya> 16%
L125[04:58:27] <SporkWitch> very impressive
L126[04:58:43] <SporkWitch> usually we do dances for 1% improvements IRL lol
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L129[05:54:11] <Izaya> speaking of gas core nuclear reactors, I really like the sphere design of the one I'm thinking of
L130[05:54:17] <Izaya> I forget the name but it appeals to me
L131[05:57:37] <XXCoder> ;mission
L132[05:57:37] <LunchBot> You attempt to pacify Kerbin's hinterlands. Your friendship drive overheats and everyone hates you.
L133[05:57:50] <XXCoder> aw no peace and no friends now
L134[06:16:39] <Izaya> Is there no way to move data between pods without an EVA?
L135[06:18:53] <Izaya> Guess I'm adding another mod https://forum.kerbalspaceprogram.com/index.php?/topic/192129-111-ship-manifest-adopted-6020-2020-12-30/
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L137[08:12:25] <Izaya> Anyone know what the densest cargo item would be?
L138[08:13:52] <XXCoder> tungsein
L139[08:14:35] <XXCoder> on terms of usability, probably water
L140[08:14:55] <Izaya> I meant for in a command module's inventory
L141[08:15:11] <Izaya> want to figure out how much dV it has fully filled
L142[08:41:29] <Izaya> https://shadowkat.net/tmp/4290.jpg <-- full of LH2
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L144[08:55:34] <XXCoder> ahhh dunno
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L151[11:37:00] <darsie> 1337
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L158[17:23:35] <Althego> kikkerikii guh zombanwa etc
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L167[19:26:22] <raptop> !mission add Annoyed at the high stability and low energy density of corium, you switch to mining cordium.
L168[19:26:22] <LunchBot> Added mission: Annoyed at the high stability and low energy density of corium, you switch to mining cordium.
L169[19:26:31] <raptop> (Yes, that's a Project Wingman reference)
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L175[20:46:21] <FLHerne> !outcome add The only thing left to do is fail.
L176[20:46:21] <LunchBot> Added outcome: The only thing left to do is fail.
L177[20:48:23] <darsie> .outcome add Your tourist explodes.
L178[20:48:23] <LunchBot> Added outcome: Your tourist explodes.
L179[20:49:54] <FLHerne> oof
L180[20:50:02] <FLHerne> usually I explode them in job lots though
L181[20:50:28] <darsie> That's just a delay, not failure.
L182[20:51:47] <raptop> Exploding tourists once they reach the end of their service lives?
L183[20:52:04] <darsie> They explode on reentry.
L184[20:52:07] <darsie> sometimes
L185[20:52:18] <darsie> Or impact.
L186[20:52:27] <raptop> depends on if the contract requires that they come back safely?
L187[20:52:39] <darsie> It does, usually.
L188[20:54:13] <SporkWitch> everything is air-droppable at least once
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L190[21:49:49] <SporkWitch> https://cdn.discordapp.com/attachments/812736295814168623/1023712935048138852/unknown.png
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L199[23:14:51] <Izaya> How deep into the atmosphere do I need to put something for it to automatically be removed?
L200[23:18:52] <Pinkbeast> Izaya: https://wiki.kerbalspaceprogram.com/wiki/Atmosphere#On-rails_physics
L201[23:21:06] *** Guest34605 is now known as X
L202[23:22:06] <Izaya> sweet, aim for 25km
L203[23:30:51] <raptop> Hrm, I'm worried that that 2.25 km distance is obsolete
L204[23:32:07] <Izaya> oops, fuel drain valves impart thrust
L205[23:32:09] * Izaya spins
L206[23:36:05] <raptop> F
L207[23:36:47] <SporkWitch> that makes sense, though lol
L208[23:37:03] <Izaya> It does, when you think about it.
L209[23:37:26] <packbart> Izaya: pretty bad Isp, though :)
L210[23:37:31] <SporkWitch> not very EFFICIENT thrust, but thrust nontheless; it's literally doing the same thing it normally would, just not as energetically lol
L211[23:38:07] <raptop> Yeah, it's a reasonable effect
L212[23:38:31] <Izaya> maybe I should stick them on the front, so I can point forwards and deorbit with them.
L213[23:39:11] <packbart> Scott did a thing: https://www.youtube.com/watch?v=AQN_JuWhFqU "Getting To Orbit Using Drain Valves?"
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L215[23:40:53] <packbart> (that particular loophole - draining intake air - might have been closed)
L216[23:56:57] *** raptop changes topic to 'Kerbal Space Program official channel | versions: KSP1 1.12.3 http://bit.ly/ksp112update | Rules: http://tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png | DART impact 2022-09-26T19:14 EDT (UT-4) https://www.youtube.com/watch?v=4RA8Tfa6Sck'
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