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Everything posted by Dweller_Benthos

  1. I have read Rendezvous with Rama, quite a long time ago, though, but it's possible the idea stuck with me while I forgot where it came from, heh. So, aside from the rotation of the "ground" once you got there, there would be no danger of "falling". You see, the thought for this came from the Babylon 5 show, which I mentioned. In one episode, the commander has to escape a tram that runs down the center of the station, and jumps out. There follows a tense scene where he's "falling" toward the ground, or the outer edge of the station, which is completely bunk, because there's no real danger except for the momentum he gave himself jumping from the tram and the rotation of the station once he reached the outer edge, which would take a little while, I would imagine. It would take long enough for the people on the ground to get out a mattress or fireman's net for him to land in, I would think.
  2. E92 - Dunar Odyssey http://www.youtube.com/user/kurtjmac
  3. I've read a good portion of the threads on getting artificial gravity from spinning the ship/station. My question is not how could it be done, what design would it take, but the practicality of it. Sort of. Let me explain. Say you've got a large station, in the form of an O'Neill Cylinder, the whole thing is spinning enough to give close to 1g at the outer edge, the amount doesn't really matter. These have been used a lot in sci-fi shows, the one that comes to mind and actually brought on this train of thought is Babylon 5. If you're standing inside this thing, you can look "up" and see the land curving up over your head until you're looking across the diameter of the station to the land on the other side, where everyone there is "upside down" looking "up" at you. Since the artificial gravity reduces the closer you get to the center of the cylinder, and is effectively zero at the exact center, climbing a ladder or some other means to get to the center reduces the gravity you're experiencing until it becomes zero, or at least very small, correct? So, here's the question, since this type of gravity isn't "real" but is determined by you having a centripetal force applied to you from being in contact with the rotating portion of the ship, if you climb to the center of the thing, then let go, won't you effectively be in a zero gravity situation, or close to it, allowing you to then float down to the "ground" because you haven't touched the rotating part of the station in order to have the force applied to you again? Say you have a small thruster pack or MMU on you, could you then maneuver around just above the ground in essential zero g to do whatever task needed to be done that would normally require a ladder? Seems to me that would be how it would work? Until you touch the outside, spinning, part of the station, you'll essentially be in zero gravity? Let's for the sake of argument say there are no other forces acting on you like air movement and such, or they are at least negligible. I can imagine people in such a station climbing the center to achieve zero g and then float down to the ground to see just how close they can get without touching it. Unless I'm completely wrong, which is quite possible.
  4. A new Trigger mod?!? Heck yes! This one looks awesome, and I haven't even used it yet!
  5. LOL - too bad they didn't stay. The big RCS tank and a couple other parts are still laying there, but the legs disappeared on their own after a while.
  6. Yeah, I think chrome just hates postimage, everything works fine in firefox, go figure. And to make this post remotely applicable to this thread, this is why we do unmanned testing of every new design:
  7. Here's the monolith south of the Armstrong Memorial: It is underground when terrain detail is set on high, just the top sticks out when terrain detail is set to default, and floating high in the air with detail set to low.
  8. Strange, they don't work in chrome, but work fine in firefox. Chrome gives a completely different URL for the image than firefox does.
  9. Fixed it for you :-) Postimage is weird in the way it links stuff, I think they intentionally make it hard to direct link to images there.
  10. See my post on page four of this thread, most of the stuff in that picture means nothing. The other stuff like the "Bop" word are most likely due to decoding errors because the original sound file was encoded in ogg format that uses lossy compression, so some of the information is missing/corrupted. Until Nova posts the original picture or explains it more, there's not much chance that anything new will be discovered from this. It was discussed ad infinitum in the old easter eggs thread.
  11. E91 - Bendy Straw http://www.youtube.com/user/kurtjmac
  12. Here's Nova's post about it Read that whole thread about all the speculation on the Duna SSTV signal image.
  13. This has been discussed ever since it was found, most of the image is just garbage, according to Novasilisko, who was the person who put it in the game way back when. I don't know if that thread survived the forum implosion, but Nova essentially said that the rest of the "puzzle" isn't ready, not in yet, or was never going to be added for whatever reason. The general consensus back then was it was a guide to the magic boulder. Which I'm not sure if it's even in the game anymore.
  14. Is there an indicator that it turns off? Or does it just do it in background? Does turning it off save much CPU anyway?
  15. Yeah, damny will have to answer that, though have you tried to export the map to PNG and fiddle with the coloring in an image editor to enhance that final pixel that's missing? Though I've never had a problem getting 100% coverage with a 750km polar orbit and about half an hour of 100X time warp for the high res scanner. Another half hour at 250km orbit gets the rest. The couple planets/moons that are tidal locked and take a "year" to rotate once may take a little more time.
  16. Just drag the "Starvision" folder to your GameData folder. Then, to get them to appear in career mode, you have to open each part.cfg file in a plain text editor, and add these two lines: TechRequired = start entryCost = 0 Save and close, do that for each part file in each of the folders. The parts will now appear in the R&D screen. Click on the first icon (the one all the way to the left, the initial parts group), there should be a number 9 in it's corner that tells you there's nine parts to research. In the parts list on the right, scroll down until you see the flag parts, click each icon and in the dialog that pops up, hit the research button to unlock the part. They should now be available in the utility tab of the parts list in the VAB. Having done that, though, the flag parts don't fit well on any of the tanks I used them on. The round ones especially, they are very finicky where you have to place them and even then, they don't always display the whole flag and seem to shift in and out of position when they are on a ship. The flat ones work OK, but are tricky to place. Not sure what could be done to fix this, maybe the surface attach rules or how the model is exported from the 3D application when it's created?
  17. The display on the small map and the planets list in the settings screen tells you the percentage that you've completed each scan. If you have a ship with each scanner type on it, it will never get much above 80% as the BTDT scanner takes a long time to even scan 1% of a planet. I know, I flew a plane at 1500 meters altitude for about half an hour and my complete percentage only went from the 0.8% I already had to 1%. I dare say no one will ever scan a complete planet with the BTDT, maybe one of the smaller moons like Gilly, but I don't think there are any anomalies on Gilly, so it would be pointless. The BTDT scanner only returns useful information when it's near anomalies. Just put the four other scanners on a ship in orbit and start at 750km altitude. When the display says 25% complete, reduce altitude to about 250km and let it scan the rest until it says 100%. Then you can turn off scanning in the settings screen for that planet to reduce CPU usage, though I think it's not much.
  18. Had another of those wonky escape trajectories where Kerbin kept catching up and KAC kept adding new SOI change alarms. Here's the quick save file, go to the "Laythe Lander" ship. It's popping in and out of Kerbin SOI, or it should be, at the save point. Had a bit of a mishap with staging and messed up the escape plan. http://www./download/pua5vhdajf7j37u/quicksave.zip Mods loaded: EnhancedNavBall Innsewerants Space Agency MechJeb2 Protractor Romfarer SCANsat Squad TriggerTech VibraDyn voneiden Wayland_Corp Though the only ones that should effect loading this ship are MechJeb, Protractor, VibraDyn, and SCANSat. I think. Vibradyn is a SCANSat alternative.
  19. Pyramids. Spoilers, obviously (don't want to get yelled at again for direct posting spoiler images) That's with scatter on, medium level, I think, and terrain at high. Going to have to see if low terrain detail makes a difference. There's also a monolith on the Mun that's underground. Just did a quick test, it seems terrain detail does effect whether the anomalies are visible or not. Looking at the one on the Mun, with detail set to low, the monolith was floating; at default, just the top was sticking out of the ground; at high detail, it was well underground. Also found out that any flags you have planted are effected by the terrain detail setting as well. The flag I had at that monolith site was disconnected from the ground when I changed detail settings, it's now just laying there instead of "planted", so be aware of that if you go changing the terrain detail, any flags you visit will be uprooted. More testing later, seems the pyramids are underground no matter what, so terrain detail isn't going to help you there. Also, not all flags are effected by terrain detail changes, so take your chances with that.
  20. Sure, no problem, I was looking for a way to not clog the thread with images. But, I think I've found, if not a bug, then an irregularity in the big map. If you have it in polar view, and right click an area to zoom in, the zoomed in window gives you the square view instead of the polar view. Makes zooming in at the poles a bit useless as the image is all stretched out.
  21. E90 - Ferris Refueller http://www.youtube.com/user/kurtjmac
  22. Ah, OK, sorry about that, took them out, though it's a bit late a this point. Again, sorry, didn't realize it was that big of a deal, I figured at this point, the anomalies were all well known and common knowledge. FYI, if you go looking, you won't find some of them, the new terrain has a few of them buried underground, that bummed me out a bit.
  23. I tried, spoilers don't work in this forum. This should be hidden. Unless the spoiler code is different here than any other forum I've ever posted to. Besides, those screens don't really tell you where they are, plus, if you're using a mapping plugin like SCANSat, then it will tell you where the anomalies are, so if someone is worried about knowing where they are before finding them, why are they using a mapping plugin? As far as that goes, even using SCANSat, it was a trick to find those, I really doubt anyone has ever just stumbled upon one of them, and been surprised by what they found. Anyone posting to this forum probably knows they exist. I edited the post to make them thumbnails, best I can do without a functioning spoiler tag.
  24. Yes, the little map screen takes into account all the sensors on the current craft, so if you have a BTDT sensor on an orbital satellite, it's never going to get above 80%. Since it's range is only a couple thousand meters, having a BTDT on something that's only going to be in orbit is useless. I only put them on planes and rovers. In that case, the percentage done has never been more than 0.8% or so for me, as it would take a huge amount of time to scan an entire planet like that, the range is too low. I just fly/drive near the anomalies and get those to show their names and consider it done. So, my rovers and planes only have the map traq to show the map and a BTDT, and they might not even need a map traq if they have a BTDT either. No sense having any of the other sensors on low altitude vehicles like that, they won't scan at that range anyway. Orbital satellites have the rest of the sensors, and I change the orbit to get the best scanning done, then leave it in orbit or move it to another body in the system if it has enough fuel. Here's a couple screenshots showing my rovers and the BTDT scan completion. Since these rovers don't have any other sensors on them, those are listed in gray, the BTDT in green and the percentage done. I've visited a few anomalies on Kerbin and driven around quite a bit, plus flown planes around and it's still only at 0.8%. Getting 100% coverage with a BTDT would be quite the feat, and pretty much useless since the only information that it supplies, that I know of, is about structures and anomalies and once you've gotten close enough to scan all of them on a planet, it's pretty pointless to scan the rest of the surface. OK, spoilers: Link to picture that contains anomaly. Link to picture that contains anomaly. This better shows what I'm trying to illustrate anyway, the BTDT scan progress and status indicator. Not resized, like the above full screenshots are. You can see the tracks of the few BTDT scans I've done, the largest one being across the north pole where I sent a rover on a long trek, it's the slightly brighter line across the top of the image. There's also a cluster of scans in the desert on the continent to the west of the KSC where another anomaly is.