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Jacke

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    Rocket Scientist

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  1. There's also plenty of experience where excessive pursue of information from a non-random (and thus non-representative) sample of a game's player base, which is what forum and poll replies are, can misdirect a company away from what the actual player base wants. Many a company that didn't vet such feedback has gone down the wrong routes with their products.
  2. I'd completely forgotten about "Emergency" until I saw your post. Damn, that was back in the day. I now recall a lot of it.
  3. So KSP2 will come out in 2777 a.u.c. Give or take a year or two?
  4. In Calgary, Alberta, Canada, there's just the 2-part versions of this bus. My personal nickname for them is the Wiggle Bus. But a 3-part Wiggle Bus....whoa. I wonder if that's fresh water or sea water. The later would complicate corrosion quite a bit. And the Wiggle Bus reminds me of the end of Thunderball (1965) for some reason.
  5. There are a number of addons that really aren't needed, either ever or now. Others got integrated into the game or combined. I'd say there are somewhere between 100 and 200 mods that are really useful and/or needed. I'm still working on my mod set for KSP 1.12.x and it's just over 60, but that's without graphics and parts mods, which should add about 10 to 20. And most parts mods are overkill or needless complicate the game. And some mods are total conversion mods or close to it and really only 1 of them can be used at a time. Mods need to stand the test of time. Things like Module Manager are essential. Most others, not so much.
  6. Besides what @Lisias said, you need a competent volunteer team with many skills at a quality level that can make up a good team. That sort of team isn't easy to recruit nor maintain, because besides all the other requirements, they have to work in their spare time and still enjoy life.
  7. There's International Laws, like the Law of the Sea and others. And NOTAMs (Notice to Airmen) and NOTMARs (Notice to Mariners) are issued for International airspace and waters under those restrictions. Rockets have had launch corridors and booster impact zones for a long time, so I'm sure there are ways to give notice of exclusion zones. Flying or sailing into them would be considered a critical error by the aircraft's or ship's Master and would have consequences even if they got lucky.
  8. Talk about fixing a 10 year old code base, Homecoming is fixing a 20+ year old code base (City of Heroes) entirely as a volunteer effort. As well as adding new features at the same time. It's going to take a while to get things done as there's only so much depth of skill and so many hours to put to the work, but it is progressing in a high quality way. KSP could be fixed. It's likely not in Squad's interest to do very much and I understand. Some mod makers are doing what they can to fix things with special mods and I'm glad that's happening.
  9. A couple of good YouTube channels on chemistry is NileRed and his secondary channel NileBlue. He does various interesting pro lab-level chemistry. https://www.youtube.com/c/NileRed/about https://www.youtube.com/c/NileRed2/about
  10. The functions of this mod are now incorporated into the Resource Overview mod.
  11. I don't think so. Aluminum doesn't react with oxygen in air because it forms a protective oxide layer. The first thing done to make aluminum react is to strip that oxide layer off in various different ways. Which means it's now very reactive until that oxide layer reforms, if it can. I don't think you can make it do a gradual change without a risk of a rapid change.
  12. I vaguely remember "Physics Easing" being introduced not just for Ground Bases but many vehicles breaking or exploding on sharp introduction of Physics. Feels at least half a kluge and avoiding fixing the real root cause(s).
  13. You actually need a bit more to unlock the functions at all tech levels: // MM.MechJeb2.MC+KS.<date-version>.cfg // // Version 20190205a // for KSP v1.6.1 // // Powered by ialdabaoth and sarbian's ModuleManager // http://forum.kerbalspaceprogram.com/index.php?/topic/50533--/ // ModuleManager config coding by KSP forum user Jacke // http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/ // Copyright 2019 by Jacke // Licence GNU General Public Licence version 3 // https://www.gnu.org/licenses/gpl-3.0.en.html // // Include this file with Kerbal Space Program // // for MechJeb >= 2.1.1 // // add MechJeb functions to all parts with MODULE ModuleCommand and/or KerbalSeat // enable these functions from Start of careers // // 2019 Feb 05 Tue confirmed good for KSP 1.6.1 and recent MM and MechJeb2 // 2017 Aug 21 Mon split code for ModuleCommand and KerbalSeat as '|' in HAS not working // 2017 Aug 19 Sat 75 Anniversary of the Dieppe Raid - Lest We Forget // confirmed good for MechJeb2 version 2.6.1.0-735 // 2016 Dec 24 Sat changed to recreate existing MODULE MechJebCore to change the unlockTechs // 2016 Dec 13 Tue changed to one @PART block using '|' in :HAS code // 2016 Dec 12 Mon added :NEEDS[MechJeb2], added code block for KerbalSeat // similar to Mahal's StockPlugins, // renamed this file from MMJ-Graphotron-ModuleCommand // to MMJ-MechJeb-MC+KS // 2016 Apr 20 Wed updated links for KSP new forum // 2015 May 12 Tue updated coding // 2015 May 07 Thu updated for KSP 1.0.2 and recent changes // 2014 Aug 30 Sat changed order of HAS tests // 2014 Feb 20 Thu MM coding by Jacke // // where GameData/zzzFinal/ // what parts with MODULE ModuleCommand and/or KerbalSeat // files part config files with MODULE ModuleCommand or KerbalSeat // nodes PART's with MODULE ModuleCommand or KerbalSeat // // // Standard Command Modules and Kerbal carrying parts // @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:FINAL { -MODULE[MechJebCore] {} // delete any existing MODULE MechJebCore to change unlochTechs MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // @PART[*]:HAS[@MODULE[KerbalSeat]]:NEEDS[MechJeb2]:FINAL { -MODULE[MechJebCore] {} // delete any existing MODULE MechJebCore to change unlochTechs MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // // END OF MM.MechJeb2.MC+KS.<date-version>.cfg
  14. I remember reading long ago that it's easier for a body to be captured into a retrograde orbit of a planet. It's why the outer moons of Jupiter and Saturn have retrograde orbits.
  15. Talk about hitting animals on the road.... I was very lucky. All the years and kilometres I drove for the Canadian Forces, never hit anything. I have good night sight and whether on the road with headlights or off-road without I could see where I was driving. But this story I heard from my parents about a young couple. Starts bad. They were partying with friends and there was a portable hot tub. Husband goes to check the hookup and gets electrocuted and dies. After about 6 months, the now widow was finally starting to become social. Was out visiting friends, that night was being driven home with another couple. She was in the middle of the front bench seat. Hit something on road, deer or moose. Animal comes through the windshield and kills the widow. Night road-strikes are serious matters and can kill. @Gargamel, 3 in 1 year. Dude, you are so lucky.
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