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Glaran K'erman

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Everything posted by Glaran K'erman

  1. The Four Laser Guide Star Facility in the Atacama Desert Images from Space.com article here The laser helps to calibrate the adaptive optics by frying atoms. Do not place hand in front of laser.
  2. New navball is great but my OSX build is still experiencing crashing in the VAB. I really wanted to give a solid thumbs up but my problems weren't fixed. Try again next week Squad.
  3. I'll go as far to say that maybe a month or two after release a game can be in a quasi state of prerelease. But in the end it either is or it isn't...and KSP has been been out of Early Access since May 2015. And slated to be released on the major consoles later this year I might add.
  4. The problem is that the amount of time between updates caused hype to outweigh reasonable expectation. The other problem is that reasonable expectation includes not having some of the problems people are experiencing. Definitely support and highly encourage everything you said above, it must be done if you're going to complain about a particular bug to any length. But if you have a problem with something you paid for, I have no problem letting you complain about it. Squad brought it on themselves this time, and that pains the hell out of me to say. Again, totally support the effort to fix things but don't tell the person who can't get his game to start that he is "fussing". -I have avoided complaining (minus this and my original few lines in the Grand Discussion thread) until devnotes -I understand the scope of the update and how it's far more complicated than people like to believe -I also 100% believe Squad will get everything in order sooner than later
  5. Before I wait for my mods I'll wait for 1.1 to actually be complete. I generally like to keep a positive vibe about things here, but tsk tsk tsk Squad. Spend all that time getting it ready and can't wait another week? I am actually very disappointed in you guys this time. Having said that I am genuinely looking forward to this update (have been for a while). I understand it's taken way way more work that initially anticipated and congratulate you on your eventual move from 99% to 100% complete very soon
  6. Hence my gut-punch comment. I get space is hard, we all get space is hard - which is why they should know to double-check, triple-check, then quadruple-check. While definitely good lessons to learn, a true 'level up' for computer science would have involved the failure of multiple redundancy where some edge case(s) were exposed that lead to increased resiliency of the system going forward. However, in terms of redundancy, this just seems like a "lack thereof" scenario.
  7. Here's a little more of the booster at the cape. Checks at Canaveral
  8. Funny this topic comes up, was just thinking to myself last night how contract briefings and spaghetti joints are my two disappointments with this game.
  9. Ahhhh, that's definitely very little bueno. Seems like a gut-punch to lose it that way.
  10. Even though I don't play with CLS, I always make sure a station or vessel with a large interior is connected by passable parts. No fuel tanks as corridors!
  11. Good to hear solid progress is being made, very excited for the full release! Devnotes felt much more complete today with a poem However my heart is now incomplete, farewell Dr_Turkey's pitchfork! But with one chapter ending a new one begins- welcome Nestor!
  12. Ha, wasn't meant to be an entry but more of a morale boost for you Dres-huggers over here. I happened to have already been in the late stages of a pre-planned crewed trip to Dres and it was actually a happy accident to realize the research module I sent had a face! Immediately thought of the Dresophiles and dropped it here for you. Out of interest though here is the rest of the mission, you only saw a smaaaaaallll part. Just for scale because tweaking can make things hard to compare, it's a 7.5m core on the main station, 5m for the research module, and 3.75 for the lander, but don't forget DS1 who comes in at 10m! Still need to shuttle the crew up to DS1 and if you can make out the 2.5m docking port on top it will eventually dock itself to the existing station around Dres once it gets there. Sidenote: I am going so big is because I use USI-LS and I like to make sure everything is more than covered resource-wise.
  13. I don't quite understand by "unmatched"? Do you mean you forgot/unaware to attach a second docking port?
  14. IMO TweakScale could be implemented, just not in it's current form. Has it ever been suggested to add a base fee of funds and/or science when tweaking a part? I've long thought this would discourage players from abusing the system while maintaining full functionality. A second option is to limit the range of tweaking, for example only allowing a 1.25m part to be resized to either .625m or 2.5m. I'll agree than Tweakscale can be overpowered in situations like Science/Sandbox modes where funds are not an option. But in a career, resize a Spark to 5m and get back to me on the price vs stats, I think you'll find a less tweaked option better. Which is part of my point, Tweakscale gives diminishing returns after a certain amount of scaling - finding yourself moving on to other parts that meet your needs. The argument that Tweakscale lets you use a handful of parts for everything is nonsense. I'll agree there are issues but its utility should be recognized.
  15. Could we have gotten a clearer day to see some of the coolest footage of a rocket ever recorded? Thoroughly puuuuuuuuuuumped!!!!!
  16. My 2c, The idea with multiplayer is to remember that you choose to play it. Remember too that if you do not want to have a cooperative experience you can choose single player. That being said, when it comes to time warping both players should in theory be ready to warp at mainly similar times - or at least be expecting it. If the host is read to time warp but the players in the party are not it should simply prompt the party members to select when they are ready and the time warp can begin
  17. I could launch entire stations to Moho on the delta-v I have lost to the mass of monopropellant.
  18. Yea that is for sure a bit dated, it seems to address what I'm experiencing but I'll probably wait to see if something else comes in before I try that. Thanks
  19. Oh good sir it is far more nefarious than that! I have built my share of stations and am well acquainted with the dock/undocking options being on one or the other. The problem here is that I undock from the module and it doesn't actually undock, staying as one craft. So I can do something like close the shield on the docking port but I also lose the option from both ports to undock. It's pretty frustrating to say the least!
  20. Aha! Very nicely done, but I may mess up launches having way too much fun playing with that toggle...can you live with that on your conscience? But mainly, kudos
  21. Could very well be, too early to tell for sure. A collision is much more concerning than say some catastrophic systems failure though, which is why I definitely am interested to see what they find in their investigations.
  22. As uncommon as it is, it's not unheard of to lose communications or functionality of a space based instrument - it is another thing entirely to have it break into pieces. ASTRO-H was launched last month by JAXA (in slight cooperation with NASA) and was intended to observe the X-ray emissions of the universe. Though earlier today JAXA reported the spacecraft had experienced a loss of communications, followed by an orbital change, and further backed up by radar detection which showed the spacecraft in 5 pieces. Details are still coming in but regardless something went horribly wrong, a disappointing loss for science. http://global.jaxa.jp/press/2016/03/20160327_hitomi.html https://twitter.com/jointspaceops/status/714103414225960960 http://www.nature.com/news/japanese-x-ray-satellite-loses-communication-with-earth-1.19642
  23. I go to undock from my station and I the craft just sits there, the 'Undock' option is gone and I can even close the shield (it's a shielded port) but it still behaves as if it one craft still. It won't give me the option to switch because I don't think it thinks there is anything to switch to. No clipping, nothing weird except that this is happening for the first time ever and I have built many a station. So it's in the title, how/can I "undock" a vessel in the persistence and put it somewhere else. I don't care if I have to edit it into Kerbins obit (it's around the Mun) I just want to get it gone!
  24. Not a problem I figured with all the other stuff you do I probably got buried somewhere! That's the problem with theoretical stuff isn't it, no definitive example makes it tricky. Whatever creative license you take I'll be fine with it...but I will throw in my vote for an Expando-O-Bell Edit: Haha, you posted that just before I replied, they obviously needed a universal frame of reference!
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