<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:51:03] ⇦
Quits: _whitelogger (~whitelogg@uruz.whitequark.org) (Remote host
closed the connection)
L2[00:51:18] ⇨
Joins: _whitelogger (~whitelogg@uruz.whitequark.org)
L3[01:01:28] ⇨
Joins: Guest51169
(webchat@c-75-69-27-251.hsd1.vt.comcast.net)
L4[01:59:28] ⇨
Joins: taniwha
(~taniwha@p443243-ipngn200308wakayama.wakayama.ocn.ne.jp)
L5[02:10:36] ⇨
Joins: Wastl2
(~Wastl2@dynamic-078-055-112-213.78.55.pool.telefonica.de)
L6[02:12:59] ⇦
Quits: Wastl4
(~Wastl2@dynamic-077-183-115-012.77.183.pool.telefonica.de) (Ping
timeout: 189 seconds)
L7[02:30:01] ⇨
Joins: taniwha_
(~taniwha@p443243-ipngn200308wakayama.wakayama.ocn.ne.jp)
L8[02:30:02] ⇦
Quits: taniwha
(~taniwha@p443243-ipngn200308wakayama.wakayama.ocn.ne.jp) (Ping
timeout: 189 seconds)
L9[02:41:49] ⇦
Quits: Guest51169 (webchat@c-75-69-27-251.hsd1.vt.comcast.net)
(Quit: webchat.esper.net)
L10[03:39:41] ⇦
Quits: Tank2333 (~Tank2333@p50853b92.dip0.t-ipconnect.de) (Remote
host closed the connection)
L11[04:24:25] ⇨
Joins: Althego (~Althego@86FF5D7B.dsl.pool.telekom.hu)
L12[04:24:25]
ChanServ sets mode: +o on Althego
L13[04:38:38] <Althego> ;mission
L14[04:38:39] <LunchBot> You attempt to add
a nuclear saltwater rocket to the game. For such a stupid idea, it
works amazingly well.
L15[04:38:53] <Althego> hehe
L16[04:38:57] <Althego> it fits
L17[04:55:27] ⇦
Quits: darsie (~darsie@84-113-55-200.cable.dynamic.surfer.at) (Ping
timeout: 186 seconds)
L18[05:29:04] ⇦
Quits: Ezriilc (~Ezriilc@96.59.122.65) (Remote host closed the
connection)
L19[05:47:44] ⇨
Joins: Fluburtur
(~Fluburtur@2a01:e34:ecf7:d4f0:e811:f696:911c:6acf)
L20[05:58:44] ⇦
Quits: Fluburtur
(~Fluburtur@2a01:e34:ecf7:d4f0:e811:f696:911c:6acf) (Read error:
Connection reset by peer)
L21[06:32:04] ⇦
Quits: sasamj (uid193032@id-193032.ilkley.irccloud.com) (Quit:
Connection closed for inactivity)
L22[07:02:48] ⇦
Quits: Althego (~Althego@86FF5D7B.dsl.pool.telekom.hu) (Quit: HMI
Module Alpha Humana on approach to Space Station
Mercury)
L23[07:04:25] ⇨
Joins: Althego (~Althego@86FF5D7B.dsl.pool.telekom.hu)
L24[07:04:26]
ChanServ sets mode: +o on Althego
L25[08:06:03] ⇦
Quits: _whitelogger (~whitelogg@uruz.whitequark.org) (Remote host
closed the connection)
L26[08:06:18] ⇨
Joins: _whitelogger (~whitelogg@uruz.whitequark.org)
L27[08:57:19] ⇨
Joins: comicsansgreenkirby
(~Thunderbi@24-107-188-206.rev.knet.ca)
L28[09:00:19] ⇨
Joins: comicsansgreenkirby1 (~Thunderbi@149.57.28.214)
L29[09:01:05] ⇦
Quits: comicsansgreenkirby (~Thunderbi@24-107-188-206.rev.knet.ca)
(Ping timeout: 189 seconds)
L30[09:01:05] ***
comicsansgreenkirby1 is now known as
comicsansgreenkirby
L31[09:15:56] ⇦
Quits: comicsansgreenkirby (~Thunderbi@149.57.28.214) (Ping
timeout: 189 seconds)
L32[09:20:07] ⇨
Joins: mkv (~znc@186.57.193.117)
L33[09:22:28] ⇦
Quits: m4v (~znc@186.57.225.64) (Ping timeout: 189
seconds)
L34[09:22:28] *** mkv
is now known as m4v
L35[09:52:16] ⇨
Joins: sandbox
(~sandbox@host-78-148-162-70.as13285.net)
L36[10:10:19] ⇨
Joins: Severian
(~severian@c-73-34-109-120.hsd1.co.comcast.net)
L37[11:12:03] ⇦
Quits: _whitelogger (~whitelogg@uruz.whitequark.org) (Remote host
closed the connection)
L38[11:12:18] ⇨
Joins: _whitelogger (~whitelogg@uruz.whitequark.org)
L39[11:41:56] ⇦
Quits: sandbox (~sandbox@host-78-148-162-70.as13285.net) (Quit:
Leaving)
L40[12:28:38] ⇦
Quits: RarestIowa (~rarestiow@20.246.169.54) (Quit: I drank
what?)
L41[12:28:57] ⇨
Joins: RarestIowa (~rarestiow@20.246.169.54)
L42[12:52:13] ⇦
Quits: RarestIowa (~rarestiow@20.246.169.54) (Quit: I drank
what?)
L43[12:53:12] ⇨
Joins: RarestIowa (~rarestiow@20.246.169.54)
L44[12:54:56] ⇨
Joins: darsie
(~darsie@84-113-55-200.cable.dynamic.surfer.at)
L45[13:14:44] ⇨
Joins: sasamj
(uid193032@id-193032.ilkley.irccloud.com)
L46[14:57:02] ⇦
Quits: _whitelogger (~whitelogg@uruz.whitequark.org) (Remote host
closed the connection)
L47[14:57:18] ⇨
Joins: _whitelogger (~whitelogg@uruz.whitequark.org)
L48[14:57:46] ⇨
Joins: jazzkutya
(~jazzkutya@catv-80-98-192-176.catv.fixed.vodafone.hu)
L49[15:33:11] ⇨
Joins: sandbox
(~sandbox@host-78-148-162-70.as13285.net)
L50[17:51:02] <funkenstein> ;mission
L51[17:51:03] <LunchBot> You watch a film
about human stupidity and what monotonous food does to people that
pretends to be hard science fiction. You start a fire without a
spark and prove Bruce Springsteen wrong.
L52[18:14:42] ⇨
Joins: comicsansgreenkirby
(~Thunderbi@24-107-188-206.rev.knet.ca)
L53[18:17:22] ⇨
Joins: comicsansgreenkirby1 (~Thunderbi@149.57.28.203)
L54[18:18:14] ⇦
Quits: comicsansgreenkirby (~Thunderbi@24-107-188-206.rev.knet.ca)
(Ping timeout: 189 seconds)
L55[18:18:14] ***
comicsansgreenkirby1 is now known as
comicsansgreenkirby
L56[18:32:26] ⇨
Joins: comicsansgreenkirby1
(~Thunderbi@24-107-188-206.rev.knet.ca)
L57[18:33:05] ⇦
Quits: comicsansgreenkirby (~Thunderbi@149.57.28.203) (Ping
timeout: 189 seconds)
L58[18:33:05] ***
comicsansgreenkirby1 is now known as
comicsansgreenkirby
L59[18:43:52] ⇦
Quits: fkrauthan (~fkrauthan@orca.servers.cogindo.tech) (Quit: ZNC
- https://znc.in)
L60[18:44:41] ⇨
Joins: fkrauthan
(~fkrauthan@orca.servers.cogindo.tech)
L61[18:48:04] ⇦
Quits: fkrauthan (~fkrauthan@orca.servers.cogindo.tech) (Client
Quit)
L62[18:50:32] ⇨
Joins: fkrauthan
(~fkrauthan@orca.servers.cogindo.tech)
L63[19:30:09] ⇦
Quits: hnOsmium0001 (uid453710@id-453710.hampstead.irccloud.com)
(Quit: Connection closed for inactivity)
L64[19:32:18] ⇨
Joins: Ezriilc (~Ezriilc@96.59.122.65)
L65[19:44:41] <SporkWitch> i never noticed
before, when doing EVA construction, it automatically lowers and
raises the visor while the welder is going; very nice detail
L67[20:19:40] <funkenstein> the flats are
so...erm...flat
L68[20:19:48] <SporkWitch> makes them easy
to build on, heh
L69[20:20:06] <SporkWitch> i'm almost dead
centre of the middle of the greater flats heh
L70[20:21:55] <darsie> The flats are
round.
L71[20:36:06] ⇨
Joins: Tank2333
(~Tank2333@p50853b92.dip0.t-ipconnect.de)
L72[20:39:27] <umaxtu> are you using some
sort of ground vehicle to rearrange things?
L73[20:40:45] <SporkWitch> not currently,
i'm still fiddling with crane designs. Just been landing carefully
and over-doing the fuel to allow for adjustments. The factory I did
as a ground kit, which made it much easier, since it was just a
large, heavy box to position, then i could rotate in 90° increments
to get it lined up reasonably
L74[20:41:12] <SporkWitch> i wanted the
factory first for faster builds and more storage.
L75[20:43:26] <packbart> I need to design a
fuel tank rover to bring LH2/Oxidizer from the fuel farm to the
launch site on Minmus
L76[20:43:44] <SporkWitch> MKS or
stock?
L77[20:44:04] <packbart> Rational Resources
and EL
L78[20:44:11] <SporkWitch> ah
L79[20:44:15] <SporkWitch> haven't used
those
L81[20:44:44] <SporkWitch> in MKS I'd just
use the logistics functionality, works in the background and saves
the micromanaging
L82[20:45:00] <packbart> I plan to use
BonVoyage to have the rover drive itself
L83[20:45:31] <SporkWitch> remember to
adjust the load-in height, or things will explode
L84[20:45:43] <SporkWitch> i forgot about
that and had to send a new rover :'(
L85[20:45:44] <umaxtu> you are using MKS
and extraplanetary launchpads SporkWitch?
L86[20:46:01] <SporkWitch> MKS prefers
Ground Construction, though it no longer bundles it it's still
compatible
L87[20:46:31] <umaxtu> I'll check it
out
L88[20:47:51] <SporkWitch> Ground
Construction uses "DIY Kits," basically boxes that cover
the majority of the cost and complex parts, weight a fair bit and
scale in size (but smaller than the finished product). Once you've
put it where you want it, you have an engineer go EVA and hit
deploy. Over time it expands in size so that the box will fit
around the finished construction.
L89[20:49:09] <SporkWitch> Next you use a
workshop to finalize the construction, which takes material kits
(these account for the mass of the finished thing) and it builds
each component of the final product over time. Once done, you can
transfer resources pre-launch, then hit launch and it spawns the
finished construction into the world. It also makes autosaves prior
to kraken-prone steps
L91[20:50:48] <packbart> EL is better for
precise placement and orientation. GC is very good at modifying
existing vessels because it can deconstruct specific
part-trees
L92[20:51:50] <SporkWitch> It's excellent
for the ground stuff, but I prefer the new built-in with MKS for
orbital construction. It uses a greater variety of components in
the build process (spaceships aren't simple!) and then spawns the
ship in directly a safe distance away, then you can use MKS
logistics to transfer resources and either use a tug, probe core,
or EVA to either dock or bring crew over to it
L93[20:51:58] <packbart> and I don't know
if GC handles launch clamps like EL does and makes them level even
in rolling terrain
L94[20:52:46] <packbart> yeah, today I
learned that EL can use different resources if you want and even
specify resources per part
L95[20:53:00] <SporkWitch> my preference
for ships is orbital construction, so that's not really an issue.
it's the base-building that GC makes work really well for me
L96[20:53:22] <packbart> I'm pretty fine
with GC's split in MaterialKits and SpecializedParts (and the
ration between them is determined by a part's number of modules vs
mass)
L97[20:54:57] <SporkWitch> yeah, it's
definitely a "good enough" solution, and while the native
MKS construction mechanic makes for more complexity (since you need
a greater variety of materials), it makes more sense that you'd
need a variety of different things, and which of those things is
determined by a mix of component price and tech tree placement (so
"less complicated" gadgets might only need specialized
parts,
L98[20:55:13] <SporkWitch> whereas a
Kerbstein Engine will need all 5 or 6 types of materials)
L100[21:07:42] <packbart> special recipes
for parts. not sure I'd go that far
L101[21:11:57] <SporkWitch> eh, if you
think about it, it makes sense to further push it to when your
colony is self-sufficient. Bringing out materials is all well and
good when it's only a couple types, but when you need 6 different
materials in varrying quantities, it gets annoying fast. This
functionally serves as a soft gate on the most complex / advanced
parts not being able to be built without an advanced colony
that
L102[21:12:03] <SporkWitch> can produce
the intermediate components itself
L103[21:13:51] ⇦
Quits: comicsansgreenkirby (~Thunderbi@24-107-188-206.rev.knet.ca)
(Ping timeout: 186 seconds)
L104[21:19:35] ⇦
Quits: purpletarget (~purpletar@d207-81-104-80.bchsia.telus.net)
(Quit: Any fool can calculate)
L105[21:22:59]
⇨ Joins: purpletarget|ktns
(~purpletar@d207-81-104-80.bchsia.telus.net)
L106[21:22:59]
ChanServ sets mode: +o on purpletarget|ktns
L107[21:40:11] ⇦
Quits: Neal (~Neal@47.146.42.120) (Quit: Leaving)
L108[21:45:43] ⇦
Quits: Althego (~Althego@86FF5D7B.dsl.pool.telekom.hu) (Quit: HMI
Module Alpha Humana on approach to Space Station
Mercury)
L109[21:56:09] <SporkWitch> grrr, the
magnet on the crane doesn't actually work >_<
L110[21:56:39] <packbart> doesn't grab the
aluminium structures?
L111[21:57:06] <SporkWitch> i'd have
expected it to work on the construction kits, but it doesn't
:(
L112[21:58:12] <SporkWitch> was trying to
build something to move them around so i could build the kits
themselves on-site and not have to fly them in.
L113[21:59:01] <SporkWitch> looks like
i'll have to use stock robotics parts to build some kind of
monstrosity with a docking port (since the countainers do have a
built-in docking node)
L114[22:01:12] <Izaya> I tried building a
ute to move my landers around on the Mun at one point but it wasn't
heavy enough so it tipped whenever you loaded it up
L115[22:01:14] <Izaya> sadge
L116[22:02:19] <SporkWitch> yeah, this has
always been the msot annoying aspect of doing ground stuff in KSP.
I'm really hoping that KSP2 something more along the lines of a
city-builder: place the thing where you want it, drive construction
rover and materials over to it, build where chosen
L117[22:02:56] <Izaya> something something
mars 3D printer
L118[22:03:15] <Izaya> tyracathea
cylinders
L119[22:04:27] <SporkWitch> i'm just
thinking about how to make it functional, fun, but still require
you to build things to do the work. in the real world, you wouldn't
be trying to move around a massive pre-built structure, you'd build
it where you want it in the first place.
L120[22:06:15] <SporkWitch> So with my
idea, you place things the way you do in a city-builder or RTS, but
that's just the PLANNED build. Now you need a rover and/or kerbals
with the construction equipment, and the materials nearby as well
(presumably brought by another rover, so it can make multiple trips
while construction proceeds)
L121[22:11:11] <SporkWitch> here's hoping
the devs are thinking the same way i am heh
L122[22:14:56]
⇨ Joins: hnOsmium0001
(uid453710@id-453710.hampstead.irccloud.com)
L123[22:15:11] <Izaya> Planetside
Exploration Technologies has some neat wheel mounts
L124[22:15:30] <Izaya> nice for moving
stuff around
L125[22:15:49] <SporkWitch> the issue with
attaching wheels to it is the tendency of EVA construction of
wheels to summon the kraken
L126[22:15:56] <Izaya> this is true
L127[22:16:13] <Izaya> EVA removal of them
seems reasonably safe though, as long as you don't linger
L128[22:16:36] <SporkWitch> it literally
makes rovers the hardest thing, since you can't realistically build
them on-site without risking explosions (not to mention the
inability to make minute adjustments to get alignments and symmetry
right)
L129[22:17:00] <SporkWitch> I've
exclusively landed rovers whole, just not worth the headache of
doing otherwise
L130[22:17:06] <Izaya> reminds me I gotta
give SimpleConstruction a proper go
L131[22:18:04] <SporkWitch> even though
they can get big, building them on kerbin and then landing them
where i want them isn't too bad, it just would be nice for it to be
easier to build the kits on-site and easily move them where i want
them.
L132[22:18:54] <SporkWitch> heck, i may
just end up setting a flag, targeting it, recording the
coordinates, then remove the flag and teleport it where i want it.
end result is functionally the type of construction i described as
my hope for KSP2
L133[22:19:12] <SporkWitch> i'd still have
to bring a workshop and the construction materials there with a
rover
L134[22:19:18] <Izaya> vent a tank of ore
for "construction" costs
L135[22:19:24] <Izaya> balance™
L136[22:20:47] <SporkWitch> no, that's
already covered in the building process itself. the ground factory,
that boxy yellow building in my pic, builds kit boxes from material
kits and specialized parts then pushes out the box. Teleport the
box where i want it, then bring the truck over to it with the rest
of the material kits
L137[22:21:04] <SporkWitch> I'll probably
send a cargo rover to ferry additional materials to it, if it's
outside logistics range
L138[22:21:59] <SporkWitch> the more I
think about it, this fits better how i want construction to work,
and will be a lot more fun in the end than struggling with the
wonky physics, wheels, etc. of trying to build something that can
move them. I'm doing all the construction on site, there's no
logical reason you'd build a giant heavy thing NOT where it's
intended to end up lol
L139[22:22:43] <SporkWitch> will still
build some construction vehicles, because they contribute to
increasing the weight limit for EVA construction
L140[22:23:31] <SporkWitch> (i've been
making a habit of rearranging the lander components to add to the
base storage, but sometimes that's a fairly heavy tank, especially
if it had a lot of fuel left)
L141[22:44:51]
⇨ Joins: Guest46246
(webchat@85-195-233-27.fiber7.init7.net)
L142[22:45:00] ⇦
Quits: Guest46246 (webchat@85-195-233-27.fiber7.init7.net) (Client
Quit)
L143[22:46:12]
⇨ Joins: MrTikku
(~hude@85-76-23-161-nat.elisa-mobile.fi)
L144[23:27:37] ⇦
Quits: sandbox (~sandbox@host-78-148-162-70.as13285.net) (Quit:
Leaving)
L145[23:56:47] ⇦
Quits: jazzkutya
(~jazzkutya@catv-80-98-192-176.catv.fixed.vodafone.hu) (Quit:
Leaving)