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ItCameFromDuna

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Posts posted by ItCameFromDuna

  1. 2 hours ago, dnbattley said:

    What are the outcomes we need to achieve to fully realise this: if we can generate and link AND, OR and NOT gates is that enough?

    I'd say AND, OR, and NOT (or go with a NAND so you just need one gate) and some proof-of-concept of randomly-accessible memory (probably just a flip-flop or something) or some equivalent would qualify. Obviously I'd love to see a functional computer though.

  2. Here's a delightfully nerdy challenge for you geniuses: build a computer (or at least a proof-of-concept) that is Turing-complete in stock KSP (DLC allowed). Here's the wikipedia article on Turing-completeness to get you started: https://en.wikipedia.org/wiki/Turing_completeness. Basically, a computer capable of computing anything commutable.

    Numerous games, from Minecraft to Magic the Gathering have proven to be Turing-complete, so I have a question: is KSP? Could you build a complex marble run with mechanical logic gates? Misuse the KAL controller? There are numerous approaches that might work. I'm curious to see what you all come up with!

  3. I'm using a custom joystick made with an Arduino Leonardo. But wait! I'm pretty sure it's not causing the issue! When I open up windows game controller settings, I can see the troublesome axis (throttle) is being detected. I have also confirmed that it works in other games. However, it is not being detected within KSP. I have tried binding throttle to pitch, and it works just fine. When I try to bind throttle to the actual throttle, the game simply doesn't detect it. I've tried editing settings.cfg to the axis (axis 7) that the throttle shows up as in other programs, but it still doesn't work. Any help would be much appreciated. Thanks!

  4. On 4/5/2018 at 5:38 PM, Shadowmage said:

    Apologies for the delay.  Far too many things contending for my far too limited time.

    I was unable to spot anything in your log from a quick keyword search.  I will be reviewing it in more depth over the next few days to try and see if there is any cause stated in the log.

    I have a feeling though that it is going to come down to the graphics chipset you are using not supporting the feature (even though spec-sheets say it should...wonderful Intel gfx...)

    's fine. Yeah... good ol' laptops suck at gaming! Kinda annoying. Thanks for all the help!

  5. Buggedt Aerospace presents... the J4NK37-A5S Regional Jet!

    YugDxyI.png
    Here at Buggedt Aerospace, we strive to provide our customers with the cheapest, safest, and easiest to fly aircraft we can! Our new submission for a regional jet, the J4NK37-A5S, follows this perfectly! With a long range, high speed, and low cost, this bird will gain your airline billions in profits!
    Technical specs:
    • Cost: 19,978,000 funds
    • Fuel: 1,160 KAL
    • Cruising Speed: 320 m/s
    • Cruising Altitude: 2 - 3 KM (2,000 - 3,000 m)
    • Fuel Consumption: 0.16 KAL/sec
    •  Range: 2,320 KM

    Flight Instructions:

    Throttle to 100% with the built-in stabilization systems enabled. Activate the main engine. Begin pitching up at 40 m/s, the aircraft will take off at 55. Climb at a 10 degree angle until cruising altitude is reached. Pitch to zero degrees, adjust trim as needed, and let the craft accelerate. Reduce throttle before trans-sonic effects begin.

  6. 21 hours ago, Jirokoh said:

    Well, Maybe it's just me that doesn't know how to handle this mod, but it seems like I can't get any results out of this :confused:

    I'm trying to get data for my lander, that looks like this:

    I08hmDA.png

    And when I use FAR, this is what I get:

    fAuq4AW.png

    As you can see (not much, but still a little), the velocity vector is upside down, so I tried inputting 180 in pitch, but it gets stuck at 1.

    So... Am I doing something wrong? Or does the stability just not work for landers, but just planes?

    Uhh... stupid question, but did you hit "Sweep AoA"?

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