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Curveball Anders

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Everything posted by Curveball Anders

  1. No? Link to, nah , the broken_workflow.png is too old ...
  2. I'm running a similar rig (except an i7-2600) and a GTX-570. Judging on my own experiences and watching cpu and memory load I'd say that the real big gain would be to update that GPU. Getting more RAM doesn't really do much unless you start running out. (Well, there a little gain to be had since 'free' ram is used by the OS but it's no biggie).
  3. Well actually, the certification process is up to Sony Europe, the EU isn't involved. But given that there's been serious save game issues with the released versions one would assume that those would have to be resolved before there's any hope of certification.
  4. I usually go with a main core assisted by two (or more) SRB's. SRB's burning out during gravity turn with meco and jettison just a shade before orbit (automagic de-kessler). Mainly because it's my vision of a launch and it looks cool.
  5. I don't use KAS, but I do make sure that I've got EVA Struts endpoint on those module, so I can integrate 'em with the station if needed. It's a bit of a brain teaser for me to have the payload above the command module, and to regard the command/lifter as the expendable part.
  6. I use this for addon modules for stations or sometime refuellers. Robo-core and lifter with payload attached via a reversed docking-port. Robo-core docks the payload to station, dumps possible excess resources, detaches and goes for a fiery death while the newly attached module still provides a free docking port. Without wasting money on a docking port on the robo-lifter that will not be used.
  7. Hush you infidelly sane you! Uncontrolled fretting and intense debate about possible changes without any access to actual facts is our divine right as forum users! Or at least we can whine over how possible additions to the game might destroy our gameplay.
  8. Nah, it's not like it's rocket science. Wait, it is rocket science ...
  9. While running my regular routine of saving lost kerbonauts left behind by less organised agencies and as usual letting tourist hitch a ride (and pay the bills) and made a slight error. After making sure that everyone needed saving was safe I checked the files for where the various tourist wanted to go. All done except that two wanted a touch down on the Mun. Fine they're at Mun Station One, put 'em in a lander, and get it done. Let's use the science lander, and let 'em land in some new spot on the Mun so I can harvest some science for free. Hmm, why is the craft not responding to commands after undock? Oh, bugger! The science lander doesn't have a robo-core! I now have a fully fuelled craft, but commanded by two tourists, slowly drifting away from a 90 ton station ... I actually managed to dock the station to the lander, but it wasn't a very graceful manoeuvre ...
  10. I'm Swedish, but I've been to both Tx and Co. So I'll stay out of that little tiff you might have
  11. The catching a returning craft and preserving energy is always lovely. The problem is that most of those solutions are based having a fixed fulcrum. While mathematically possible, they're not always engineeringly possible.
  12. It both is and isn't. As a game it's hard because there's no easy way into even relaxed physics. It does allow for a gradual, and quite funny, introduction to rocket science. But it doesn't allow for a "I've got 20 minutes, lets have some fun, right into the action, blow excrements up" action. (As a long-time EvE player I'd state that the difference is that in KSP people will laugh at your failures, refer to their owns and offering you advice, in EvE people will laugh at your failures, possibly refer to their own failures and help you, or post it on youtube and laugh some more). But KSP isn't a j.random game, it isn't going to be a major hit, it isn't going to hit with a major part of the gaming market. KSP is a geek game, it will remain a geek game even as geeks and our games are getting cool, it will remain a geek game. It's a special feeling to stroll across a square on the country side, at 54 yo in a black hoodie, black 501's, black converse, and a local redneck 12 yo remarks ' nice T', while wearing an OpenBSD 4.x ... Geeks will be geeks, we'll always be right, but we'll never be mainstream
  13. Both fraps and OBS works without a hitch for me under win10-64 (with an old nvidia 5xx gpu).
  14. Spending some time waiting for next window to Duna I decided to run yet another tourist run to Mun and Minmus, picking up some new victims/recruits on the way. Routine, except that I realised that I'd used my Minmus Lander Mk2 to bring the last batch back from Minmus Station, so it wasn't at Minmus, it was docked at Kerbin Station. So shuffle tourist and ships around or just whack up a new Minmus lander, stash the tourists, and ship them off? My program is pretty rich, it's high status, we're not doing the tourist thing (really) to make money, we're just waiting for the next Duna window, fer sure Design and launch, docking with Minmus Station while still carrying some fuel in the transfer stage which is nice since it's used to refuel the station. So undock, drop down, land, take selfies, back up again, intercept the station. Hmm, Houston, we have a problem, there's only 4 uni-directional thruster ports on this craft, no quad-ports. Last time we docked at the station we had the transfer stage attached, and it had the quad-ports ... The good news is that we do have plenty of fuel, mono and ec, but our rcs/mono is restricted to those four ports above the robo core. We can move forward by pulsing the main engine, but braking is flipping the craft over and thrusting retro, with our only docking node facing the other way. It was quite a delicate dance to dock the lander with the two tourists to the station, I then made sure that I deleted "Minmus Lander Mk3" from the disk and added "Minmus Lander Mk4".
  15. A mini Texas? Wouldn't that be a contradiction in terms?
  16. This isn't my first, it's a quick hack recreation of my first. As many others of my generation, recreating the Apollo landings was the obvious first thing to do in KSP.
  17. It's properly called 'an editor'. So Vi(m) or Emacs?
  18. Which begs the question. Is the secret of building a good airplane in KSP, trying to build a submarine?
  19. I usually go for the very boring but functional scheme of having names that indicate the crafts intended use. Like "Minmus Station One", "Quad Orbital Taxi" and such with some exceptions where I use RL vesel names for my own version of the same. All my resupply ships are names "Progress Mk.something" for example.
  20. That's why I pointed out the need for balance between maintenance and invention Getting it wrong and you end up with a great orchard that no one knows about, or a one time hip shampoo and a bunch of rotting trees.
  21. Exactly. Where software once was fire and forget, it has become much more like your oranges. The farmer needs to balance resources between maintaining all the goods/services provided and adding new ones. While being aware that every new one is added to the list of goods/services provided and also needs to be maintained. It's very common to see producers high on getting media attention pumping out new sparkly orange shampoo, while not spending needed time back on the farm, tending the actual oranges.
  22. The issue is closely related to the jaw dropping behaviour reflected in the latest Dev updates. Minimal new shiny stuff, almost all resources pooled into going though the back-pack, fix old sins and making already good things better, Because every time you add a new feature to a piece of software, optional or not, you add stuff to the back-pack. Stuff added to the list of things that will need to be kept up to date. Adding a new gadget, planet, biome or even a new tweakable means that it also needs to be kept up to date, adding to the back-pack. So while 'everyone' (at least me) want new shiny stuff to play with, I also want the stuff I have to work even better, and that new stuff is also kept in shape when newer shiny stuff is added. (I'm also bloody happy that I'm not the producer (or whatever) who has to walk that line.)
  23. Be very careful using such words. We as forum using fans tends to build our picture of 'users' on other people posting on forums. But we are a small fraction of the actual users of the game. Squad has a much better view of their users, but they are not going to share their data since that's vital business information. (It's also one reason why Squad employees tend to answer 'ho hum' or 'it depends', when the 'we the users'-meme is activated).
  24. I use DMagic's EVA Transfer (and struts) instead of the full KIS/KAS.
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