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Friend Bear

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Everything posted by Friend Bear

  1. *for some reason I can't quote things on this laptop* I guess one major thing they need to address is the kraken. They have made huge imrpovements in that front, but at the same time, I wonder if code could be used to treat a structure as one thing rather than the individual components. Given, I know some VB and C++ and am probably way off, but once addressed more in depth I don't see why not.
  2. I definitely agree and I will always love a game where that is in play, especially when you are just getting into the game because there is already so much to learn. But, when you get 1,000 hours + of game time in, alternative modes of gameplay keeps things spicey.
  3. ------------------------------------------------------------------ I apologize if this is already discussed. However, I looked everywhere and I only found the link I am putting in below. No discussion has occurred recently that I could see. ------------------------------------------------------------------ What is the status of N-Body physics and its applied orbital characteristics in Kerbal Space Program, whether it be mod, core game development, or an interest, generally? This discussion is meant to do two things: (1) Determine the future of N-Body physics in KSP (whether prospective or set in stone) Without begging or demanding developers or others commit to this (e.g. - possibility of application, memory usage, applicability, etc.); (2) Spur discussion of the topic of N-Body physics so as to interest developers and/or modders into pursuing its application. As a jumping-off point, I found this thread and will read it further, but hopefully people here can discuss it if they have used it: http://forum.kerbalspaceprogram.com/threads/68502-WIP-Principia-N-Body-Gravitation-and-Better-Integrators-for-Kerbal-Space-Program
  4. Ahhh thank you both. I guess I didn't look hard enough but thought I looked everywhere.
  5. So I miss subassemblies. I have a ship that delivers components to moons from orbit that I like to attach to certain delivery vessels. However, that ship can no longer be saved as a subassembly. And when I set the root and merge it, only half the ship makes it and, even though it is rooted, it shows no connection point whatsoever. When it is finally placeable as a ship (where it is not red and transparent but actually present physically), it can be moved but will not attach or be attached to. Mainly...: 1) Is there still a subassembly option? 2) Any ideas on how to get me more up to speed on "merge" and "root"? (if you have videos as examples, etc.)
  6. Yeah I tried. Only lets you address issues like respawn and that. I don't think I can unless its digits in the save game file and I'm alright not to. Oh well thanks though
  7. Is there a way to change income settings? Those settings you set when you create the game but doing it in the middle of a game.
  8. There it is! Thank you. Yeah I didn't think to look that far because it had been giving me contracts so early.
  9. To answer the primary question: Press "z" - it will throw you to max throttle. To answer the caption: You want to just pay attention to your thrust TWR (get engineer redux to help). The higher the TWR, the faster the acceleration, realistically. If you have a high output for your weight, you won't need so much initial thrust. But there is a balance you have to find. Too much thrust with all that aero resistance is an overburn and you needlessly lose Deltav. Too little thrust forces you to use more fuel over a longer period, because your speed is not as high as it should be to get you out of the atmosphere sooner so there is little to no resistence when you decide to burn a little hotter. So really...it depends on the rocket. --- This is why solid fuel boosters are so worth it.. They get you to a faster speed sooner so you can later sustain that speed with the liquid fuel, all at little cost (since solid fuel is so cheap)
  10. So I have googled and looked everywhere but can't find where the ore stuff is on the tech tree or if I have already purchased it with science.. What is it? Where is it? What is included? -- I keep seeing contracts to mine ore and they seem worth it, but I can't find the equipment. Confusingly I have been seeing these contracts for a while now and I'm only at lvl2 on the sci facility. -- Thanks guys.
  11. Oh I think I remember hearing the option to do this was available before but I was used to using space bar to switch back and forth. I'll try this out! Thanks man
  12. So I just docked after a couple updates. Have they changed the forward from "w" to "shift" and back from "s" to "ctrl"? How do I switch it back?
  13. I am just copy-pasting the post I put in Wenkels Realchute section. I did not realize, until now, that the core game takes care of contracts. I will also post my StoryDefs file and Output log: https://www.dropbox.com/s/n28ti22ih4aytz6/StoryDefs.cfg?dl=0 https://www.dropbox.com/s/k6zcafbpnqdlx0o/output_log.txt?dl=0 https://www.dropbox.com/s/ts80tmkokvmjmtl/Contracts.cfg?dl=0 --- repost: --- There is a Wenkel mission (this is my only Wenkel mod); it is to conduct an orbital survey of the mun...Enter orbit, magnometer, science bay, and a 3rd thing I can't remember. Low Mun orbit. The parameters cannot be met, and any attemp does not qualify. I went ahead and gave myself the credit in debug but the mission won't go away. Cannot delete it in debug, either by trying to "complete" or "cancel" If you cancel it in the mission building, it comes back on reboot. Suggestions? If you need info, let me know. ---- Oh by the way. I don't remember what it did the first time I cancelled in the building, but when I cancel, it does not penalize me. Additionally, it permanently takes a contract spot out of the allotment. I can only have 7 right now. When I click cancel, it goes away, but it still says I have 7 when there are visibly only 6 contracts. --- I think I removed it successfully from the persistent file. Just heads up. Thank you!
  14. Wow that makes sense. I had no idea, but now I realize. Thank you.
  15. Bug: There is a Wenkel mission (this is my only Wenkel mod); it is to conduct an orbital survey of the mun...Enter orbit, magnometer, science bay, and a 3rd thing I can't remember. Low Mun orbit. The parameters cannot be met, and any attemp does not qualify. I went ahead and gave myself the credit in debug but the mission won't go away. Cannot delete it in debug, either by trying to "complete" or "cancel" If you cancel it in the mission building, it comes back on reboot. Suggestions? If you need info, let me know. ---- Oh by the way. I don't remember what it did the first time I cancelled in the building, but when I cancel, it does not penalize me. Additionally, it permanently takes a contract spot out of the allotment. I can only have 7 right now. When I click cancel, it goes away, but it still says I have 7 when there are visibly only 6 contracts.
  16. I realize this doesn't help the bug issue but that is the best thing I've seen in a while.
  17. I did C++ way way back in the day. I will take a look to see if its viable for me to get back into the programming game. Definitely not my career though =P
  18. Awesome yeah this is one I was keeping my eye on. I appreciate it. They won't answer my question in that forum though: Does this (do these) planetary mod(s) take a ton of ram or only use up memory when you are within eyeshot, nearish?
  19. I run a lot of mods but want to add a planet pack. What are the most popular, stable, interesting, what have you addons for additional planets?
  20. And I completely agree. But I like the idea of it revolving around the kerbin system and not a replica of our own real life system. If that means a mod that just increases all variables in the kerbin system for difficulty/realism purposes...awesome. Otherwise, I like the realism aspect because it is interesting to think of kerbin as just another system in another universe with the same physical limitations that hinder us. Thats why too much scifi is something I avoid.
  21. Where can I go to learn a bit about programming mods? I want to help solve the probs on this beast but have no idea what to do.
  22. I like the idea of a realism mod, but at the same time, I want to play the Kerbal system. I think there is a mod that expands it but it would be awesome if they made it so the distances and sizes of bodies adjusted along with a scale on difficulty (the planets get bigger, etc.).
  23. I like being informed. Thanks for the info! Yeah it feels more science-fictiony but I know little about any projects in the area. Borderline realistic is alright to me. I just cant handle mods that are completely so since I like to stay in the realm of reality. The spoilers idea still holds well. And thanks for the link! Pretty sweet.
  24. Spoilers is a way good idea. Yeah thank you. Good and I am excited to use deadly but waiting for the update. Its just weird to be able to pop a chute at 1500m/s so I wanted to ask around.
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