IncongruousGoat

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About IncongruousGoat

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    Stuck staring skyward

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  1. 3 tons sounds about right for the practical limit of what can be launched with caveman tech. The maximum thus far launched is 4.25 tons (as done in this thread), but that's under ideal situations with a very low part-count payload. For our purposes, 3 ton fuel tank launches will work just fine. On a separate note, now that we've got the mission plan laid out to (more or less) everyone's satisfaction, what's the next item on the to-do list?
  2. What are everyone's thoughts on graphics mods? Normally, there are a handful I'd add to an otherwise stock KSP install (Scatterer, EVE, Distant Object Enhancement, RealPlume). However, we probably want to keep our installs as similar as possible, both for compatibility purposes and to keep the pile of screenshots/footage we'll end up with at the end of this looking as consistent as possible, and I know some people don't use graphics mods for performance reasons, or just because they don't care about aesthetics. So are there any graphics mods we'd all like to get set up, or are we going to stick to pure stock?
  3. This song's been recorded by a lot of people, but (of the versions I've heard) this is definitely my favorite.
  4. Vegetables are good. Asparagus, green beans, corn, potatoes, bell peppers of all colors, carrots, cucumbers, broccoli, sprouts, spinach, rutabaga, squash, zucchini, lettuce, cabbage, beets, onions, celery, okra, corn, artichokes, sweet potatoes, radishes... All delicious. Roasted, boiled, steamed, sauteed, fried, grilled, raw, doesn't really matter. Tomatoes, on the other hand, are A: not a vegetable, and B: completely terrible. I don't understand how people eat them. EDIT: Also, pickles are nasty. All kinds.
  5. KSP will read non-native files just fine, but it'll convert them to native when writing changes back to disk. This is how I found this out - ManEatingApe's original commit contained files from MacOS, which I loaded on Windows... only to watch git diff freak out about line endings. And if I'm switching to anything, it'll be to Linux. Which I just might, even if it means repairing my currently only half-functional Debian install.
  6. @ManEatingApe I've got a commit ready for the Tylo lander, but I think you need to add me as a contributor to the repo before I can push my branch to the remote & make a PR. My GitHub username is tmaxthomas. Oh, and something else I found out: KSP saves its files using whatever the native line ending convention is for the system it's on - which, on Windows, means that everything is saved using CRLF, and on Mac and Linux everything is saved using LF. Which, in turn, means that any time a file that was last committed on Windows is changed by someone on MacOS or Linux (or vice versa), git is going to report every line as having been changed. Which is fun.
  7. Not at all. You can still steer while SAS is on (when it's in stability assist mode, in any case) - it just tries to keep the ship steady while you're not actively steering. During launch, this is really useful, especially if your rocket isn't aerodynamically stable and needs to be actively stabilized to avoid cartwheeling.
  8. "Need" is a strong word, and"NEED" in all caps is a very strong word. Speaking for myself, I quite like the stock system. KSP 2 should keep it. It's quite well done from a gameplay perspective, if you think about it - there are very few places in the system that are boring to travel to from the moment you're good enough to do so. Veteran players might view it with some disdain, but that's just because we've seen every square inch of it and long for novelty. And, practical considerations aside, there's a good amount of KSP's identity tied up in its wacky planets and moons. Also, it's pretty clear from the KSP 2 trailer that it's going to have the same (starting) system as KSP, and the game's been in development long enough that any suggestions of this sort are going to be summarily ignored by the devs because it's too late to act on them. So the point is moot in any case.
  9. I haven't put them in the GItHub yet. I'll do it when I get off of work today.
  10. To the surprise of absolutely no one, given the recent announcement:
  11. I had a whole post written up in the other thread and then it got locked, so here's the short version instead: KSP 2 looks like it's going to be amazing, my day week month year has been made, the cynics and pessimists should be less cynical and more optimistic, and I'm going to go watch that trailer a few more times because it's bringing tears to my eyes and that is a good thing.
  12. I like it overall, but I'd recommend the following change: 4. Fix inclination & separate the landers & return vehicle 5. Adjust the PE of the mothership to match Tylo & capture into Tylo orbit (burning as close to Tylo as possible to maximise Oberth effect) 6. Adjust the PE of the Laythe ascent and Kerbin return craft & capture at Laythe (run concurrently with 5) 7. Adjust the PE of the Vall lander & capture at Vall (run concurrently with 5 & 6) 8. (empty)
  13. Sounds good to me. Plus, it's really convenient to launch, requiring no pad or orbital assembly at all.
  14. You assume we're going to be able to control the transfer to that degree of accuracy. We might, but I'm not counting on it.
  15. Neither. Jool aerocapture is a non-starter even under the best circumstances because of how brutal the heating environment is. I remember trying it once just after 1.0 dropped (it had been standard before 1.0 because no heating) and having a miserable time getting it to work even after I wrapped my whole ship in an aeroshell. Laythe isn't much better, unfortunately - entry velocity off of a transfer is going to be something like 3 km/s, and whatever comglomeration we come up with for a mothership is going to have all the aerodynamic stability and thermal resistance of a pile of overcooked spaghetti. I've always favored a low Vall orbit for these purposes, since it's reasonably cheap to get to, trivial to rendezvous with, and in a nice central location. It's not quite as good in delta-V terms as an elliptical Tylo orbit, but the orbital mechanics are a lot simpler, which is good in our case. I do like the unmanned lander delivery idea. I've used it very successfully for a past Jool 5, and I imagine it would work similarly well here. EDIT: Also, my theory about putting the Kerbal at the ship's CoM appears to be completely wrong. Drift seems to work the same regardless of where on the ship the Kerbal starts.