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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
L11[00:02:43] <umaxtu> https://minecraft.fandom.com/wiki/Tutorials/See_Minecraft%27s_code
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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L104[06:51:10] <Izaya> spooky https://social.shadowkat.net/media/6ec4fbd03127c1a4dcc6112d2a886462e6dfec43b5056b43d03d1bce5b2b84c7.jpg
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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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L130[13:28:32] <SporkWitch> Izaya: ghetto kOS lol https://www.youtube.com/watch?v=Gl31uTi_Jsw
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 :)
L188[17:52:03] *** Hannah646 is now known as newPlayer
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.
L196[17:55:48] <SporkWitch> https://cdn.discordapp.com/attachments/812736295814168623/1029451856675602532/KSP_modlist.txt
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
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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
L231[18:19:57] <SporkWitch> https://www.youtube.com/watch?v=Gl31uTi_Jsw
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.
L251[18:53:18] <darsie> newPlayer: http://0x0.st/ovrB.png
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] ⇨ Joins: Ezriilc_ (~Ezriilc@89.187.177.246)
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] ⇦ Quits: Ezriilc (~Ezriilc@96.59.122.65) (Ping timeout: 189 seconds)
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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
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L286[19:15:01] <newPlayer> tx for good suggestions. I give it next try now
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L289[19:43:21] <ZLSA> m
L290[19:43:24] <ZLSA> disregard lol
L291[19:45:14] ⇦ Quits: pikapika (~somebuddy@pika.powered.by.lunarbnc.net) (Remote host closed the connection)
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
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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.
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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 >_<
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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
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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!
L357[23:49:30] <Izaya> https://shadowkat.net/tmp/ed39.png
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
L362[23:51:48] <Izaya> https://shadowkat.net/tmp/e23d.txt
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
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