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L1[00:00:24] <Izaya> Named, too.
L2[00:01:27] ⇦
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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
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.
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
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
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
L127[05:25:18]
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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?
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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
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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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L199[23:14:51] <Izaya> How deep into the
atmosphere do I need to put something for it to automatically be
removed?
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.
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L215[23:40:53] <packbart> (that particular
loophole - draining intake air - might have been closed)