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L6[01:09:16] <XXCoder> ;mission
L7[01:09:16] <LunchBot> You dive deep into Jool in pursuit of helium-3. UmbralRaptor glares at you and quotes Wikipedia.
L8[01:09:37] <XXCoder> hmmm
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L14[02:42:54] <raptop> XXCoder: in the context of that mission, I'm probably explaining why He-3 fusion is a silly idea
L15[02:43:15] <raptop> If you want something more or less aneutronic that badly, have you considered p-B11?
L16[02:43:35] <XXCoder> i dont know why he3 fusion is bad?
L17[02:44:41] <XXCoder> reading aneutronic
L18[02:44:51] <raptop> Still produces some neutrons, vastly harder than D-T, He-3 is a hassle to get
L19[02:45:31] <XXCoder> interesting
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L23[04:19:15] <SporkWitch> the appeal of Deuterium-Tritium is that deuterium is functionally available in unlimited supply, and thanks to tritium breeding, the reactor can theoretically be self-sustaining as long as you supply it with lithium6
L24[04:19:48] <SporkWitch> it's also much easier to achieve a reaction
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L35[06:18:44] <Izaya> lmao, just found out
L36[06:18:56] <Izaya> the launcher everyone complains about? not shipped with the linux version
L37[06:18:58] <Izaya> beautiful
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L39[06:24:02] <raptop> lol
L40[06:24:11] <raptop> Also, I don't think it's in the store version
L41[06:24:22] <Izaya> hadn't even looked into it, still using the previous version because the changes make zero difference to me
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L59[13:37:38] <sandbox> 1337
L60[13:51:04] <NeckoGecko> 16:50
L61[13:51:09] <NeckoGecko> :P
L62[13:52:13] <cringe> ISS Urine Tank Level: 34%
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L64[14:15:03] <Mat2ch> what nobody talks about in scifi movies is the amount of damage a rocket engine does when starting and landing...
L65[14:17:06] <Althego> are you talking about the boca chica orbital launch mount?
L66[14:17:16] <Althego> looks like it is bad shape
L67[14:17:20] <Althego> +in
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L72[14:51:58] <SporkWitch> i missed it, there was a longer version of the interview than the one i linked: https://www.youtube.com/watch?v=Qb8p3rJei44 (23 minutes instead of 4)
L73[14:55:19] <Mat2ch> Althego: it looks scorched, but not too bad
L74[14:55:28] <SporkWitch> goes into more detail about colony progression and a shift from funds to resources
L75[14:55:36] <Mat2ch> but think about scifi movies where they land and no small rocks are thrown around
L76[14:56:03] <Mat2ch> Landing somewhere on gravel would sandblast everything in a few meters radius
L77[14:56:03] <Althego> now we know that is another shortcomings in scifi
L78[14:56:33] <Mat2ch> yeah and that's why SpaceX wants to have the engines on their lunar lander far at the top :D
L79[14:56:39] <Althego> remember people said landing with starship on the moon is dangerous because it can throw the dust into orbit
L80[14:57:29] <Althego> there is also a reason there are ideas to make landing pads before the first landing
L81[14:59:46] <SporkWitch> good amount of footage we haven't seen yet in the link above, as well
L82[15:05:09] <SporkWitch> confirmation they're doing they're best to make sure craft files will be forward-compatible so what you build on 24 February can still be loaded in at 1.0 release (no promise, just that they're working hard to make that happen, which I think is good and honest)
L83[15:07:20] <SporkWitch> confirmed: no more single-thread-per-vessel
L84[15:07:22] <Althego> yes but also said that it may happen that the beta stuff is now going to work later
L85[15:07:39] <Althego> now that is huge
L86[15:08:07] <SporkWitch> yup, why i think it was a good and honest way to put it. Something could happen that requires breaking that compatibility, but they're going to try their best
L87[15:08:30] <Althego> honestly it doesnt matter much to me
L88[15:08:42] <Althego> i ruitinely rebuilt stuff to look the same but had some issue
L89[15:08:47] <SporkWitch> but yeah, physics and everything else all being split off into a jobs system, and specifically referencing performance with massive ships with huge part counts
L90[15:09:14] <SporkWitch> yeah, it's not huge for me either; i have a habit of building things fresh with each new career and only reusing designs within a single save
L91[15:11:40] <SporkWitch> details about the automation systems and it sounds like it's almost exactly how WOLF in MKS works: do the op yourself, save it, and it will run repeatedly in the background. NOT limited to simply transport, either; the example given is of a resource mining rover, you drive out to a deposit, harvest, RTB, then you can set that to be automated in the background
L92[15:12:11] <Althego> i have certain science planes for career
L93[15:12:14] <Althego> i keep those files
L94[15:12:31] <Althego> and at specific points i can start to use them when parts are available
L95[15:12:38] <Althego> but even those were rebuilt several times
L96[15:13:05] <SporkWitch> even with FAR, flight just doesn't feel right so I tend not to do it much; too much time in stuff like DCS over the years
L97[15:14:56] <SporkWitch> one thing I'm hoping to get in the new SPH is better feedback on lift and aerodynamic characteristics
L98[15:16:11] <FLHerne> tbh, I find the stock flight model so bad that it doesn't matter :p
L99[15:16:18] <Althego> hehe
L100[15:16:22] <SporkWitch> e.g. stall speed, lift/drag ratios
L101[15:16:35] <SporkWitch> FLHerne: hence why i use FAR, since it's at least better than stock lol
L102[15:16:38] <Althego> it is a hard problem to solve
L103[15:16:51] <Althego> especially for randomly bilt things
L104[15:17:00] <Althego> even real commercial simulators dont solve it
L105[15:17:08] <Althego> they just take data from the real aircraft flying
L106[15:17:13] <FLHerne> (a) you can make basically anything fly with enough thrust (b) it behaves so completely unlike any flight sim handling that it doesn't feel "off"
L107[15:17:40] <FLHerne> in the same way that, say, a car simulator doesn't feel like a bad flight sim
L108[15:17:58] <SporkWitch> a is true regardless, as long as it can withstand the aerodynamic forces; that's how that Israeli pilot landing his F15 when it was missing a wing lol
L109[15:18:29] <FLHerne> it's a reaction-drive-soup simulator and feels exactly right for one of those because I have no other frame of reference
L110[15:19:06] <FLHerne> yeah, but it means you don't really need any more info in the VAB
L111[15:19:32] <SporkWitch> I can't agree with b; i'm flying a plane and it doesn't feel like i'm flying a plane. The biggest one that dives me nuts is that there's no weather-vane effect; you SHOULD be able to recover from a flat spin by pitching down and throttling up. this doesn't work in stock KSP, and only sometimes works in FAR
L112[15:20:17] <Althego> strange, in far i would expect it to work
L113[15:20:20] <FLHerne> well, to me it feels so unlike flying a plane that I don't feel tempted to try flying it like a plane
L114[15:20:23] <Althego> ok i never had far
L115[15:20:39] <Althego> but even that is just a mostly realistic stuff
L116[15:20:43] <SporkWitch> i know how to fly a plane, so i want my plane to behave like a plane lol
L117[15:20:45] <FLHerne> I just fly it like an alien soupcraft and it flies just like it is
L118[15:21:13] <Althego> hehe
L119[15:21:25] <Althego> you are free to make a mod with realistic model
L120[15:21:34] <Althego> would take 2-3 years at least )
L121[15:22:04] <Althego> and maybe if you have two degrees, in programming and in aerodynamics
L122[15:22:38] <SporkWitch> FAR mostly tweaks the "layers" of the atmosphere to be a more realistic gradient, as well as changing aerodynamic performance based on speed (how things behave is very different at subsonic, supersonic, and hypersonic speeds), and actually calculating the aerodynamic shape of the craft and how that would affect things (and thus also allowing for proper body lift)
L123[15:22:41] <Althego> you want a cheap game solve one of the hardest onsolved problems
L124[15:24:25] <Althego> however maybe there is a way out
L125[15:24:37] <Althego> maybe it would be possible to precompute stuff after building
L126[15:24:47] <Althego> and store that in the craft file
L127[15:24:59] <SporkWitch> is it actually unsolved, though? i know for a fact we do computer simulation of aerofoil designs well before they ever build a model and put it in a wind tunnel. It certainly feels like we could pre-calculate some approximation for a given craft, and i'm not even sure that would take long enough that it couldn't be done in real-time if a part is detached or destroyed in flight
L128[15:25:11] <Althego> but you would need to wait for a craft fiel compiling while it simulates
L129[15:25:34] <Althego> yes they do simulations extremely computationally expensive
L130[15:25:39] <Althego> you cant do that real time
L131[15:28:55] <SporkWitch> i'm finding a fair few results saying we can with modern hardware. This looks like the most detailed I found so far. https://www.youtube.com/watch?v=i4KWiq3guRU
L132[15:29:11] <Althego> hehei know this channel
L133[15:29:27] <Althego> i always find his hungarian accent funny. even worse than mine
L134[15:29:42] <Althego> remember, this is just a gamew
L135[15:29:57] <Althego> sometimes it is just unreasonable to expect complete realism
L136[15:30:33] <Althego> but i agree they can make the flight model better
L137[15:30:38] <Althego> if far could do it, it is possible
L138[15:30:47] <SporkWitch> i'm happy to settle for planes actually feeling like planes. for all i care they can write in a "cheat" that just makes it correct under certain reasonable conditions
L139[15:32:46] <SporkWitch> it's that the ways you "fix" situations just doesn't work that drives me nuts, because it leaves me fighting thousands of hours of trained reflex, and sometimes just leaves things totally unrecoverable when they shouldn't be.
L140[15:34:00] <SporkWitch> based on the numbers I'm seeing here, this tech would absolutely allow real-time calculation at a fidelity sufficient for our purposes
L141[15:35:17] <SporkWitch> don't need it anywhere remotely as detailed as he's doing, just need enough for the game to figure out what the forces overall should be, and then can use hardcoded values to actually calculate the exact values cheaply.
L142[15:46:47] <Althego> the problem is, you probably dont get realistic behavior when you tone down the calculations. remember one of the reasons the osprey crashed? it was an unsimulated tiny effect that just happened to hit the control surfaces making them unusable
L143[15:48:46] <Althego> but aero effects are probably fine to run on multiple threads
L144[15:48:51] <SporkWitch> that was an issue of "this looks good enough," it seemed to fly as expected in simulation, but then real world bit it. We don't have that problem with a game, since the simulation IS how it will perform. Much like we don't have to do the same corrections for the shortcomings of patched conics, since patched conics is how the game figures out what to ACTUALLY do, not just predict what will happen
L145[15:49:06] <Althego> so with increasing core count we may be approaching the territory where games can become real
L146[15:49:52] <SporkWitch> so we really just need good enough to feel more realistic, even if it misses flaws that would take it down in the real world, it doesn't matter, because the simulation is all that matters for a game
L147[15:50:10] <Althego> and you are complaining about it
L148[15:50:39] <Althego> that it does what it does
L149[15:50:42] <SporkWitch> i'm complaining that what we have in KSP, even with FAR, _isn't_ "good enough"
L150[15:50:49] <Althego> well it does what it does now, deal with it
L151[15:51:28] <Althego> maybe try x-plane?
L152[15:51:40] <Althego> or what was it
L153[15:51:42] <SporkWitch> who pissed in your cheerios this morning?
L154[15:52:15] <SporkWitch> there's a flaw, i'm saying i'd like to see it addressed, and how it might be possible based on what I can find.
L155[15:52:23] <SporkWitch> you're treating it like a hostile attack
L156[15:53:01] <Althego> yes, might be possible with using cutting edge science lot of programming time, and make the game sell for for 1% more people
L157[15:53:21] <Althego> the others wouldnt notice
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L161[17:49:29] <ThatOneGuy> anyone on
L162[17:49:54] <SporkWitch> nope, everyone was eaten by the kraken
L163[17:50:06] <ThatOneGuy> haha
L164[17:50:14] <ThatOneGuy> I need some help
L165[17:50:28] <raptop> Careful, or the Kraken will eat you and your problem too
L166[17:50:45] <ThatOneGuy> believe me thats part of the problem
L167[17:50:57] <ThatOneGuy> so
L168[17:51:12] <SporkWitch> have you tried ritual sacrifice?
L169[17:51:27] <Althego> stop it, get some help
L170[17:51:39] <raptop> Anyway, at a random guess, fewer boosters and/or more struts?
L171[17:51:48] <ThatOneGuy> im building a station in high kerbin orbit to act as a booster for a cruise ship, you know to hit up all the planets in one go
L172[17:52:28] <ThatOneGuy> the problems are1 kraken destroying module ships, struts seem to make it worse
L173[17:52:52] <ThatOneGuy> 2 loss of control at docking
L174[17:53:20] <ThatOneGuy> i tap the station, and then i enter the next dimension over
L175[17:53:43] <SporkWitch> what size docking ports are you using?
L176[17:53:56] <SporkWitch> larger ones can often be more stable if docking large sections
L177[17:54:09] <ThatOneGuy> ritual sacrifice has not help unfortuanatley, iv'e killed like 30 kerbals
L178[17:54:36] <ThatOneGuy> Clamp-O-Tron, regular size
L179[17:54:47] <SporkWitch> maybe try using senior size and see if that helps
L180[17:55:08] <SporkWitch> i've also found that the Kerbal Joint Reinforcement mod helps a LOT with kraken attacks, not just noodly ships
L181[17:55:10] <ThatOneGuy> alright, and the 1st problem?
L182[17:55:14] <packbart> turning off reaction wheels on visiting vessels can also help. it all depends on the root cause
L183[17:55:22] <ThatOneGuy> okay thank you
L184[17:55:23] <packbart> SporkWitch: otoh, I found KJR to make matters worse for me
L185[17:55:54] <ThatOneGuy> wait, what is Kerbal Joint Reinforcement?
L186[17:56:07] <SporkWitch> most of my kraken attacks have been due to wobbling of some sort or another just accelerating and tearing itself apart.
L187[17:56:14] <SporkWitch> ThatOneGuy: do you have the persistent rotation mod?
L188[17:56:23] <ThatOneGuy> im on console
L189[17:56:31] <SporkWitch> nm then lol
L190[17:56:45] <ThatOneGuy> my bad, I should have led with that
L191[17:57:18] <SporkWitch> i've run into issues with that one when loading in or docking, sometimes, if that causes it to change the control point and persistent rotation tries to suddenly spin the craft to where it's supposed to have been pointing, causing it to tear itself apart heh
L192[17:57:35] <SporkWitch> not applicable on console, though
L193[17:57:37] <ThatOneGuy> But my modules just shake them selves out of their own fairing
L194[17:57:51] <SporkWitch> why are they still in fairings if you're at HKO?
L195[17:58:15] <ThatOneGuy> When I launch, and when Im still in the atmosphere
L196[17:58:19] <SporkWitch> fairings have weight, wanna drop those as soon as the air's thin enough (usually around 50km altitude)
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L198[17:58:46] <ThatOneGuy> In orbit, I just break the laws of relativity, its fine
L199[17:58:51] <SporkWitch> gotcha, so where the payload is mounted is too narrow and unstable
L200[17:59:12] <ThatOneGuy> actually, that may be the problem
L201[17:59:20] <SporkWitch> you have advanced tweakables enabled in the settings? Have you tried setting a couple of the payload parts to auto-strut to heaviest?
L202[17:59:35] <SporkWitch> if it's wobbling outside the fairing, that's absolutely the problem lol
L203[17:59:57] <ThatOneGuy> no, sometimes i experience problems with wobbling, and BOOMS
L204[18:00:25] <ThatOneGuy> But, I will take care of the attatchment joint problem
L205[18:00:28] <SporkWitch> yeah, it's unstable and so it wobbles until it tears itself apart. stock KSP is fairly wobbly and joints aren't very strong
L206[18:00:41] <ThatOneGuy> Thank you this has been very helpful
L207[18:01:18] <SporkWitch> auto-strut is your friend on this one, usually set it to heaviest. this will "lock" it to your fuel tanks, typically, and move it up as you separate stages
L208[18:01:48] <SporkWitch> it's a little cheaty, but i don't know anyone that actually sees it as cheating, because of the way the stock behaviour is, and manual struts all over the plcae not only add weight, but destroy aesthetics
L209[18:01:49] <ThatOneGuy> I usually use it on shuttles or "Arrow" craft as I call them
L210[18:02:00] <ThatOneGuy> and planes
L211[18:02:16] <SporkWitch> it's pretty much required for planes, or you can absurd amounts of wing flex heh
L212[18:02:24] <ThatOneGuy> no kidding
L213[18:02:52] <ThatOneGuy> I had a plane shrapenal itself quite a few times
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L215[18:04:07] <ThatOneGuy> anyone else here play on console?
L216[18:04:50] <SporkWitch> i doubt there's many; console version came out much later, and people without computers tend not to find or have any idea what IRC is heh
L217[18:06:01] <ThatOneGuy> I know what you mean, Its very hard to find people that play
L218[18:06:17] <ThatOneGuy> Here at school, Ive only found 2
L219[18:06:58] <SporkWitch> game's been around a long time and has largely been in maintenance mode for a couple years now, plus KSP2 is right around the corner (early access launch 24 February)
L220[18:07:10] <ThatOneGuy> I am stoked!
L221[18:07:17] <SporkWitch> you'll get some people dusting it off again to get ready, but many are also just waiting
L222[18:07:59] <ThatOneGuy> This has been such a wild ride, just with the updates on the process
L223[18:08:03] <SporkWitch> i know a few people at work that play, know a couple devs of other games that also play it still
L224[18:08:43] <ThatOneGuy> This game means alot to me, It help me express my love of physics and space
L225[18:09:00] <ThatOneGuy> I dont understand how people dont like it
L226[18:09:07] <SporkWitch> yeah, i'm looking forward to fiddling with the new procedural parts and interface updates, but i'll definitely be most excited for the first big patch; sandbox is all well and good for testing, but without science and contracts, it's not really enough to hold me.
L227[18:09:32] <SporkWitch> simple: it's challenging. Most people these days aren't looking for a challenge, they're looking for skinner boxes
L228[18:09:49] <ThatOneGuy> That makes sense
L229[18:10:08] <ThatOneGuy> I love its sandbox aspect
L230[18:10:32] <SporkWitch> heck, just look at some of the threads on KSP2's steam forums, begging for easy mode stuff to get them to orbit and other planets.
L231[18:10:39] <ThatOneGuy> no limits, no reprecussions, just you and space,
L232[18:10:59] <ThatOneGuy> Yeah, i got into an argument with someone over it
L233[18:11:25] <ThatOneGuy> FullMetalAnylast, I think
L234[18:11:30] <SporkWitch> that's part of why i don't like sandbox mode: constraints and consequences help generate goals, and structure the challenge.
L235[18:11:58] <ThatOneGuy> I like setting my own, and moving at my own pace, but everybody is different
L236[18:12:07] <SporkWitch> all well and good to just shout "moar boosters" and yeet something into space, but if you need to make the mission PROFITABLE that sets constraints and makes you have to think smarter
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L238[18:13:00] <ThatOneGuy> "If it dosent work, add moar rockets", Jebidiah Kerman, 2016
L239[18:13:15] <SporkWitch> oh, i definitely set my own, but i'm still constrained by what technologies i've unlocked, and funds to do it.
L240[18:13:51] <ThatOneGuy> yeah, i guess that does add a bit more challenge
L241[18:14:19] <SporkWitch> the science and career modes also have the advantage of not drowning you from the start. By easing you into a greater variety of parts, it's easier to pick things up. Same reason it can be hard to jump back into an MMO where you had a max level character but hadn't played in a year, having all those abilities and relearning is harder than starting a new character and slowly getting abilities
L242[18:14:21] <SporkWitch> back and learning in pieces
L243[18:14:42] <ThatOneGuy> I can see that
L244[18:14:51] <ThatOneGuy> I never thought of it like that
L245[18:15:11] <ThatOneGuy> I WAS harder learning in sanbox
L246[18:15:19] <ThatOneGuy> *It*
L247[18:15:58] <SporkWitch> it's actually something I had suggested for the proposed "certification" / "licensing" system Star Citizen was talking about possibly doing at one point, to allow piloting of larger / different types of ships. It's a way of breaking up the tutorials to prevent information overload. If your ship doesn't support docking with other ships, no need to teach you about it yet, for example. So you make
L248[18:16:15] <SporkWitch> the "license tests," functionally, the tutorial for the relevant functions that new class of ship needs you to understand.
L249[18:16:28] <ThatOneGuy> That
L250[18:16:38] <ThatOneGuy> is actually very smart
L251[18:16:39] <SporkWitch> yeah, and that was just stock lol; now picture heavily modded with a few hundred extra parts lol
L252[18:17:15] <ThatOneGuy> Is it fun playing with mods?
L253[18:18:46] <SporkWitch> yes. stock's still a lot of fun, don't get me wrong, but even if going for mostly stock, graphics mods make an insane difference, and there's lots of quality of life mods as well, to make information easier to access, allow for multiple quicksaves (default just overwrites the single quicksave, so you can screw yourself over), more precise control of maneuver node placement / adjustments, stuff
L254[18:18:48] <SporkWitch> like that
L255[18:19:23] <ThatOneGuy> Im hoping that KSP2 has console modding support, like SnowRunner
L256[18:19:37] <SporkWitch> one of my favourite QoL mods makes the tracking display into a collapsible tree structure, so if you have lots of stuff in space it's easier to manage, since things are grouped by the body whose SOI its in, moons are under their planets
L257[18:19:54] <SporkWitch> that will largely be up to microsoft, and they're not known for making many exceptions, though they occasionally make some.
L258[18:20:36] <ThatOneGuy> That is really usefull, especcialy if you use large craft with parts to come off for DV
L259[18:21:00] <ThatOneGuy> Yeah, Microsoft is not being cool right now
L260[18:21:01] <SporkWitch> i've never heard of ANY xbox game that had mod support, and there are very few with even cross-platform support (not counting PlayAnywhere, as that's actually still the xbone version of the game; actual cross-platform would be playing with the actual PC version)
L261[18:21:41] <ThatOneGuy> I know SnowRunner has it, and FarmingSimulator has it through mod.io
L262[18:22:17] <ThatOneGuy> WTF just happened
L263[18:22:17] <SporkWitch> but yeah, i wouldn't hold my breath. As popular as KSP is in certain circles, it just doesn't have the mainstream appeal that gets microsoft to make exceptions, like they did for FFXI back on the 360 (it's the ONLY 360 game that was allowed to use keyboard and mouse for controls, do an actual install to the HDD, and allow online play without XBL Gold)
L264[18:22:31] <SporkWitch> what?
L265[18:22:36] <ThatOneGuy> The link
L266[18:22:44] <SporkWitch> ?
L267[18:22:45] <ThatOneGuy> Did I do that?
L268[18:22:49] <SporkWitch> what link?
L269[18:22:55] <ThatOneGuy> Mod.io
L270[18:23:00] <ThatOneGuy> THAT one
L271[18:23:02] <SporkWitch> that'll be on your IRC client's side
L272[18:23:07] <ThatOneGuy> oh
L273[18:23:11] <SporkWitch> it interpreted it as a link so it made it one
L274[18:23:21] <ThatOneGuy> thats neat
L275[18:23:48] <SporkWitch> mine will do it too, but it's a bit pickier and typically wants more in front of it (not sure, but it might require the protocol to be listed...)
L276[18:23:48] <ThatOneGuy> sorry, im not really tech savy
L277[18:23:54] <SporkWitch> foo.bar.baz
L278[18:23:59] <SporkWitch> http://foo.bar.baz
L279[18:24:06] <SporkWitch> yeah, mine wants the protocol; no protocol, no link
L280[18:24:10] <ThatOneGuy> oh
L281[18:25:22] <ThatOneGuy> well, you have a wonderful day, thank you for the help, and for giving me someone to talk about KSP to for a few
L282[18:25:43] <SporkWitch> in any case, mods make a huge difference in the game. the stuff i mentioned is just QoL stuff and graphics, but the content mods can get insane. I typically play with KSP Interstellar Extended and Modular Kolonisation System. Adds tons of complex parts and systems to build full colonies, orbital construction of stuff from raw materials mined off-world, and lots of new resources
L283[18:26:03] <SporkWitch> also more advanced nuclear power generation and nuclear engines, that actually have different types of nuclear reactions, require managing heat, etc.
L284[18:26:29] <SporkWitch> np; people around here all the time, just be patient, IRC tends to be a slower pace of chat
L285[18:26:37] <ThatOneGuy> okeydokey
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L292[20:18:34] <Althego> kikkerikii
L293[20:18:40] <Althego> but it is too late
L294[20:20:10] <Mat2ch> it is?
L295[20:21:12] <Althego> 21:21, late enough for me
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