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It's probably KSPRC city lights (as far as I know only available on CKAN). It could also be the city lights config that comes as part of the standard EVE configs.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
Nope, its not set up for easy variants like the capsule was. No further variants or parts are planned, we are feature complete for v1.0 now. Only other thing planned is the IVA for the next update. V1.0 will drop very soon.- 496 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
GoldForest replied to DylanSemrau's topic in KSP1 Mod Development
@Zorg Any plans for different heatshield paints? Namely a black tiled version?- 496 replies
- Today
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Systems Monitor 2.3.4 Stability updates: breaking the mod will now break it less Performance updates: cut frame time cost of DBS on a 200 part vessel by something like 75% Fixed issues with edtor reverts and reloads failing to reset the UI until you made a change to the vessel Code cleanup Reworking of layout of handler code for ease of use Remove old thermal handling code now that nobody has missed it
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Starship landing trajectory
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totm dec 2023 Artemis Discussion Thread
Exoscientist replied to Nightside's topic in Science & Spaceflight
For my cost estimates I was taking cost reductions by a factor of 10 in both scenarios by reusability. If for Superheavy/Starship you take it to be a reduction by a factor 100 in cost by reusability then the same would be true for Starship/mini-Starship and costs would be ca. $1 million per launch, still much lower than a supposed $18 million for 18 launches with reusability of the full Superheavy/Starship. There really is no logical reason to use the multiple launch approach with 18 SuperHeavy/Starship launches to accomplish a single mission compared to a single launch approach of a rocket at only 1/3rd the size. It would be like the Apollo engineers running the numbers on the Saturn V and realizing it could do a Moon mission in a single launch, decided to do it instead with 50 launches of the Saturn V for that one single Moon mission. The argument of the greater payload of the multiple launch approach doesn’t hold water either. SpaceX said their multiple launch, multiple refueling approach can get 100 tons cargo to the lunar surface. The Starship/mini-Starship using an existing Falcon 9 upper stage or Centaur V upper stage as the lander can get 20+ tons cargo to the lunar surface. Then the equivalent of 50 launches of this launcher can actually get 1,000 tons to the lunar surface. Bob Clark -
System Heat 0.8.0 Updates to zn-ch localization Corrected an issue where the heat simulation would not be reset when using the Hangar mod to launch ships. Note that if you are experiencing this you will need to re-save the ship in the editor Additional performance improvements and code cleanup Added the ability for radiators to have their output scaled by atmosphere depth and/or acceleration Fixed a fission reactor related logging incident
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Kerbal Instrument Panel: In-Desk Apollo Themed Hardware Controller
richfiles replied to richfiles's topic in KSP Fan Works
I mocked up a few iterations of the Rate of Rotation meters. For size reference, the 80 LEDs are spaced 1mm on centers, so this is about 8cm long. Since the segments are only 0.5x1.6mm, I think it might be a good look to light them in pairs. I want to light up scale ticks at half-ish brightness to create a pleasing set of graduations to define the center and overall size of the bar. I'm also considering dimly illuminating segments adjacent to the illuminated cursor to help draw attention to those highlighted segments. 80 LEDs per scale... Three scales... 240 total LEDs! It'll be a lot, but I definitely want to incorporate this scale, not simply for the aesthetics of it, but for it's usefulness. With nothing but these three scales, I could get out of a free spin relying on instruments only! Worth it!- 233 replies
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- totm jan 2022
- arduino
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Your game is good. I checked the last line of the log, and it have the "good bye" from Unity. (OnDestroyApp or something - I'm on mobile). This problem is a annoying, but harmless. I think I know what's happening! Steam ihas a thingy called Overlay, using a Unity feature. It's essentially an alien code running together the game inside Unity. By some reason, the Overlay is not finishing at program exit, and Unity stays waiting forever for it. If I@m right, deactivating the Steam Overlays will fix the problem!
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Vanamonde replied to Souper's topic in Kerbal Network
Oh, alright. -
cool
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- mod
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Batavia changed their profile photo
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I dont know I live in VT and there are a lot of dead zones. How many of my neighbors are going to pay twice to avoid that? For like a fifteen minute stretch on a few highways? Not many. Data service is a commodity. Most people live in cities or towns and pay as close to baseline if possible. There’s already a baseline thats much less than what starlink is offering. Some people will absolutely pay more for better coverage but i don’t see that being a huge market share, certainly not globally. Only if Starlink can start offering fast, reliable service for less than 50$/mo. Right now they’re charging 120$/mo for 100 mbps or less.
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N -50
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- going off the rails!
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The Name Change Thread (WARNING! ONE TIME ONLY!)
xps_8300 replied to Souper's topic in Kerbal Network
could i please have my name changed to xps_8300? -
You forgot to type a @ before my name! I would had see it a bit sooner! I got your log, and I have bad news... The KSP process suffered an "instakill", it hadn't time to log the problem on KSP.log. You will need to send me the Player.log. Now... I have a good guess about what is happening, but I don't have the slightest idea why, because it just shouldn't be behaving this way if I'm right: there're missing dependencies on your GameData. You need: To install FireSpitter (or, at very least, FireSpitter Core) Delete the file "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\AirplanePlus\Plugins\AirplanePlus.dll" I just realized I borked the dependencies. Krap. I'm pushing a hot fix. None of these problems caused CTD's in the past, this is a new misbehaviour - or perhaps not exactly, your CPU is a i7-13620H, and I have solid evidences that KSP is getting some heat from assymetric CPUs (thingies with E-Cores and P-Cores). In a way or another, check that github in a couple hours. === == = POST EDIT = == === Indeed, I had borked the dependencies. I issued a hotfix. https://github.com/net-lisias-ksp/AirplanePlus/releases/tag/RELEASE%2F26.6.2.2 However... IT DOESN'T EXPLAINS YOUR CTD. Can I ask a favour? Reproduce the crash again, and then send me the Player.log. I need to check what's going on there. My rig DIDN'T CRASHED when testing this thing.
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totm nov 2023 SpaceX Discussion Thread
JoeSchmuckatelli replied to Skylon's topic in Science & Spaceflight
If you recall the days of cheap dial up... would you go back to save money? FWIW - I see homeless people with cell phones. How that works, I don't know - but they do. So it's not just for the rich - it's practically required to have connection. I think if you can imagine someone getting on their phone and NEVER losing connection to the internet, never having to switch wifi - or even have wifi - and cell service - and cable... I'm serious; once ubiquitous, everyone will have it. And the cost will be the cost - borne by everyone, one way or another -
I mean maybe for a relatively small subset that are willing to pay more for coverage in the woods or on their yacht? The average for home internet is 75$/mo in the US, between 20-50$/mo globally. Starlink is currently 120$/mo? Like they can probably bring that down but can they bring it down by a factor of 4? Im sure they will have customers but is it really a cash cow game changer or a nice toy for the wealthy?
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totm nov 2023 SpaceX Discussion Thread
JoeSchmuckatelli replied to Skylon's topic in Science & Spaceflight
I think they're looking at the direct to cell service - just another $100 per month!!! -- Which will then become so ubiquitous that we almost feel like it's a necessity rather than a nice to have. Honestly, if someone offered me a chance to buy into a company offering gigabit wired service to homes... I'd not really see that as much of a growth model as I once would have. Always on, wireless direct to satellite full time internet access? Once the cloud/snow/rain/indoors thing is figured out - there's likely to be a lot fewer linemen outside of power distribution. -
P -49
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What have you been playing recently? (Other than KSP)
Fizzlebop Smith replied to a topic in The Lounge
Picked up Elin. Simple yet Immersive Survival Crafter. It is successor to Elona, some game I never hear of before. I wish I had though. It is very Early Access at this stage but seems to be shaping up to be built on a moddable system and delivers some satisfying depth for this stage. I hope they add some mechanics similar to Necesse where the villagers handle the minor grind work. -
Bonjour! Bienvenue au les forums! Pardon my awful french.
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Good mods to look into, though I'm not certain where to put the knes shuttle; in general I'm not sure I've found a good solution to shuttle parts, because are lot could probably be best considered aircraft parts, which I want to be available fairly quickly, so it then it maybe feels like shuttle parts are a bit too accessible early on but there's no clear distinction to draw between aircraft and shuttle parts. As to mapping stock nodes onto the tree, I've made a conscious decision not to, they mostly just don't have a good correspondance and so unsupported mod parts would end up in very weird places. For now it's more important to me that any parts on the tree are placed well than that all parts are on the tree regardless of mod list. Though again the stock nodes are still present as hidden techs to at least give you the option to unlock any unsupported parts that turn up there. ksp-techtree-edit has a graphic interface which makes it a little easier, but the YongeTech plugin it's supposed to work with doesn't really function well anymore so I had to figure out a bit of a hack to convert it to modulemanager patches. But yeah, it is basically placing parts one-by-one: the general layout of the tree was decided mostly based on the combination of BDB, NFT, FFT, CryoEngines, and Airplane Plus, and then parts from most other packs were placed where they best fit in that layout, though I made a few extra branches here and there for a few mods where they're a bit more unique (like wind power from MMSEV). If you look through the layout and design description it gives you a bit of a sense of the rules for how parts are placed, for engines it's mostly down to Isp but with some considerations for size and TWR, for structural and fuel tanks parts it's basically just radius, etc.