Nitrous Oxide

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About Nitrous Oxide

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    Spacecraft Engineer

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  • Website URL http://adobro.synergize.co/
  1. KSP Weekly: Farewell John Glenn...

    Lol, people complaining about the other language names... w t f. We get excrements like "Doodman" Kerman in English, who cares?
  2. [1.3] RealPlume - Stock [v1.0.0 - 14/9/2017]

    I'm also having this issue.
  3. Cheers Nereid, can't play without this. Appreciate your work!
  4. Unity 5 to release today?

    It's a major upgrade because they've added things like native x64 Windows support, meaning KSP wouldn't have to use some community hack anymore, Squad could compile an .exe that can actually use more than 3.5GB of RAM. That is single-handedly the biggest issue plaguing KSP right now (OOM crashes), and it's absolutely worth delaying a "1.0" release to fix. Have you ever seen what people outside this forum and the subreddit think about KSP as a piece of software? It's not blind fanatic love like many of you have for Squad. Rushing an incomplete "1.0" is not going to help that.
  5. Unity 5 to release today?

    Yeah seriously, they'd be better off to do it right as they only have 1 chance at "full release".
  6. Unity 5 to release today?

    You make it sound like Unity 5 is a completely new engine and not a re-work of Unity 4... it's an update ffs. The engine developer is specifically intending projects made on Unity 4 to be ported to 5... Besides, Unity 5 has had months of beta testing. It's ready. You aren't a software dev by the sounds of it with your naive speculation that everything is going to be completely broken and hard to port. It'll take some extra work, but I'd rather have 1.0 delayed a month and a half and have x64 on Windows... >With the stock game being as stable as it is now LMFAO
  7. The New Resource drill

    Wow, I'm going to miss playing KSP where Delta V actually mattered and not being able to just slap a tiny drill onto my craft and infinitely refuel...
  8. Except how do you stage an emergency stage? It's completely dependant on when/if your rocket breaks... it makes more sense to do it FASA's way imho... could also include a tutorial to introduce new users to action groups (seriously, I played for almost 200 hours without being aware that you could set action groups...). It makes more sense to stage the regular decoupling, and to set an abort action group to actually activate it properly.
  9. In-line Goo Cannister

    Courtesy of Lack's SXT...
  10. Modding Monday: Tweakscale

    But... but... muh 30 part limit. How am I ever supposed to have fun if there's no hard limitations on how I can play my sandbox space game?
  11. Don't let it get to you, keep it up. I always enjoy seeing what others do.
  12. Just wanted to say that this has heavily inspired my latest career playthrough, keep up the great work!
  13. Impossible is Nothing - A Modded 0.90 Career

    Thanks. Next up is my low Kerbin orbit comsat network... just a note: because KSP doesn't really deal well with perfection/precision, I've used HyperEdit to adjust the Semi-major Axis of the satellites to exactly 775 000 m once they are placed. I did everything else manually, and got the SMAs within ~5 m each time... but unless I want to build another network, I'd rather they not drift out of sync... also floating point precision errors galore... LKONET-1 Low Kerbin Orbital Network (LKONET) Mission #1 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K13.013 Codename: 'Node Alpha' Start Date: Y1 D110 3:01 End Date: Y1 D110 3:55 Crew: n/a Status: success[/TD] [TD]Objectives: launch first comsat into 175 km circular orbit[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2A) Vehicle Components: 'Mk I Node' Communications Satellite A (EA-1A1A) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] The SPTNK-3 mission paved the way for the team to start designing the first communications satellite. After furious testing on Day 102, the design was completed and work began on assembling the first vehicle. In all, there was to be five satellites in a circular 175 km equatorial orbit, establishing the framework for orbital activities around Kerbin out to nearly geosynchronous orbit. The satellite design called for about 72° separation to cover the entire equator, so the team will practice remote orbital rendezvous with a point in space for the first time. These techniques will provide a valuable learning experience if we are to move on to more complex goals someday. The Arrow IX launcher chosen for the mission remained unchanged from the design that launched the Perserverance into orbit. Shortly after sunset on Day 110, the first satellite was launched successfully. Nearly two hours later, due to loss of signal for brief periods, the LKONET-1 satellite achieved the desired orbital parameters. The final orbit after corrective RCS was 174.2 km x 175.8 km, hitting the targeted semi-major axis of 775 km within five meters. LKONET-2 Low Kerbin Orbital Network (LKONET) Mission #2 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K14.014 Codename: 'Node Bravo' Start Date: Y1 D119 1:32 End Date: Y1 D119 2:05 Crew: n/a Status: success[/TD] [TD]Objectives: launch second comsat into 175 km circular orbit trailing the first by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2B) Vehicle Components: 'Mk I Node' Communications Satellite B (EA-1A1B) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] Following completion of the first vehicle, no time was wasted in starting the second. Nearly nine days after the first satellite reached orbit, the second one was launched. With an extremely lucky timing for the launch, the LKONET-2 satellite reached the desired spot in the chain in just over half an hour. The final orbit was 174.3 km x 175.7 km, once again hitting the desired semi-major axis with extremely minimal deviation. LKONET-3 Low Kerbin Orbital Network (LKONET) Mission #3 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K15.015 Codename: 'Node Charlie' Start Date: Y1 D127 3:42 End Date: Y1 D128 0:31 Crew: n/a Status: success[/TD] [TD]Objectives: launch third comsat into 175 km circular orbit trailing the second by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2C) Vehicle Components: 'Mk I Node' Communications Satellite C (EA-1A1C) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] The third satellite was a little harder to place in the right location, but nonetheless the mission objective was successfully achieved in under half a Kerbin day. The LKONET-3 was inserted into a 173.3 km x 176.7 km, again reaching the target semi-major axis, albeit with slightly more eccentricity. The night-time launch prevented good opportunities for pictures. LKONET-4 Low Kerbin Orbital Network (LKONET) Mission #4 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K16.016 Codename: 'Node Delta' Start Date: Y1 D135 3:59 End Date: Y1 D135 5:45 Crew: n/a Status: success[/TD] [TD]Objectives: launch fourth comsat into 175 km circular orbit trailing the third by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2D) Vehicle Components: 'Mk I Node' Communications Satellite D (EA-1A1D) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] LKONET-4's final orbital parameters were 174.3 km x 175.7 km, almost perfectly matching LKONET-2's orbit. The night-time launch once again prevented good opportunities for pictures. LKONET-5 Low Kerbin Orbital Network (LKONET) Mission #5 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K17.017 Codename: 'Node Echo' Start Date: Y1 D143 2:59 End Date: Y1 D143 4:43 Crew: n/a Status: success[/TD] [TD]Objectives: launch final comsat into 175 km circular orbit leading the first and trailing the fourth by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2E) Vehicle Components: 'Mk I Node' Communications Satellite E (EA-1A1E) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] With the network almost complete, the LKONET-5 was launched shortly before sundown on Day 143. Less than two hours later, the satellite reached the target spot on the chain, finalizing the ring and ensuring a constant connection to the KSC in low and medium Kerbin orbits. The final parameters were 174.2 km x 175.8 km, marking the fifth and final flawless attempt at positioning and synchronizing. In all, the five satellites each make a trip around Kerbin every 38 m 01 s and will provide a fundamental basis for expanding communications deeper into space. The optimal lighting for liftoff gave some nice shots of what might potentially have been the last flight for the highly successful Arrow IX launcher. Bonus: what would a comsat constellation be without a few pictures from map view? Not much... and there's also screenshots for the KER readings of the Semi-major Axis of each satellite before I committed HyperEdit... damn I was right on for that third one.
  14. Stock fairings: Procedural or not?

    But this is exactly the opposite of what KSP is. One of the strongest points of the game is the moddability of it and all the amazing part packs (FASA, SXT, Tantares, Nova Punch, B9, etc.) that people have worked so hard on... Just because you don't like having lots of choices doesn't mean the rest of us shouldn't have choices. Procedural parts simply make sense from a programming perspective. The point is to reduce the amount of "hard-coded" assets and let the computer generate things on the fly from algorithms to save memory and processing power. For tanks, instead of having to load 20 different scripts and models and textures, procedurals reduces that all to a grand total of 1!
  15. What kind of music do the KSP forums like?

    Rameses B makes some great intergalactic tunes.