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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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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
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
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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L291[20:16:19] ***
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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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