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Gordon Fecyk

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Everything posted by Gordon Fecyk

  1. There was a reason I only started paying attention after someone other than the National Post wrote about it.
  2. There's a history behind the original Broadcast Act. One needs to understand first where this all came from, and that was a large British colony and a large French colony were looking at the end of the US Civil War going, "um, what if they decide to come here?" Canada is a decades-long experiment in avoiding American manifest destiny, and while it's no longer a hostile experiment and there is a metric tonne of cooperation since the early days, there is still a feeling of, "what's so unique about Canada?" "Well, we're not American." Unfortunately, not many Canadians can imagine a Canadian identity without comparing with their neighbours. This attitude and decades-long race memory, if you will, extends to things like the Broadcast Act, the federal Goods and Services Tax, health care, language, and countless other things. What might seem insane to our southern neighbours may be comparably acceptable or even preferred here. So that's where it came from in a nutshell, and it still enjoys enough support that it got revised in 1991 and is being revised again this year.
  3. Hey maybe you're right. 33 mil is about half of Mr Beast's subscribers. Or a medium sized US state. At the same time they could spin off a regional version of the site and invite users to switch. There has to be other countries Google's made contingency plans like that for. There used to be a youtube.ca and if you try visiting that now you get redirected to the main site. I can see YT taking the lazy route and just partitioning off a segment, and then telling the CRTC to take off. It'd be curious to see how this plays out. I hope it doesn't impact us too much that it comes to this.
  4. And ignore a market of 33 million people? I have a very low opinion of Facebook as it is. And geoblocking is already a thing alongside geographical ad targeting. I'm more thinking about YouTube content produced by Canadians possibly being misinterpreted as not Canadian enough, since this proposed change seems to affect creators more than the platforms they use.
  5. I paid attention to this after someone other than the National Post covered it: New broadcasting bill could regulate all your Facebook, Instagram posts: experts How, if at all, would us Canucks be affected when posting KSP-related content? I figure I'm set since I have Great White North references scattered throughout my KSP videos, but what do you all think?
  6. Thanks for taking a quick look. I'll post an issue there when I get a chance, as I have no C# coding experience or modelling experience to try to make the changes myself. If the drag cubes are changed, FAR should adapt on its own as it uses voxels around the surface of the drag cubes. I wouldn't worry about that. The stock 'stowed' parts problem is something that should be reproducible even in an otherwise stock game.
  7. Is it possible to remove warp bubble while retracted? I've started playing with the stand-alone warp drive engines. I'm finally getting the hang of operating these and I'm not expending in excess of 30 km/s at my destinations anymore. However, launching these things is nearly impossible from the launch pad or runway with how drag is handled, and it doesn't seem to make a difference whether Ferram Aerospace is installed. I might have a possible solution though. Let's take a look at another Roverdude add-on, the Medusa nuclear pulse engine. Here's the thing fully retracted while under construction. Note the cross section values: So far, so normal. I could build a rocket around this, and I have, to get it to orbit. Now if I tried launching it fully extended: Forget this. It would be like trying to launch a giant kite. In addition, while fully extended, other foldable parts such as antennas, solar panels and radiators will not extend, and the game will claim they are 'stowed.' Extendable antennas also stop working entirely. But at least I can overcome all of those problems by just retracting the Medusa's sail. Let's compare with the 2.5 m warp drive: The entire warp bubble is treated as a solid object with respect to drag, and foldable objects inside the bubble are treated as 'stowed.' Trying to launch this thing to orbit is like trying to launch a giant beach ball, and there is no difference in behaviour between an active warp engine and an inactive one. There is also no way to toggle the active vs inactive mode during construction. What I'm suggesting is treating the warp bubble similarly to the Medusa's sail, at least with respect to drag, if at all possible. It might also be nice to see the extended vs retracted states of the engine during construction. Finally here's the 3.75 m engine. This is just an even larger beach ball. I'd almost need to expend 5 km/s and keep my TWR barely above one to get this thing to the upper atmosphere, never mind to orbit. I've even tried stowing it in a 5 m fairing, and I've tried the Hangars add-on, which thinks the thing is just way too big to fit. Is there perhaps a way to adapt the Medusa extend / retract functionality to the warp engines? Sure I'd expect any retractable objects to be considered 'stowed' while the engine is active, but that's OK. I'd at least be able to fit the warp drives inside a fairing to get them to orbit. --
  8. I've not had such a problem, even returning from JNSQ Dres on the Mk1-3 command pod and 2.5 m heat shield. Returning from the Mun was easy on the Mk2 pod and the 1.875m heat shield even with half ablator., and returning from Minmus was easy on the Mk1 pod and 1.25m heat shield and full ablator. Make sure you're using stock parts and not ReStock! parts - I've seen examples of the ReStock 1.875 m heat shield actually being a little smaller than 1.875 m, cooking the Mk2 pod to a crisp on its edges.
  9. Someone else getting their Orion pulse engines going. Welcome to Lindor!
  10. Um... interesting voxelization here This is Roverdude's Alcubierre Drive, 2.5 m version. The debug voxels extend out to the warp bubble of this part. The other warp drive parts do the same thing extending out to their warp bubbles. The end result is as aerodynamic as a giant beach ball. Is it possible to override the drag for specific parts? This is already done with wing parts, or maybe there's a patch set for these parts out there already.
  11. Part 23: Talos (Finally!) Sorry for the delays. Real Life got in the way, but on the plus side I have my human anti-virus update for 2021 fully installed. Upload is in progress and should finish within an hour of me submitting this post.
  12. @RyanRising @Kwebib @OhioBob I've run into this scatterer sunrise issue for quite some time, at least since KSP 1.4 on my Purple Space Program playthrough. It doesn't seem specific to JNSQ, though it is much more noticeable on this due to the smaller-appearing sun. Here's an example on Part 8 where I'm returning from Duna and Ike, and I still have the quicksave prior to atmospheric entry backed up in case anyone wants to look at it. What I have noticed, is this is less of an issue on the surface than it is in low space. In low flight and on the surface this looks like the real world sun at sunrise compared to recent photos I've taken.
  13. Alright, let's see if this works How to build a JNSQ modified game of KSP, featuring KSP 1.11.1: Hopefully this helps.
  14. Product testers do need to take their job very seriously though. As fun as encountering a strange problem is (think about the troubles I had on JNSQ's Krel for instance), repeatedly invoking and documenting the problem is a major chore. You have to get it right so the developers can consistently reproduce and fix the problem. This is why the current KSP bug tracker is how it is, and why a frequent refrain from add-on developers is, "No logs, no support." David Murray goes into detail on his recent retro game "Attack of the PETSCII Robots." Especially the bartender robot analogy.
  15. Let me try to do that. Assuming no CKAN; I'm not a CKAN user so what I have to offer might be more manual work than would be needed.
  16. While the unobtanium resources could go away, I might be able to swap Rock for Dirt on any MKS parts that use it, or rename Rock in RR to Dirt, or something. It would make things interesting to be sure. That's a long ways away besides. There are at least ten more worlds to visit in my current playthrough.
  17. I'm considering an MKS-based playthrough at some point, since the Orion Pulse engine pack uses a subset of that. What issues between MKS and Rational Resources came up?
  18. Welcome to Normal, um, Riga Making some progress at least. Hoping to wrap up the Lindor visit soon.
  19. Yes we're back to normal! Huygen awaits. Part 21 is uploading as I post this. If it doesn't play right away, give it about 30 minutes.
  20. I made a special cut from my Lindor episode. YouTube mangled the rings, and even OneDrive distorts them in its video player, but you can download the original 2.5 minute movie and get a nice look at them.
  21. Finally made it to Huygen after recent Kopernicus Bleeding Edge update So a while back I gave up on my original JNSQ Exploration series and tried starting a new save, only to find Kopernicus for KSP 1.9.1 had a similar problem with distant celestial bodies. But after doing the do-over mission, I read about recent changes to Kopernicus Bleeding Edge and found this: While Bon Voyage counts as teleporting for the purpose of this patch, it still seems a lot more stable on Aden and on Huygen. I've still encountered this, but if the game is having this particular fit I found quick-saving, quitting for a while, and coming back seems to work around the problem. I can then drive around for a few more hours and use Bon Voyage without encountering this problem. I also removed World Stabilizer and this corrected a lot of crumpled rover issues. If I need to, I can pause the game on scene load, and cheat the rover above ground using the stock Set Position tool, to manually stabilize my rovers. I'll do this off-camera in subsequent episodes. But a combination of these workarounds is allowing me to continue the original series, and I just finished filming at Huygen. No MoHole or MoPole there, but that's OK after the craziness of the do-over series. New episode finally coming this week.
  22. Duna Adventures! I haven't seen this object before! Looks like a few of these were added in the current JNSQ, along with a lot more Duna biomes. Also, all of the stock objects appear to be present. That poor rover's been down the large volcano, found itself flipped at least once, and had three solar panels damaged plus one forward rocket engine destroyed. The thing limped back to the lander after 20 Kerbin days of exploration. After returning from this revamped Duna and the also revamped Moho I'm pretty sure I'll be at the spot I was before heading to Lindor in the original series. So I'll stop this mission thread after returning from Duna, and resume the JNSQ Exploration series from there.
  23. First Duna Approach So far so good. The Pain Train will drop off relay satellites tomorrow.
  24. Pretty much. That's what I ended up calling the picture. By the way, I fully expect to have enough parts unlocked after returning from Moho to end this do-over, and resume the JNSQ Exploration series. I'd end up redoing the Lindor mission and, as long as Krel didn't explode my rover, continue through as planned. Though I suppose I could redo Duna first and maybe get a proper look for anomalies.
  25. Oh, here we go again I guess I should be expecting these things by now. We head back to Kerbin tomorrow after a successful, but hairy, launch back to Moho orbit.
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