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L1[00:01:00] <umaxtu> minecraft's mod dev
environment was pretty cool. considering that you get to poke
around in the decompiled code
L2[00:01:40] <Izaya> minecraft mod dev is
also building towers on top of sand
L3[00:01:47] <ZLSA> is KSP any different
though?
L4[00:01:58] <ZLSA> umaxtu: FWIW I think
Minecraft Java edition isn't officially moddable?
L5[00:02:01] <Izaya> very high rate of
change
L6[00:02:05] <ZLSA> there's no stable API or
anything, and it's not really documented
L7[00:02:12] <umaxtu> granted, the most
complicated mod I ever made was coal/redstone blocks before those
were in vanilla
L8[00:02:18] <ZLSA> Izaya: ah, I thought you
just meant a terrible foundation
L9[00:02:38] <umaxtu> the java version is
moddable. they even release obfuscation maps
L10[00:02:41] <Izaya> ZLSA: Microsoft
publishes ... class mapping? or something, which helps with
modding, but it's only like 10% of the required effort to get a dev
env up for a new version of the game
L12[00:02:50] <ZLSA> umaxtu: oh cool!
L13[00:02:56] <ZLSA> I had assumed it was
all reverse engineered
L14[00:04:08] <Izaya> Bleh, I guess I'll
have to test whether these delegates still increase over time in a
minimal testing environment
L15[00:04:26] <umaxtu> at least you aren't
waiting on a covid test?
L16[00:04:47] <Izaya> No, just other
inconveniences of life >.>
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L20[00:10:33] <umaxtu> test was
negative!
L21[00:15:45] <Izaya> ZLSA: you know how
most KSP mods will work on 1.10, 1.11 and 1.12 without any changes
and only occasional minor issues?
L22[00:16:36] <Izaya> With Minecraft, point
releases often require changes, and no major releases are
compatible; the difference between a 1.12 and 1.whatever they're up
to now mod is basically a rewrite
L23[00:19:05] <umaxtu> it is pretty
bad
L24[00:20:12] <Izaya> it really says
something about the game and mod ecosystem that despite the
difficulties it's still so popular for modding
L25[00:24:18] <ZLSA> yay for abandoned
games?
L26[00:24:32] <ZLSA> (blah blah finished
not abandoned blah blah but same difference in this case)
L27[00:25:17] <Izaya> eh, even if they were
still developing for KSP you wouldn't expect to do a full rewrite
every 2-3 versions
L28[00:25:33] <Izaya> but I do think that
being "finished" is good for mods!
L29[00:26:04] <Izaya> Don't have to update
for the game itself, just when you want to add stuff to your
mod!
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L31[00:46:43] <Izaya> I wonder if switching
everything to the toolbar mod and disabling the stock toolbar would
work...
L32[00:57:12] <SporkWitch> one thing i want
in KSP2? Rover SAS. Instead of the normal presets, it keeps the
vehicle level to the surface it's on. Or at minimum, separation of
wheel and pitch controls >_<
L33[00:57:30] <Izaya> kOS time
L34[00:57:54] <Izaya> there's a mod that
adds rangefinding lasers, put one next to each wheel, use that to
calculate an "up" direction, lock the reaction wheels to
that
L35[00:58:53] <Izaya> Gameplay-related
question: Do you guys prefer longer term higher paying tourist
contracts or the quick "hour in orbit" ones? I've just
gotten my first "take tourists to a surface base"
contract and it could pay for a nuclear shuttle on its own, but I
think money-per-time it's worse
L36[00:58:54] <SporkWitch> that's actually
probably a really good application. might look into that
L37[00:59:52] <Izaya> (400k for 12 hours,
vs an optimal 800k assuming each "take two tourists to
orbit" mission takes 1.5 hours)
L38[00:59:56] <SporkWitch> does time really
matter, though? if you're babysitting, probably not. if it's
running in the background and you do other stuff while they're in
transit to the next maneuver, still probably not.
L39[01:00:34] <Izaya> That's sort of what
I'm thinking, if I switch to doing further-out tourism I can
timewarp more, and that would be sort of nice
L40[01:00:36] <SporkWitch> i look at it
more as time is meaningless, what is the unit value of the
contract.
L41[01:01:11] <SporkWitch> the main purpose
of "time" is explicitly to REFRESH the contract list if
there aren't any you like
L42[01:01:40] <Izaya> another option would
be building a second Mun base as a tourist trap
L43[01:02:03] <Izaya> then each 12 hours
I'd be doing two contracts at once
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L48[01:10:27] <Izaya> Taking them to visit
the Mun station would let me do two contracts in one go without
building another base, but now that I have the high-res resource
scanner going I was planning to do that anyway; somewhere with nice
resource concentrations near the equator
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L52[01:36:12] <Izaya> kinda wish that kOS
had a syntax for a while loop, writing everything as until loops
feels like standing on my head
L53[01:39:05] <SporkWitch> they've
definitely made a lot of weird choices. periods to end lines, until
rather than while, etc.
L54[01:39:42] <Izaya> very strange design
deicisions.
L55[01:41:31] <Izaya> if you weren't afraid
of setting up a C# development environment (I am) I imagine
patching the parser to accept both . and ; wouldn't be
difficult
L56[01:42:00] <SporkWitch> not sure why
they didn't just go with python and only write an API for the
KSP-specific stuff. after all, python is designed with ease of use
and readability as the primary design goals.
L57[01:42:21] <Izaya> is there a C#
implementation of Python?
L58[01:44:55] <Izaya> kerboscript has
issues but it is implemented entirely inside the game environment,
y'know?
L59[01:45:38] <Izaya> and it can interface
with C# components in a fairly straightforward manner because of
some of the odd design decisions
L60[01:45:53] <SporkWitch> oracle lost its
lawsuit, remember? You could literally copy the python API and
nothing bad happens (heck, they likely wouldn't mind, as long as
you give attribution)
L61[01:46:34] <Izaya> you could, but
implementing an existing language is a lot of work :p
L62[01:48:06] <SporkWitch> and inventing
one from scratch isn't? lol
L63[01:48:17] <Izaya> less cross-checking,
you can just make stuff up
L64[01:48:33] <SporkWitch> doesn't
necessarily need to work 100% identical, down to the weird quirks,
but by using standard terms and conventions it'd ease things a
lot
L65[01:48:44] <SporkWitch> like
semicolons... and while loops... lol
L66[01:49:05] <Izaya> I think something
like a ZPU emulator would've been interesting
L67[01:49:16] <Izaya> it's simple enough to
implement, and it's a valid gcc target
L68[01:49:30] <Izaya> but that would mean
writing a lot of glue code to make it talk to KSP
L69[01:49:38] <SporkWitch> i'm just
thinking about Notch's abandoned next project now; I really wanted
that one
L70[01:49:45] <Izaya> 0x10c?
L71[01:49:49] <SporkWitch> yup
L72[01:50:02] <Izaya> I remember being
hyped about that
L73[01:50:03] <SporkWitch> would have been
really cool
L74[01:50:10] <Izaya> ... damn, that was a
long time ago
L75[01:50:16] <SporkWitch> we're old
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L99[04:37:07] <raptop> !mission
L100[04:37:08] <LunchBot> You attempt to
obtain a sample of Kerbal DNA for analysis. Windows finally, after
a long and wordy pre-mortem speech, gives up on you and your
HDD.
L101[04:58:30] *
raptop recalls seeing the announcement for 0x10c and being excited.
...and then, well, ...
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L114[10:18:18] <Izaya> updated my
rendezvous script to adjust the maneuver node to match ±250m of the
target's altitude at the time, managed to get the typical accuracy
to within 1km rather than within 5
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L117[11:37:15] <Althego> local leet
time
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L120[12:09:03] <darsie> .
L121[12:12:18] <Mat2ch> Looks like Avenue
5, a tv show, is running again. The one show that gets everything
wrong about space. :D
L122[12:29:13] <Pinkbeast> From the
wikipedia page it doesn't seem like it has particular pretensions
to realism
L123[12:42:44] <packbart> more like Red
Dwarf, I guess?
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L125[12:49:00] <Pinkbeast> Yeah, and we
don't worry about how the Cat emerged from the hold speaking
English and knowing about "Cloister the Stupid"
L126[12:51:34] <Pinkbeast> Or, say, why in
Our Flag Means Death the captain's cabin is about the size of a
tennis court
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L128[12:55:21] <sandbox> brown alert
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L131[13:45:17] <Mat2ch> sandbox: Brown
alert :D
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L141[17:31:40] <Webchat646> hello
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L143[17:32:32] <Webchat646> i am starting
new game and wondering whitch are "need to have"
mods
L144[17:33:06] <darsie> hi
L145[17:33:07] <SporkWitch> very few could
really be considered "must have," but generally, if your
computer can handle it, graphics mods are really nice.
L146[17:33:29] <darsie> Dated quicksaves,
KER
L147[17:34:34] <Webchat646> i am
interested in making distant places colony base, kos, make
spacestations, satellite network, unmanned automated travel
L148[17:35:18] <darsie> EER
L149[17:35:22] <SporkWitch> Webchat646:
are you a new player, or an experienced player looking for advanced
mods? Because the stuff you're asking about adds massive complexity
and you should really be comfortable with stock first.
L150[17:35:48] <Webchat646> i am lets say
new: only 240h gametime and never even landed on luna :)
L151[17:35:50] <SporkWitch> You don't want
to jump right in the deep end, as it can be overwhelming and
frustrating
L152[17:36:06] <SporkWitch> did you mean
duna or the mun?
L153[17:36:13] <Webchat646> duna, i
guess
L154[17:36:27] <Webchat646> mun i had one
day few years ago
L155[17:36:28] <darsie> Dated quicksaves,
KER, EER
L156[17:36:45] <SporkWitch> gotcha. If
you've managed landings and returns on at least the mun and minmus,
then yeah, sufficient grasp of the basics; it's about as far as I
went (plus duna) before going heavily modded
L157[17:37:04] <raptop> Is KAC available
for 1.12.3, because the stock alarm clock seems to handle eccentric
orbits poorly
L158[17:37:07] <raptop> ?
L159[17:37:21] <darsie> Landing on Duna is
about as hard as landing on the Mun.
L160[17:37:41] <darsie> It's super
easy.
L161[17:37:54] <darsie> Different, but
easy.
L162[17:38:04] <Webchat646> ah, yes, that
question also: what version of KSP should i use for get
needed/suggested "must have" mods working?
L163[17:38:07] <SporkWitch> dated
quicksaves is definitely essential, as it allows much more save
scumming (and with more mods, so too are there more chances for
things to crash heh). For the colony stuff, MKS is THE big one,
adding tons of colony-related mechanics, logistics (including means
by which to automate shipping stuff between planets). Moar Science
adds a bunch of new station science parts and experiments you
can
L164[17:38:16] <SporkWitch> only perform
in orbit, and have to return them to kerbin for credit.
L165[17:38:48] <darsie> Dated quicksaves,
KER, EER work on 1.12.3. Not sure if officially, may have to enable
older versions in ckan.
L166[17:39:05] <SporkWitch> darsie: true,
but it's still an interplanetary transfer, not just a trip to one
of kerbin's moons. It's a slightly larger logistical hurdle since
it makes the concept of transfer windows far more important. minmus
and duna are pretty easy to brute force an encounter.
L167[17:39:54] <SporkWitch> KER is another
good one to have, as it provides lots of extra information, and it
also seems to provide better and more accurate ΔV estimates than
the stock indicator, at least with mod parts in the mix, especially
mod engines.
L168[17:41:17] <darsie> I also have
picoports.
L169[17:41:23] <SporkWitch> I run latest
KSP; couple mods I use need to be overridden, but I don't believe
they're the cause of any stability issues. I'm sure one or more mod
interactions is the cause of my occasional error-less crashes, but
they're consistently when switching scenes, and relatively
infrequent, so not anything that's bothered me to dig further than
checking the logs and not finding anything
L170[17:41:26] <darsie> Since I often do
minimal designs :).
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L173[17:41:56] <darsie> Webchat646: type
/nick Hannah646
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L175[17:43:11] <darsie> Ike can also be a
nuisance.
L176[17:43:24] <SporkWitch> another I
recommend is Kerbal Joint Reinforcement. Just really helps with how
fragile and wobbly things are in stock; pretty much completely
eliminates wobble, makes things harder to break, but they still
break when they actually should due to forces.
L177[17:43:30] <Althego> a resource and a
nuisance
L178[17:44:39] <Webchat646> current latest
version does not look like supporting KER in CKAN
L179[17:45:01] <darsie> Add the required
version.
L180[17:45:19] <Webchat646> downgrade to
required version?
L181[17:45:25] <darsie> Don't curse here
when it breaks ;).
L182[17:45:40] <SporkWitch> no, override
in CKAN to install anyway
L183[17:45:42] <darsie>
Settings/compatible game versions
L184[17:46:26] <darsie> Webchat646: type
/nick Jenny646
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L186[17:50:56] <Hannah646> testing
L187[17:51:21] <darsie> hi Hannah646
:)
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L189[17:52:09] <darsie> hi newPlayer
:)
L190[17:52:22] <newPlayer> :)
L191[17:52:50] <newPlayer> what is most
suggested game version?
L192[17:53:11] <darsie> idk. Probably the
lastest, mentioned in the topic.
L193[17:53:28] <darsie> Depends which mods
you wan.t
L194[17:53:30] <SporkWitch> game is pretty
much finalized, no new patches expected except for bugfixes, so all
mods SHOULD eventually be updated (or are of a nature that there's
simply no need to, just override the version)
L195[17:55:45] <SporkWitch> This is my
full modlist as of now. A few need overriding in CKAN and AVC, but
as I said, overall I'm running fine. I do have occasional crashes
when switching scenes (typically entering the VAB or launch pad),
but not frequently enough for me to bother really digging on it,
and I've not had any mid-flight so even when it happens the damage
is functionally zero.
L197[17:56:18] <SporkWitch> I'm running
latest KSP from Steam, so should be 1.12.3
L198[17:57:54] <SporkWitch> Based on a
conversation yesterday, I do not recommend RemoteTech. Almost all
of its functionality is part of stock, now, except for the concept
of directional antennas (which, as implemented, don't really serve
a realism purpose IMO, since they magically target) and lightspeed
lag. The user yesterday was running into issues where he should
have had connectivity but didn't, even on the launch pad
L199[17:58:05] <SporkWitch> removing
RemoteTech and using stock commnet instead resolved the
issue.
L200[18:00:29] <darsie> Yay, I played. I
transmitted data from space around Minmus for a contract. Already
had a sat there.
L201[18:00:30] <SporkWitch> oh, and if
you're planning on setting up a lot of satellite constellations,
you DEFINITELY want that improved tracking station mod from the
list I linked. It turns the vessel list into a collapsible tree of
bodies, so you can more easily see what's around where, and hide
those that aren't around the body you're interested in at the
time.
L202[18:00:57] <SporkWitch> darsie: gotta
love those. Though it kills me that I always seem to get a contract
for a flag or something immediately AFTER I leave lol
L203[18:01:28] <darsie> You can accept
flag contracts after you leave.
L204[18:01:41] <darsie> Unless it's for a
different target.
L205[18:01:44] <SporkWitch> i meant after
i left the body it wants
L206[18:01:48] <darsie> ah
L207[18:02:09] <SporkWitch> yeah. So I
literally JUST did a manned mun mission, and as soon as I'm back
there's a flag on mun contract lol
L208[18:02:40] <SporkWitch> The docking
ones are also annoying, since apollo-style missions don't count,
they have to be two separately launched vessels >_<
L209[18:02:57] <darsie> mhm
L210[18:03:08] <SporkWitch> I get not
counting it when you just do the apollo style rearrangement in
orbit, but if one leaves physics range of the other, then the
return rendesvous and docking should count!
L211[18:06:04] <darsie> rendezvous
L212[18:06:47] <Althego> jmj :)
L213[18:08:02] <darsie> what?
L214[18:08:39] <Althego> jarre -
rendez-vous :)
L215[18:09:41] <SporkWitch> s and z are
weird in english, especially when it's a french infection :P
L216[18:11:27] ⇦
Quits: heinz9 (~trace@ip5f5b7c25.dynamic.kabel-deutschland.de)
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L217[18:11:52] <darsie> For my very first
Duna landing I used to Flea boosters for landing. worked.
L218[18:11:58] <darsie> two
L219[18:12:02] <Althego> hehe
amazing
L220[18:12:32] <Althego> doing something
like that on solids is great
L221[18:13:14] <darsie> Not sure if I used
separators. I guess I did.
L222[18:13:32] <darsie> or a chute
L223[18:14:37] <darsie> My last Duna
landing had two chutes. Didn't even need a landing burn. Toothpick
legs.
L224[18:17:02] <SporkWitch> darsie: you
see the "ghetto kOS" vid i linked earlier to iz-aya?
(didn't want to ping unnecessarily heh)
L225[18:18:05] <darsie> Was that a
question?
L226[18:18:30] <SporkWitch> yes, asking if
you caught it
L227[18:18:52] <darsie> Do an advanced
scan with a rover arm of Gilly Ridgeline.
L228[18:18:55] <darsie> no
L229[18:19:31] <SporkWitch> He used KAL
controllers to do a mission to the mun and back without any stock
reaction wheels (used rotors instead), and used all solid rockets
to get around the need to control throttling
L230[18:19:45] <SporkWitch> all control
was done by simply hitting the abort button lol
L232[18:24:12] <darsie> mhm
L233[18:24:33] <Althego> kikkerikii
L234[18:24:33] <darsie> Rover on Gilly
sounds tedious.
L235[18:24:36] <darsie> .
L236[18:24:53] <SporkWitch> rovers on
anything with less gravity than the mun is tedious lol
L237[18:25:05] <SporkWitch> even the mun
has just barely enough to make KSP rover physics manageable
L238[18:25:27] <darsie> I had a Dawn probe
on Gilly to do occasional Gilly contracts.
L239[18:25:55] <darsie> k, not going to
Gilly.
L240[18:26:31] <darsie> TBF, it only asks
for a rover arm, not a rover.
L241[18:26:57] <SporkWitch> i want a
kerbal to swing around a rover scanner arm to do science lol
L242[18:36:38] <newPlayer> latest KSP has
enough lights available, or should get some mod?
L243[18:37:03] <newPlayer> docking
alignment mod is needed, or stock has it covered well?
L244[18:38:32] <newPlayer> and for good
colonization mod: Roverdude USI Kolonization MKS/OKS is good?
L245[18:40:10] <SporkWitch> a docking mod
of some kind is good to have, as you'd have it in real life, and
there is nothing in stock to help. MKS is what I use for colonies
and such, if you scroll up i linked you my full mod list
L246[18:40:20] <newPlayer> Anyone
masochistic enough to use mod: "OhScrap"? lol
L247[18:41:08] <SporkWitch> many taht are
trying for much more realism do; it's a bit more than I'm
interested in. same reason I don't really bother with abort systems
and have no problem with save scumming or revert to
launch/VAB
L248[18:45:11] <darsie> newPlayer: I've
used lights for an orbital debris rescue mission. They worked well
for the job.
L249[18:45:48] <newPlayer> tx
L250[18:47:36] <darsie> I used 2x
Domelight Mk1.
L252[18:54:12] <newPlayer> what you think
of "IndicatorLights" ?
L253[18:54:26] <darsie> Could be useful to
spot a target.
L254[18:54:47] <darsie> and the target's
attitude.
L255[18:55:45] <darsie> Umm, actually idk
what you mean.
L256[18:56:16] <newPlayer> domelight is
not compatible with latest version. i guess, i try indicator lights
then
L257[18:57:25] <darsie> Hmm, I thought the
domelight I have is stock.
L258[18:57:25] <newPlayer> i ment: if
build spacestation somewhere in space, then lights seem to be
needed
L259[18:57:39] <newPlayer> ok, it might be
:)
L260[18:57:52] <newPlayer> i check it
there
L261[18:58:08] <darsie> It can be useful,
but not absolutely required. You can often see stuff blocking the
view to the galaxy.
L262[18:58:19] <darsie> But lights are
convenient.
L263[18:58:22] <newPlayer> looks like i am
good to go for try again. LAst mods set did cause crashe
L264[18:58:26] <darsie> And you can also
wait for sunrise.
L265[18:59:42] <darsie> Earlier I've used
Illuminator Mk1/2 with bigger rockets, e.g. asteroid pushers.
L266[18:59:47] <newPlayer> again one mod
not compatible: "probes before crew"
L267[18:59:49] <SporkWitch> there are
several effective stock lights
L268[19:00:01]
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L269[19:00:08] <SporkWitch> probes before
crew just rearranges the tech tree; it works on current
L270[19:00:17] <newPlayer> ok. I believe,
there were not enough options when i played last time
L271[19:00:35] <SporkWitch> i only really
use spotlights, dome lights, and navigation lights, all of which
are stock.
L272[19:01:00] <SporkWitch> it's really
sounding like you should probably boot up a stock creative save and
take a look at what's changed since last you played, so you can
better assess what you need to add
L273[19:02:08] ⇦
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seconds)
L274[19:02:11]
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L275[19:02:11] ***
Ezriilc__ is now known as Ezriilc
L276[19:02:57] <Pinkbeast> newPlayer: I
use Indicator Lights and Surface Mounted Lights
L277[19:03:42]
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L286[19:15:01] <newPlayer> tx for good
suggestions. I give it next try now
L287[19:27:47] ⇦
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connection)
L288[19:41:10]
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L290[19:43:24] <ZLSA> disregard lol
L291[19:45:14] ⇦
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L292[19:45:18] <FLHerne> ;mission add To
speed R&D, you build a device that instantly reifies any
hypothetical statement made within the complex.
L293[19:45:18] <LunchBot> Added mission:
To speed R&D, you build a device that instantly reifies any
hypothetical statement made within the complex.
L294[19:46:20]
⇨ Joins: minas_tirith
(~somebuddy@pika.powered.by.lunarbnc.net)
L295[19:48:01] <FLHerne> too wordy
L296[19:48:28] <FLHerne> ;mission del
reifies
L297[19:48:28] <LunchBot> Deleted mission:
"To speed R&D, you build a device that instantly reifies
any hypothetical statement made within the complex."
L298[19:51:28] ⇦
Quits: Tank2333 (~Tank2333@p5ddaafaa.dip0.t-ipconnect.de) (Remote
host closed the connection)
L299[20:11:26] <FLHerne> ;mission add You
accelerate R&D with a device that instantly reifies
hypothetical suggestions.
L300[20:11:26] <LunchBot> Added mission:
You accelerate R&D with a device that instantly reifies
hypothetical suggestions.
L301[20:12:20] <raptop> I guess that's one
way to pull off those intentionally physically impossible bad
outcomes
L302[20:16:08] ⇦
Quits: Althego (~Althego@86FF590F.dsl.pool.telekom.hu) (Quit: HMI
Module Alpha Humana on approach to Space Station
Mercury)
L303[20:16:39] <Judge_Dedd>
!nextlunch
L304[20:16:39] <LunchBot> Bao buns.
L305[20:16:59] <Judge_Dedd> Nice
L306[20:31:14] ⇦
Quits: Judge_Dedd (~Deddly@ua-84-216-129-16.bbcust.telenor.se)
(Ping timeout: 189 seconds)
L307[20:43:25] *
darsie put another sat in a tundra orbit.
L308[20:43:44] <darsie> I get disappointed
when the game accepts my orbit before it's fine tuned to match the
specs.
L309[20:47:22] <SporkWitch> there's a
tolerance built in for obvious reasons. not sure what the exact
margin is, but it's reasonably forgiving, without being a
joke
L310[20:56:40] <packbart> darsie: you
could modify the contract configs
L311[20:56:41] <packbart> TrivialDeviation
= 7 // The percent difference allowed for altitude and relevant
angles to trigger easy contracts
L312[20:56:45] <packbart>
SignificantDeviation = 5 // The percent difference allowed for
altitude and relevant angles to trigger medium contracts
L313[20:56:48] <packbart>
ExceptionalDeviation = 3 // The percent difference allowed for
altitude and relevant angles to trigger hard contracts
L314[21:01:18] <darsie> ok
L315[21:09:03] ⇦
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L316[21:09:17]
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L317[21:11:29] <darsie> It was convenient
for IR telescope orbits.
L318[21:12:13] <darsie> I used asteroid
spotting contracts to make the money to fully upgrade all
buildings.
L319[21:38:21]
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L320[21:55:47] ⇦
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L321[22:23:00] <SporkWitch> i've only ever
gotten the one that says to launch a "zzz" telescope, but
I can't figure out which one that's supposed to be and it never
triggers >_<
L322[22:42:50] ⇦
Quits: icefire (~icefire@24.102.144.74.res-cmts.sm.ptd.net) (Quit:
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L323[22:43:17] ⇦
Quits: newPlayer (webchat@90-114-196-88.dyn.estpak.ee) (Quit:
webchat.esper.net)
L324[23:15:40] <Izaya> heh, had two kOS
computers running my execute node script at the same time
L325[23:16:03] <Izaya> executed the node
fine
L326[23:16:24] <Izaya> but I think I need
to figure out a system to elect a flight computer if there are
multiple kOS machines
L327[23:17:45] ⇦
Quits: KrazyKrl (~Karl@2600:1702:3210:6d9f:ec25:70f0:49e3:4343)
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Torgo!~Karl@108-82-241-32.lightspeed.sgnwmi.sbcglobal.net)))
L328[23:17:56]
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L329[23:19:45] <Izaya> thinking what I'll
do is have each computer generate a random number and send it to
the vessel
L330[23:20:40] <Izaya> wait half a second,
if it has the highest number it executes any maneuver nodes, if not
it will print that it's deferring
L331[23:24:41] <SporkWitch> logically
shouldn't you only need to check if it's either A) just loaded, B)
just had a decoupler / separator / undocking event, or C) just
docked / clawed? So the check would really be for one of these
events, and only then do the extra step of electing a master
L332[23:25:04] <Izaya> this script only
runs on boot, so
L333[23:25:12] <SporkWitch> gotcha
L334[23:25:14] <Izaya> (or rather, only
automatically runs the execute node script on boot)
L335[23:25:23] <SporkWitch> btw, did you
see / like the ghetto kOS vid i linked you earlier? lol
L336[23:25:33] <Izaya> it also updates all
the programs from the archive
L337[23:37:20] <SporkWitch> hmmm,
apparently you can cheese the "science from x orbit"
contracts with scansat, even if you've already trasnmitted 100% of
the science from the mapping before, just hit analyze again and
transmit
L338[23:37:40] <Izaya> that applies for
any of the sciences I've tried
L339[23:38:09] <SporkWitch> scansat was
just the logical candidate to try, since i leave them there even
once they've fully mapped
L340[23:38:56] * X
orbit thinks it’s because he is made of a nice Gouda.
L341[23:39:32] <SporkWitch> pick commonly
used terms as your name, get random pings :P
L342[23:40:33] <X> If only you were witch
spork and not SporkWitch.
L343[23:41:11] <SporkWitch> sorry to
disappoint, had this name for about two decades now lol
L344[23:41:20] <X> Me too. =(
L345[23:41:45] <SporkWitch> mildly
annoying after Path of Exile came out; apparently a popular build
got named "spork witch" and I went from being all the top
search results to disappearing lol
L346[23:42:05] <SporkWitch> (also get lots
of "oh do you play?" comments, when I literally hadn't
even heard of PoE until someone had mentioned it lol)
L347[23:42:54] <X> I just like to make
random comments because otherwise no one talks to me.
L348[23:43:49] ⇦
Quits: darsie (~darsie@84-113-55-200.cable.dynamic.surfer.at) (Ping
timeout: 189 seconds)
L349[23:43:52] <SporkWitch> has it
occurred that it's because you don't initiate conversation
normally? lol. This is the first I've ever seen you speak.
L350[23:45:20] <Izaya> oh, parts have a
UID, I'll just use the lowest one of those
L351[23:45:37] <SporkWitch> logically they
would, and that's as good a solution as any heh
L352[23:45:48] <X> I haven’t had much to
say about ksp lately. I’ve been satisfyingly stuck in a
factory.
L353[23:46:04] <Izaya> (the PRNG keeps
generating the same number on all processors because I assume they
all start with the same seed >.>)
L354[23:46:05] <SporkWitch> You might also
check vessel naming priority, and only use UID to resolve
conflicts. That way the higher priority vessel always has
priority
L355[23:46:24] <SporkWitch> result is more
predictable behaviour
L356[23:49:17] <Izaya> success!
L358[23:49:38] <SporkWitch> doing UID
only, or my suggestion about naming priority with UID
tie-breaker?
L359[23:49:55] <Izaya> I'm not sure how
I'd do naming priority
L360[23:50:12] <Izaya> I almost always use
command modules with integrated kOS, true, but not always
L361[23:50:31] <SporkWitch> i'm a master
of pracrastination, so still haven't done anything with kOS, but
let me check the API and see if i can find something. I assume
there's something to poll it
L363[23:52:51] <SporkWitch> hmmm... note
to self: stop treating kerboscript like it's a real programming
language that does logical things. This documentation is poop, and
seems there are only very rudimentary things you can read...
L364[23:53:22] <Izaya> I'm sure I could
extract the naming priority, it's just that not all parts will have
an associated naming priority
L365[23:54:47] <Izaya> might need to
update copynav to check for flags on a given processor, the nuclear
shuttle doesn't need in-atmosphere flight software
L366[23:56:52] <umaxtu> kos is something
I've never gotten into
L367[23:57:12] <SporkWitch> then it's a
question of how you want to handle modules with no naming priority.
are we assuming the master should typically be a probe core or
capsule? If so, we can defer unless there are no parts with naming
priority
L368[23:57:27] <Izaya> that's true I
guess
L369[23:57:45] <SporkWitch> i know
basically zero about kOS, but I am a competent, if not
professional, programmer
L370[23:58:27] <SporkWitch> programming
logic has just always come kind of natural to me, at least in terms
of "okay, here's what I need it to do, that's easy to
write"; figuring out WHAT it needs to do? Well that depends on
the task heh
L371[23:58:30] <umaxtu> I'm not that
either. script kiddie at best
L372[23:59:04] <Izaya> hmmm, configure
vessel naming is its own dialog and everything