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aphazael

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    Spacecraft Engineer
  1. I kind of like the music. It reminds me that time is passing while I\'m playing, and reminds me to look at the clock every once in a while to see how many hours it is past the time I said I\'d stop playing. To those who are too intimidated to get started, I highly recommend the quickstart guide (http://dwarffortresswiki.org/index.php/DF2012:Quickstart_guide). It really helps you get going on it and make sense of the seemingly limitless menus of actions. The rest of the wiki is also pretty indispensable. I usually have at least five or six tabs of it open at any given time while I\'m playing. And Nova, sorry you don\'t have as much time to play as you used to, but I am also pretty glad about the stuff you have to do instead. Keep up the good work!
  2. Where the hell did my morning just go!? Oh yeah. Spent a year starting a fortress and then discovered during the first winter that I head no water source. Oh well. losing is fun, right? I think I\'m going to be hearing that music loop in my dreams tonight. At least it kept me from refreshing Harv\'s post page every ten minutes!
  3. If you\'re going to use the pan-galactic gargleblaster, you should really use the original recipe from the book (The Hitchhiker\'s Guide to the Galaxy, if you didn\'t know). See here: http://hitchhikers.wikia.com/wiki/Pan_Galactic_Gargle_Blaster
  4. So while waiting for .16 to come out, I decided to try picking up DF again. I\'d tried it out when I first heard about it but it was way too overwhelming. Now I\'m starting out with the quickstart tutorial and it\'s making a lot more sense. I don\'t think I\'ll ever get any work done again, ever.
  5. Leave Jeb in keostationary orbit above ksc, so he can watch all the launches zoom past him, then play with all the new parts
  6. Okay, well you might do okay then. Unity is written in C#, so you shouldn\'t have too hard a time transitioning. My advice would be to look through the source code from other plugins to get a sense of what methods the Part class has. There are also some threads in the plugin forum that have some useful information (lists of methods and classes, some description of when some of the methods get run, etc) Good luck
  7. How much programming experience do you have, and in what languages?
  8. Or is he talking about Alan Alda?
  9. I\'m not on a machine that I can load up your .craft file and check it out myself, but my first guess would be that the extra .8 ton from the decoupler pushed some part further down the stack past its weight limit. What\'s the first message that comes up on the end flight dialog? That might give you some hint as to what happened.
  10. First of all, let me say that this is pretty much the best plugin ever. I knew that such a thing must be possible, but since I have no experience with unity or c#, making it happen on my own was going to be an uphill climb, but I was starting to think that I might just have to figure out how to make it happen. Thanks for doing it so I didn\'t have to. Now, if somebody would just put together something that piped the camera\'s frames to an external stream, we could have dual-monitor goodness. Also, I must say that this solves the problem of lack of a chase camera quite nicely. I just modified the cameraPosition field in the cfg file, stuck one at the back of a plane and oh. my. god! Paired with a 'factory settings' hullcam for a cockpit view, and flying planes just became about 1000% more fun. Thank you again! Just focus on the debris that the camera is attached to, and you can f7 to the camera view just like before
  11. That\'s correct. However, in the game, (as far as I know), apoapsis and periapsis are measured from the surface of the body. If so, then the length of the major axis is apoapsis altitude plus periapsis altitude, plus the diameter of the planet; and then the semimajor axis would be half that. If apoapsis and periapsis are measured from the center of the body, then the formula you described is correct.
  12. Your number may be correct, but your reasoning is not. Whether a body is tidally locked has no effect on it\'s geostationary radius/speed. This is determined solely by the body\'s mass
  13. Sadly, no. I tried this the other day and it didn\'t work. Probably part mass is stored in the game as an unsigned integer, so if you put a negative number in the cfg file, it just gets interpreted as a zero. It\'s too bad, as going ballooning would be a lot of fun.
  14. 'Magic Carpet Ride' by Steppenwolf is obligatory if you\'re attempting faster-than-light travel for the first time
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