HvP

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About HvP

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  1. I'm done. No more money from me TTI/Squad. Sending my certified letter for all the good it will do. This will be my last post here on the forums. Goodbye all. It was fun.
  2. So I now have to send a certified letter to New York at my own expense to ensure that I still have access to my constitutional right to the public court system in the case that my account information stored with Take Two is compromised or misused. Look, I'm well aware that this is a widespread corporate policy, and that's the problem. Rest assured that I only participate in this farce because at least an opt out was offered, however tedious they intend the process to be. To say that I'm disappointed is a massive understatement. I left my bank and switched to a credit union over this; I refused to operate with a car dealership over this; I do not own a cell phone due to this; and I gave my landlord hell over this until I was given the option to opt out. I now refuse to buy any other DLC or paid content from Squad/TTI until this policy is lifted. I'm only keeping my KSP store account for the moment in order do download patches for a program that I already paid money for and assuming I get signed confirmation that my opt out has been accepted. I do not pay money to any company for the favor of nullifying my constitutional rights!
  3. Hello @NutellaonToast welcome to the KSP forums! Very few stock parts completely block fuel crossfeed, and those will have orange text in the part description which says "No Fuel Crossfeed." Those are: the M-series structural panels and I-beams; the SP-series structural panels from the Making History expansion; and all of the heat shields. The launch stability enhancer technically cannot transfer to other parts, although it is rarely an issue. Some parts will block crossfeed by default, but you have the option to toggle crossfeed on individual parts from the right-click part action window. These parts have orange text in the part description which says, "Crossfeed toggles in Editor and Flight. Default Off." Those include: every decoupler and separator, both radially attached and stack node attached decouplers, including the small hardpoint and structural pylon. This does not include the engine plates from the Making History expansion since they always allow crossfeed. All of the docking ports have crossfeed turned on by default, but this can be toggled off in the right-click part action menu. Everything else will always allow crossfeed.
  4. I'd bet on that happening at some point. With the most expensive blockbuster films running a quarter-billion dollars the cost of a SpaceX flight seems like a match made in heaven... er, the heavens. The biggest hurdles to that would be the weight cost of equipment and the space required to block out filming. You can rent a whole "vomit comet" for less than $200,000 with plenty of room to work. Of course, you're stuck with short takes of thirty-seconds or less. Still, with the cost of launches coming down and the cost of movies going up, it's only a matter of time.
  5. I believe you're partially right. The triangle (or down arrow?) is meant to represent what state the craft is in. (some time later) - Ok. I've just googled it and found some old old posts from years ago that I won't bother linking to here. Apparently, if the triangle is unlit then the craft is unstable and you can't leave the flight scene. An orange triangle means the craft is stable but there is something that prevents you from saving or changing scenes, such as if you are moving over terrain. A blue triangle means you can leave to the space center and the drop down buttons appear (the space center button is blue). A green triangle means you can recover the vessel (the recover button is green.) I don't consider myself a particularly unobservant person, but I never connected all those situations.
  6. Fair enough. At the very least I'm happy to potentially have one less mod in my game. Another one down and only... 70 to go!
  7. I'm not sure that's entirely fair. Clearly, from my previous posts in this thread I agree with your assessment of the use of space in the altimeter design, but I don't think Squad is hiding behind anything. Affordance was only one of at least four different considerations that Maxsimal gave for their design process which also included allocating development time, player familiarity, flexibility for different languages, and consideration for screen resolutions and visual impairments. Now I don't know how much time and effort in programming is required to redesign that interface, but the current Squad development group inherited this design from previous developers that aren't around anymore. I doubt that there is anyone left on the design team that had a hand in creating that UI layout. The current guidance among this dev team seems to be to favor layout consistency first, supplemented by optional and unobtrusive additions. And Maxsimal DID explicitly say that they ARE considering community feedback. I think that's reasonable considering that this instrument cluster was intended to be a quick glance display. Many players could be frustrated if things weren't in their familiar places at critical moments. Having said that... I agree with almost every issue you pointed out in your post and I personally wouldn't mind a little streamlining.
  8. I use it too, but only when I don't need to be too precise about when I stage off fairings, or switch mode on Rapier engines, or see how fast reentry is progressing. Although, since the TWR display was introduced along with delta-v in the staging display I use that now more often to see when I need to switch over to orbital engine mode. After a few launches you get an intuitive sense for these things. I'll be the first to admit that the atmosphere density gauge helps to tune that intuitiveness, so I'm not suggesting to eliminate it. I'd just love to see it in a smaller, vertical aspect.
  9. Hello @Randalf welcome! How is your trigonometry? I admit that I'm not skilled in the mathematics, but I can help explain why this problem is more complex than you are imagining. Sometimes it's helpful to take an example and push it to the most extreme limit to see where the underlying problem is. Imagine that you have two ships orbiting the planet in coplanar (parallel) equatorial orbits at the exact same altitude. Because their orbits are identical they are going exactly the same speed, let's say 2000 m/s. If they were traveling in the same direction their relative speed would obviously be zero (0). If they were traveling in opposite directions their velocities would combine so you add them together for a relative velocity of 4000 m/s. Now, imagine that one of the ships is on an equatorial orbit going 2000m/s. And the other ship has the same orbital altitude and speed but its orbit is inclined by 90 degrees and is on a polar orbit. They both have the same shaped orbits, the same altitude, and the same velocity. But you can NOT simply add or subtract their velocities to find the relative velocity. It's somewhere in between. Now what about this case? In this case, the data shown in the orbital information is the same: 2000m/s for both ships, same apoapsis, same periapsis. The orbits intersect and you can see that the ships will be in the same place when they converge so they could hit each other. There must be some positive relative velocity; it will be lower, but not zero. But you can't subtract 2000 from 2000 and find the actual relative velocity for orbits that are inclined in respect to each other. You need more information than just what is presented on the screen. In your case, there will always be some small difference in inclination or some small elliptical difference, and the point where those ships are in their orbits also changes the outcome.
  10. While Raptor9's suggestions would certainly be an improvement over the new altimeter's preview, I think there may be even more room for improvement in efficient use of space. In my opinion, the atmospheric density gauge at the bottom doesn't really provide enough vital information to justify such a large portion of the screen. At least, the number and width of the subdivisions is more cosmetic than vital - you don't need any numbers there after all. I would rotate the atmosphere scale to vertical, shrinking it by about 1/3, and place it on the left. This would not only match the vertical aspect of the atmosphere, but would free up at least two whole lines of text space at the bottom of the altimeter for ASL/AGL indicator and (hopefully) apoapsis/periapsis information. I would gladly accept a wider altimeter if it intrudes less on the middle of the flight scene.
  11. Here is a simple wiki on making KSP flags. https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Create_custom_flags! They have to be .png files at 256x160 pixels in dimention. The simple way I do it is to just make a copy of any of the default flags in the GameData/Squad/Flags folder, remove the previous design, add my own and then save it under a new name. You can place them inside the default KSP flags folder at "Kerbal Space Program/GameData/Squad/Flags". Or you should be able to make any new folder in the GameData folder as long as you have a folder called "Flags" they should show up in the game.
  12. When you wish upon a star Makes no difference who you are Anything your heart desires Will come to you... -------------------------------------------- 58 tons and 1176 parts, almost half of them could be lights but I wouldn't hazard a guess on the number. Mods used are heavy use of Tweakscale, Aviation Lights, Surface Mounted Lights, and for camera effects Scatterer, and KS3P with the camera bloom effect turned up. Direct screen captures from in game, no photoshop used.
  13. Welcome to the KSP forums @STORMPILOTkerbalkind, you've certainly found a very Kerbal way to get into the game. How fast were you going when your rocket car failed? At some point it simply won't be possible to overcome even the most minor instability caused by steering wobble before parts of your vehicle slam into the ground. And even if that doesn't do you in, atmospheric heating will probably start to explode things if you aren't using spaceplane parts. At the highest speeds KSP can't even process interactions with the ground consistently. If you don't mind construction spoilers, this video by Stratzenblitz75 gives you an idea of what's possible.
  14. In career mode, only pilots get SAS abilities from experience, not scientists or engineers. If you want to send a mission out without an experienced pilot on board you will need to add a more advanced probe core to your ship. You can check what abilities the probe cores have by right-clicking the part in the VAB parts menu and looking at the extra box that opens up on the right. It will have a list of SAS abilities for that probe such as prograde/retrograde, hold target, etc... When scientists get more stars by leveling up their experience it makes them process data in the science lab faster, and when engineers level up their experience it makes them process ore more efficiently when operating drills and ISRU ore converters. That's what their extra stars mean. When pilots get more stars from their experience it allows them to add more SAS abilities such as the ones you are looking for.
  15. A replica of Drax's Moonraker station from the James Bond film of the same name. This thing is diabolical thanks to production designer Ken Adam.