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TheCardinal

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Everything posted by TheCardinal

  1. Like @Todofwar, i've often contemplated the question if there could have been a prior technological advanced society on earth. The biggest problem one is facing when considering that question is that we're inclined to relate everything to our own ways (of living, thinking, discoveries etc.). A prior civilisation could have done things differently, have other believes and values. And the more time has elapsed, the less likely it is to find some proof of their existence. But if there was such a proof, would we even be able to recognise it as proof? Take for instance all the information that is stored in books and on magnetic tapes, cd/dvd's, harddiscs and in silicon chips. Given time, all those "proofs" of our knowledge/existence will disappear. I doubt that in a thousand years time any of those still exist. Time is the biggest enemy in finding evidence of a prior civilisation (and leaving proof behind). Suppose we, humans, would know our existence would end in five, ten or a hundred years and wanted to leave some proof/memorial of our existence behind How could we leave such a proof of our existence behind which could be recognised as such in a million years?
  2. A nice mod! It does have a small downside. After reverting a craft (for a designchange f.e.), the mod does not revert the number. At the next launch the number is increased again.
  3. I assume everybody knows what a black box is. Spacecraft usually have something like that. The sensordata of the Columbia showed how the reëntry heat destroyed the inside of the wing and lead to the crash of the shuttle. I would like to create something similar. I know there are several mods which allow some data to be stored (to file) but is there a mod or a combination of mods which allow me to store the data of more than one sensor to file at the same time?
  4. Perhaps i could/should have known that. I didn't check the 327 pages of suggestions (sofar), i only checked the list of regular suggestions. Perhaps this should be add to that list.
  5. I also think that Felipe deserves a lasting Easter Egg in the game. Adding his name to the crew name generation should only be a first step. I can't beat the many excellent suggestions which have been posted until now. One thing that hasn't been mentioned yet is to name a comet after him. The comet should have a highly eliptical orbit and a cometary tail which (dis-)appears at a plausible distance from the sun. No information about it should be available in map view until it has passed the orbit of Jool. The shape of the comet should be like the HarvestR's avatar but only if the tail hasn't spawned yet.
  6. One of the things i do is plant a flag at the KSC so i can guestimate when i should burn for reentry and land at the KSC. It would be very helpful for pilots if the location o the KSC is visible in the map view.
  7. It doesn't seem to work in 1.1.3 anymore. Anyone up to the challenge of updating this mod?
  8. Even though i firmly believe that everybody is entitled to his or hers opinion, i dislike to see mostly negative views here in the forum. Yes, 1.1.x isn't working as flawless as hoped. A.f.a.i.k. it hasn't been different ever since 0.13. A version is released, bugs are discovered, the users vent a lot of criticism, one or more patches are created solving some problems until a somewhat stable version is achieved. The user criticism dies down until the next version is released. Version 1.1 created a lot of anticipation and excitement before it's release, which (in this specific thread) has turned into a ridiculous mud slinging contest towards Squad. @KasperVld - Please close this thread.
  9. I'm still playing 1.0.5 as well. Like the others in this thread, i'm waiting for updated mods, a solution to the unusable wheels and more stability in general. The speed increase and 64 bits support in 1.1.x are wonderful but not enough to make the instability acceptable.
  10. My house rules change often (whatever pleases me at the time) but no hanky panky with Hyperedit and Alt-F12. I often modify parts but never to "improve" (cheat) on their performance. F.e. I prefer smaller RCS thrusters, so i reduce their size but i keep thrust, weight and consumption the same. In many lists i've seen part clipping is a no-no. I have no real problems with part clipping as long as it isn't a way of cheating. F.e. adding a small RCS tank in a (large) fuel tank, a wing or such is allowable i.m.o. Putting extra fuel tanks in an other fuel tank is cheating. Some players only allow personel transfers under certain conditions. I always allow transfers, no matter what. Contrary to public believe, i believe Kerbals have no skeletons. Essentially, they're no more than gas filled bags. Any creature having a skeleton would sustain a lot of injuries in the accidents Kerbals are able to survive. Besides, nothing remains when a Kerbals goes off in a puff of dust. With no skeleton they can squeeze through any hole (like a squid). I use whatever mod i like (usually about 20).
  11. If you define "these days" as "the days immediately following an update", you're absolutely right. It has been like that ever since 0.13.x. when i joined. (Defining "these days" as "the present days" obviously is wrong). It seems to be one of the development steps in KSP.
  12. Thank you! I hope this will silence all negative comments. The amount of work which has gone into 1.1 must have been enormous. I did notice several bugs but i also noticed many improvements f.e. the optimisation in load time.
  13. Are you sure you've removed all prior versions?
  14. Check if you have ModuleManager installed and if it is version 2.6.23). Remove all older versions of ModuleManager you have. Right click will then work. (I had the same problem).
  15. Same problem here. Do you use TweakScale by any chance? It looks like this is the same problem
  16. I suspect I have the same problem (with an SSTO). At the launch nothing is wrong but after a short while the craft shoots into the distance (as if the camera zooms out). I can't get close to the craft anymore. This happens several times during the flight. The mod's i have the same with you are: Kerbal Joint Reinforcement, TweakScale and SCANsat I've removed Kerbal Engineer Redux and RasterPropMonitor, but those where not the cause of the problems as the problem persists. I can remember this occurring as well in a previous KSP version. At that time it was a bug in KSP, not in the mods. (somehow the mass was calculated incorrectly). Unfortunately, i can't remember what version it was. It's a wild guess, but it might be something to do with tweakscale.
  17. Thank you very much, Graphi. You've solved my problem. I did have ModuleManager but i found out it was the wrong version (2.6.20 instead of 2.6.23). Replacing the old version with the new version solved my problem. Thank you once again.
  18. I seem to be unable to get Tweakscale working with KSP version 1.1.0.1230. I just downloaded this KSP version this morning. At first i thought it was caused because i was using the 64 bit KSP version, but it doesn't work in the 32 bit KSP version. I've removed almost all mods (only Toolbar and AVC still remaining) but to no avail. Are there any others which have the same problem?
  19. I'm wondering what the best method is to return an SSTO safely given an orbit of 350 KM. You can alter the periapsis of the SSTO to 45 KM at once from the 350 KM orbit or you could alter the orbit to 75 km and then alter the periapsis to 45 KM. I have the impression that the second way is better. Is that nonsense or is that true? (If so, why?)
  20. Did anyone notice that the SpaceDock was renamed to the PizzaDock, complete with Random Pizza instead of Random Mod?
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