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OrtwinS

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Everything posted by OrtwinS

  1. *crawls out of hiding* I cried. I laughed. Bring on the Age of Fire! Now I'm going to reread the Mars trilogy (K.S. Robinson).
  2. [quote name='TheTom']... [B]demonstrated and proven[/B] ridiculous bad code ... ... the current code is a demonstration of wasted CPU cycles...[/QUOTE] That is quite a choice of wording. Can you link to the research? Sounds like an interesting read.
  3. Call the men in the white coats, this one is ready for the fruit-cake department. Single ticked to the loony bin! That was a short career.
  4. This stuff is great. Nice way of story telling, letting the reader 'reconstruct' the events from letters. Please don't stop.
  5. Lucky for you, unlucky for me... I have two 'dancing' kerbals in my Munrover command seats. It's a modded savegame (it would be a rarity if it wasn't eh?), but this particular rover has no non-stock parts (there are FAR and collisionFX modules added to the parts though) It's called 'Munbase rover', there aren't many vessels so it should be easy to find. Stuck kerbals are Bob and Kelfrid. Here is the quicksave: https://www.dropbox.com/s/pv44dxva58gffa2/output_log.txt?dl=0 Please let me know if you find a fix. edit: I managed to shake them loose by driving over the edge of a cliff . Kelfrid and the rover managed to stick to the edge. Bob slid down the crater for almost a kilometer , he did seem to enjoy himself though. edit2: game crash, not saved, they are stuck again . Unable to reproduce the 'shake loose'. edit 3: success!!! I am developing a phobia for command seats. Tip: to shake them loose, be sure they are in 'walking' or ragdol mode, after reloading they are half a minute in rigid T-stance and impossible to shake out of the vehicle.
  6. Here is the log file. Antenna range is spamming error messages, makes your job harder and might have something to do with it (KeyNotFoundException) https://www.dropbox.com/s/pv44dxva58gffa2/output_log.txt?dl=0 I tried setting the key to 'y' a few times, and eventually set it to f4.
  7. Great mod. Your UI could use a little streamlining though. You only need 4 buttons and a slider: - enable/disable TCA - enable/disable vertical control + slider - enable/disable horizontal control - show/hide advanced options I suggest hiding the pitch, yaw, roll, PI variables, 'engine info', 'autotune toggle' and the pick-TCA-key all in an 'advanced' view. PS, the set TCA key seems to have some issues for me (on win32 build), it changes to '?' and displays 'Enter new key to toggle TCA' but it doesn't respond to most key presses (it changes to 'none', only alt, ctrl, capslock, tab, or F-keys work. letters/numbers don't) PPS After quicksave/quickloading TCA doesn't recognize previously limited thrust, thus one of my landers crashed because the enginea were limited at ~20%. PPPS That also counts for undocking, when undocking part of a TCA controlled craft it's engines are still thrust limited.
  8. For the past 5 days I have been trying to land a Munbase module next to another one. I have a quicksave floating just 8 m from the target. Mistakes have been made, my skycrane/tug doesn't have enough RCS trusters. Thus the slightest deviation from pointing strait up causes unwanted drift that is very hard to counter. This mod will save me... (to be continued)
  9. Using FAR already, so I already need pointy stuff.
  10. Woot, new instalment . Those were some horrible weapons (more like suicide-flying-bombs than 'missiles', but I get that the average working Kerbal doesn't know the difference). I foresee widespread panic if anyone starts firing up rockets again... "It was true that kerbals didn't need to eat, per se" I KNEW it, they photosynthesize (though you could mention they do eat when young and growing, they do have a functional digestive tract for some reason right?) AHA! William=Bill The financial guy. The set is complete, lets build some rockets . Bob seems a lot like me: shooting holes in other peoples ideas with ease Critic time! (if at any time you find my observations counter-productive for your creative process, please say so) Airships don't require holding patterns, they have no need for continuous motion (unlike heavier-than-air craft, which need movement to make the wings work). Especially since weight and trim is so important they rather just float and maintain position (bow in the wind). Saves fuel and weight. You also might want to know that Airship fields only have some open space with one (or more) mooring tower(s). So if you start introducing heavier-than-air vehicles you should know that there ARE NO RUNWAYS present in the current infrastructure (or only very short ones for the gliders). I recommend changing 'powered flight was strictly forbidden' -> 'heavier-than-air flight was strictly forbidden' since airships are powered (unlike balloons, which drift with the wind) "Kestes Model Rockets..." What model? do they have full size rockets? In a Steam-electro time? Might want to call them 'Toy rockets' or 'rechargeable fireworks'... There is a little discrepancy in Aleny's character. One moment he is the over-enthusiast naive-thinking brilliant scientist, and in the final section can apparently wave around cards and make big-money decisions on his own... I don't know how your Kerbal world works but judging from William (Bill), and how G-Peninsula can apparently play the world economy as a puppet using complex bureaucracy... Nowhere on Earth can scientists wave around with blanc cheques, especially not the naive-brilliant kind... Unless Probodobodyne has a very unique internal R&D culture. There is just some explanation/character development missing...
  11. Please, don't let you enthusiasm be vanquished by the first prick with a back-seat-moderation fetish. I congratulate you on your achievement. In all my KSP years (since 0.12) I've never launched such a heavy load. Mostly because my PC would melt I too would love to see the pictures.
  12. Thanks! (my work was the transcription, not the video ) Welcome to the forums! Though I welcome the compliment, you really shouldn't post in threads that died over a year ago
  13. I love waking up on Wednesdays and reading dev notes in bed . I second the observations made about this forum being supposed to be the primary source of dev-revelations. Love the ISP fix.
  14. People are asking why I got this insane grin on my face, what should I tell them? How can I make them understand?
  15. This is good news actually. I don't really bother with engineers now except for the few missions that have a rover.
  16. *Bows down in awe* I killed ksp.exe when I saw little smoke puffs coming from the fan.
  17. This. FAR was salvation for my rocket program. Suddenly everything worked as I would expect it to work. The air-plane part however, was horrible at first. I had NO idea how to read that HUGE table with numbers I knew nothing about. The '?' button was pretty useful, that and a thorough Wikipedia read allowed me to understand the data table. The graphs were easier to pretty easy to grasp. The only things FAR really needs are graphical UIs to display lift (im)balance and control balance, in stead (or in addition) to the 'Big Scary Table' with numbers.
  18. Dear awesome plugin developers, your skills are far beyond me, and I apologize in advance for requesting something this large and complex. However, I think this will be worth the effort. Intro I'm sure most of you have seen some of the myriad of external displays and controllers our fellow players produce in order to heighten the sense of immersion. Ranging from 'simple' Ap&Pe LCD displays to complete switch-panels that allow one to control every facet of KSP game play. Most of us don't have the hardware and/or software skills to even think about such a thing Most of us do have a smartphone, or a tablet... The request: A KSP plugin which can 'publish' useful game data as a simple webpage, which can than be accessed through any browser-capable device in your local network (192.168.x.y:z) functionality to allow other plugin devs to display (parts of) their plugin on your local 'info web-page' (docking assist plugin? FAR-info graphs?) input functionality, not just a one-way flow of info KSP->browser, but also controls->KSP. Maybe someone wants their action group buttons on their tablet, or their complex infernal robotics controls etc. Suggestions: Automatic expand-collapse function for every plugin that offers info to the page. Screen real-estate is limited on most devices (especially phones). Example: docking assist graphics here plugin info Some basic orbital info for capabilities demonstration. Most abilities of the webpage should be offered by other plugin devs. This plugin should be like the toolbar: a conduit through which other plugins can offer their functionality. (Trick is of course to make this as easy as possible for them). Profit: Less screen clutter of half a dozen plugins that all offer their useful info on screen More displays & more graphics around you == More immersion! Rewards: Rep Good karma The adoration of all KSP players who have a smartphone or tablet. If you have Paypal, I'm even offering you $ 10.- reward, which -I know- isn't much considering the amount of work involved (I am not a rich man ). I'm hoping other people are also willing to chip in. Questions: Why a webpage? I thought at first about a dedicated plugin&app combination. However this would create additional hurdles like platform (android/iOS/linuxphone). Everyone already has a browser, why not use that? Suggestions for me to improve the formatting of this post, or improve the plugin-request itself are very welcome! I'm not very happy with the current thread title... how to describe this request in a single sentence? This plugin also needs a catchy name...
  19. Rowsdower, you will be hard to replace, and impossible to forget. I wish you good luck and happiness in your new ventures. I share other peoples concern about the occlusion effects for lift, drag and thrust. Wings shouldn't work in a cargo bay, open or closed (or very weirdly when open). Might I suggest you release the airo overhaul as 0.91 beta for thorough testing?
  20. After rereading the entire thing: it works as intended, my first read was split in two due to some travelling (in between the KIS-Jonton sections). Causing me to completely miss this parallel. (could have been fun to alternate those to perspectives in a more movie-montage-like structure? Not sure how well that would work in writing though). Hmmm, didn't catch that one, it's completely logical though. In a continuous monolithic book/story it might have been more clear. "Gerselle stared intently at the first bed, holding its hues in her mind, memorising their patterns and subtle shades before turning her attention to the bewildering riot of colour that marked the breadfruit field. Slowly but surely, she began to make sense of the apparently random swirls of clashing colour that gradually revealed themselves as intricately cross-linked mosaics. Methodically, she began to isolate the mosaics, disentangling them in her mind’s eye, picking out the dominant pattern , searching for one particular set of colours. Then she found them. A small part of the mindscape snapped into sharp focus, the other colours fading slightly, merging into the background. Gerselle stared in delight at the rainbow fringed dapples scattered over the field. ..." I find this the confusing/unclear part. I suggest a more specific mention she searches for the weedbeds, holds one of the weed-patterns, and then tries to subtract that pattern from the breadfruit field. Nowhere does it say they pulled an all-nighter... could've been 15 minutes since the previous KIS scene . Might want to mention when James and Sherfel enter the sim-room it is early morning of the next day. And in that light the Whirligig work is spot on. It felt a bit random, unless you consider it is actually the next day. No idea what you changed, and that's a good thing . Smooth read.
  21. The forum doesn't have a spell checker, some browsers (like chrome) do. It's not instant spell-check though, (I think Chrome uploads the text to Google for checking in the background) I think it's meant to be used by as many people as possible. *cough*Not all, My most likely candidate is the peninsula in the inner sea north-west of the 'Africa' continent. There are several other options, but those are all further away from the KSC location. I do expect the story to take place near KSC, given the economic distress of Kerbin and the strong suggestions that functional global transport options are currently lacking. We can't expect the Original Three to travel too far... (excluding unforeseen interesting plot developments... surprise me!) You also mentioned the pipeline crossing an inner sea, as opposed to a (mountainous) northern overland route. There are several other peninsula's on Kerbin that fit that general description. Using Kerbalmaps location coordinates: 30 -95 (the one north-west of 'Africa') -25 13 (not 'Grand' though) -35 108 (even less 'Grand') 35 144 (strategic location, unlikely to stay neutral during a WW) Other peninsulas are either not located near inner seas, have no northern mountains to access another landmass, or are simply too strategic to have been able to stay neutral. My money is on 30,-95.
  22. Same here, only noticed it when I typed the question about the location.
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