Jump to content

billkerbinsky

Members
  • Posts

    180
  • Joined

  • Last visited

Everything posted by billkerbinsky

  1. Even if you do that, there's still too much vertical space between lines.
  2. Sure, but why inflict this e x c e s s i v e whitespace thing on those of us with mice? On widescreen (16:9 and 16:10) displays, the excessive waste of vertical whitespace makes it seem like the forum can display less information per screen than could fit on my old Apple ][+ display..
  3. I was following well over 100 posts before the migration, and was assured before the migration that subscriptions would be retained, so I didn't do anything to preserve my subscription list. Was a map between old and new thread id's created at the time of migration? Can we put a copy of the old forum back online in read-only mode to allow this to be reconstructed? Is there any way to retrieve my old subscriptions in any form?
  4. [quote name='ObsessedWithKSP']I agree with this, but not that implementation. Rather than put the limit on everyone, make it so users can set the limit - like 5thHorseman says, have an option to disable pictures if you don't want/need them. There's no sense in limiting everyone to a max image size or what-have-you. Imagine something like the AVP or KSPRC post with a max image size of 512x512 or 100kb :rolleyes: Half the point of those mods is beautification and you can't show that off in a tiny pic. Let people post big pictures, just because someone can't or doesn't want to load them doesn't mean no-one else should.[/QUOTE] Or use something like mod_pagespeed to do image rescaling on the server and send the right size image to the client..
  5. [quote name='NecroBones']For the MRS "low profile" decoupler, I've already added the solid motors, since that seems like a very stock-alike way to do it, which is the flavor of this pack. The nozzles are inside the ring, but exhaust damage is disabled for them. I thought about having external nozzles, but this is the "low profile" decoupler, meaning it shouldn't really have anything visible or protruding from the outside. For other sizes, and in SpaceY, I'll think over those options.[/QUOTE] Just a random idea: Put the retrorockets around the perimeter, angled out slightly (at 30 degrees, you'll get (1-cos(30)) = about 14% cosine loss); the exhaust doesn't hit the upper stage, you get a nice pyro fountain effect, and if you put blow-off panels over the nozzles, a little confetti, too...
  6. [quote name='RocketPilot573']This update seems pretty reasonable. Though I was looking at their forums and my only concern is that the page doesn't appear to use the entire window, if you know what I mean. A lot of other forums are like that for some reason and it just feels claustrophobic to me. I know this sounds silly but is there a setting for that or something? (sorry if this was answered already in case I missed something)[/QUOTE] Yeah, this looks like it was designed by a member of the cult of excessive blank space which has sadly been very popular over the last few years. Seems like they insist on putting less information on my 24" 1920x1200 monitor than would have fit on my first computer's 80x24 character screen. The real problem is the vertical blank space - with wide-screen 16x9 and 16x10 monitors, every scan line is precious.. I really hope there will be a preference to tighten up the density (MechJeb has this, I use it, and I love the improved density it gives..); a true "responsive" design should adapt to the user's preference for information density rather than making one-size-fits-very-little-on-a-screen design choices that look "clean" and "fresh".
  7. [quote name='DuoDex']EDIT : Yup.[/QUOTE] Phew.
  8. I make heavy use of the quick links / Subscribed Threads feature to track discussion of the mods I use. Will thread subscriptions be carried over?
  9. [quote name='DuoDex']Can't say about the links, but preliminary testing indicates they will be broken :( Though I expect Kasper to have a few tricks up his sleeve.[/QUOTE] That would be really unfortunate (given all the deep links into the existing forums in places like kerbalstuff and github, as well as internal links within the forums). I'd call it a show-stopper, but I'm just an end user.
  10. [quote name='AndreZero']Since mass is a part of the equation for Delta-V, does this mod invalidate the delta-v charts for the solar system? If so, is there an updated reference?[/QUOTE] No. The rocket equation [1] determines the amount of delta-V that a rocket will get, not the amount of delta-V required to go somewhere. The changes in this mod mean you'll get higher performance (more delta-V) from the same collection of parts because the dry mass of the parts (the mass measured with empty tanks) is smaller. [1] deltaV = Ve * log(m0 / m1) Ve is exhaust velocity m0 is initial mass m1 is final mass this mod decreases both m0 and m1; since m0 is typically much larger than m1, this increases m0/m1 and as a result also increases deltaV.
  11. [quote name='NecroBones']Something I'm tempted to do is to go back and add solid propellant motors to many of my stack decouplers (MRS and SpaceY), just with it defaulting to zero fuel, so that it's an optional upgrade in the VAB to fuel it up and use it. This would function similarly to the SpaceY rocket-powered radial decouplers.[/QUOTE] In at least some cases, separation retrorockets are located far from the interstage - for instance, on the Saturn V first stage, they were in the aerodynamic skirts just above the four outside engines. Damage to the upper stage is clearly a concern... On the other hand, here's a clip of a S-IVB separation (from a Saturn IB first stage during the AS202 test flight) that clearly shows three ullage motors burning before the J-2 lights up - [url]https://vimeo.com/96999455[/url]
  12. [quote name='tajampi']Hi Capt: Is it only me or Plock (and only Plock) is not loading using Kopernicus and OPM latest? Related lines of Kopernicus.log and Plock.Body.log follow: [LOG 02:59:09]: [Kopernicus]: Configuration.Loader: Loaded Body: Neidon [LOG 02:59:09]: [Kopernicus]: Configuration.Loader: Failed to load Body: Plock [LOG 02:59:09]: [Kopernicus]: Configuration.Loader: Loaded Body: Sarnus [LOG 02:59:09]: Parsing Target Debug in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.DebugLoader) [LOG 02:59:09]: Parsing Target barycenter in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.NumericParser`1[System.Boolean]) [LOG 02:59:09]: Exception Was Recorded: Object reference not set to an instance of an object at Kopernicus.Configuration.Body.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 Cheers! :)[/QUOTE] It's not just you. I also see a bunch of exceptions in Player.log: [QUOTE] [OD] Adding for body Thatmo map named Thatmo_biome (CBRGB) for Thatmo of path = OPM/KopernicusConfigs/NeidonMoons/PluginData/Thatmo_biome.dds (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at Kopernicus.Configuration.ScaledPlanetRimAerialLoader.get_rimColorRampGradientSetter () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.GetValue (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Kopernicus.Configuration.Parser:LoadObjectMemberFromConfigurationNode(MemberInfo, Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.ScaledVersionLoader:Kopernicus.Configuration.IParserEventSubscriber.Apply(ConfigNode) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:CreateObjectFromConfigNode(Type, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectMemberFromConfigurationNode(MemberInfo, Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Loader:Kopernicus.Configuration.IParserEventSubscriber.PostApply(ConfigNode) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:CreateObjectFromConfigNode(ConfigNode, Boolean) Kopernicus.Injector:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) (Filename: Line: 4294967295) [OD] Adding for body Thatmo map named Thatmo_color (RGB) for Thatmo of path = OPM/Kopernicus [/QUOTE] I'm using MacOS.
  13. There appears to be a bug in 1.0.5 with fairings -- aero forces are being applied as if they were happening well above the nose of the craft. This has been reported in a couple places including here: http://forum.kerbalspaceprogram.com/threads/139219 making rockets with fairings substantially flip-happy. It would be great if this could be worked around in this plugin ...
  14. Besides rocket fuel, cryogenics is used for a bunch of other fields. Lots of low temperature physics research out there; on the more practical side, every single hospital NMRMRI machine has a bunch of liquid helium keeping a very powerful superconducting electromagnet happy. With a little digging you can learn of some very kerbal-ish accidents involving those magnets...
  15. The Interstellar fuel switch plugin allows a single part to be switched between multiple configurations (generally different fuels or combinations of fuels), reducing the number of distinct parts that a mod needs to ship; it has nothing to do with the Interstellar mod's parts. No real reason to exclude it.
  16. Huh? SLS core stage uses four SSME's, fueled with liquid hydrogen, not methane... Were you thinking of ULA's Vulcan or SpaceX's BFR?
  17. I'd use them to make drop tanks on LV-N-powered interplanetary stages look more finished....
  18. Noticed a cosmetic bug: The FL-A100-FTP adapter tank has its attachment nodes backwards - there's what looks like a 1.25m (small) attachment node on the 2.5m end, and a large 2.5m attachment node on the 1.25m end.. I don't think this actually matters in practice but it looks funny in the VAB...
  19. There are configs in the Cryo Engines part pack which apply IFS fuel switching to most tanks. The files are in GameData/CryoEngines/Patches; see in particular CryoEnginesFuelTankSwitcher.cfg
  20. In my first career play through using SR I have Mun and Minmus biomes half-explored, a few planetary flybys complete, and a mid-7-figure bankroll piled up and racking up cash from contracts seems almost too easy... Has anyone looked at adjusting game balance to compensate for the SR cash back effect?
  21. You can find a successful mac 64-bit recipe (using Unity 4.6.4) here: https://www.reddit.com/r/KerbalSpaceProgram/comments/3laqnf/psa_ksp_64_bit_works_on_mac_os_x/
  22. so that's a unit:unit mixture ratio, not a volume mixture ratio. 1 unit of stock Oxidizer occupies more tank space than 1 unit of LqdHydrogen. Look at how many units of Oxidizer and LqdHydrogen a tank holds when it's only holding one resource. If you want to look under the covers, look over CryoEngines/Patches/CryoEnginesFuelTankSwitcher.cfg, and look over this thread and the Community Resource Pack thread. The community resource pack settled on a standard volume of 1 unit = 1 liter, vs the ~5 liter/unit volume of stock fuel and oxidizer, but then the LH density was fudged upwards by 50% to compensate for the higher mass fractions dry weight in KSP vs reality.
  23. .../GameData/ShipManifest/Plugins/PluginData/SMSettings.dat Look for "x =" and "y =" followed by a floating-point number, and remove the decimal point and everything after it.
  24. In that ballpark. Going by NASA's TRL definitions (http://esto.nasa.gov/files/trl_definitions.pdf) and this video from 2012 (showing precooler testing): looks like they were working on TRL 4-ish things ("Component/subsystem validation in laboratory environment") in 2012 ...
×
×
  • Create New...