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About T-Bouw

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    Spacecraft Engineer

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  1. Does Windows itself recognise your controller? In other words, does the Arduino advertise all the axes properly?
  2. Oh come on! The ones opposed about the use of mods in this weeks challenge should take a look in the challenges thread. I think Squad is doing a great job comming up with an average of challenge types that are listed there. Only one challenge so far that requires the use of mods...
  3. T-Bouw

    KSP Acquired by Take-Two Interactive

    Well this came as a surprise to me! Take-Two is an industry veteran and currently has a market value that's better than it's even been (if the stock market is anything to go by). So I'm curious to see what this combination can do for KSP! Oh, and since Take-Two has a history of distributing peripherals.....OFFICIAL KSP CONTROLLER!!
  4. I'm glad that those developers landed a nice job again! Though Valve employing most ex-squad members and modders, you'd think that Valve's got an ulterior motive... A spaceprogram sim perhaps?
  5. T-Bouw

    KSP Challenge: Taking the scenic route!

    This challenge is about not using the GUI. In your linked post, you're talking about the GUI being too big, which is exactly the opposite of relevant here.
  6. T-Bouw

    KSP Challenge: Taking the scenic route!

    This challenge sounds like fun! I might take a crack at this one. (famous last words)
  7. T-Bouw

    KSP Challenge: Build and Fly a Space Shuttle!

    Well done everyone who participated and well done Speeding Mullet for jurying! Though, I'm sad I wasn't able to participate with my shuttle in time. I read about the challenge too late and it took too long to refine my design. But, I'll be sure to enter the main Shuttle Challenge!
  8. I'm not familliar with all the terms in your calculation (KOS?) so I'm not sure if you have it already, but it also depends on the angle your ship makes in relation to the planet. Veer off for just a degree in any direction and the thrust won't be sufficiënt. Better to add some trigonometry to account for this.
  9. You hit a good point there. Relays are in practice only necessary from Mün onwards. That said, I still don't understand how the signals from the other end on Kerbin opposite the KSC can reach it. Some other (space)centers on Kerbin? Will have to visit one of those positions the signal comes down at some day...
  10. T-Bouw

    Kerbal Space Program 1.2.1 is live!

    This patch blindsided me! It came quicker than I expected. Good going Squad!
  11. I condone the absence of relays to teach having to deal with loss of signal. It taught me a great deal about the system all the while never giving me an interactive tutorial. The relays, when finally unlocked, are then a convenience to be used in the future as a sort of quality of life part.
  12. Jay! This update is Beta then ever! I'm sure you guys worked your ehh dishes off!
  13. Red Iron Crown, your explainations for time warp in multiplayer are enlighting! I always thought that asynchronous warp was brilliant, but the way you're telling it, it has some flaws that're not insignificant.
  14. T-Bouw

    "There's no easy way to say this."

    Indeed kudos to the people that put a lot of effort into 1.2 and KSP in general. Apart from what may have happened behind the stage or not, I still love KSP in it's current form. I'll take this version 1.2 and we'll see what the future has in store.
  15. Please, let's not get all paranoid people. Innocent until proven guilty remember?