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DuckZero

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Everything posted by DuckZero

  1. Well, stick to Hard SF, then: I have very few qualms with the scientific accuracy of Asimov and Clarke
  2. That's a really nice configuration. I just might steal a few of your ideas. Did you choose a specific radius for the polar orbit?
  3. I have the strangest problem. I'm running KSP 64-bit with primusrun and it crashes on loading whenever it comes across a PNG file. It doesn't do this when running without primusrun, and it doesn't do it when running the 32-bit version in primusrun. Exactly the same behaviour occurs in optirun. I know it's PNG files because I have removed every folder that causes it to crash while loading (from the text in the yellow loading bar) and to test I put a uniquely named PNG in the /resources folder and it crashes on that. EDIT: My fix for this is to convert every single PNG to a TGA using mogrify -format tga *.png and then removing all the PNG files. Anyway, after working around that I now have the minor issue of some heavy flickering under primusrun (but it works fine in optirun). (fixed flickering with PRIMUS_SYNC=2)
  4. I am impressed with the launchpad-on-moon idea (even more with the execution), and you've made incredibly good use of the LLL parts at the end there. Do you think it could be launched and assembled in a modular fashion to add some reaslism?
  5. That was it. I looked at the part.cfgs and found that they still had the part modules in them. The culprit was Taverio’s Pizza and Aerospace not being updated to play with FAR nicely. (Plenty of posts about it in that addon's thread). Thanks
  6. Made a completely new craft from scratch. All of the control surfaces actuate when rolling, even though only the standard control surfaces are assigned to roll. Similarly with other axes: as if it were just the stock behaviour. http://i.imgur.com/ncMRmvT.jpg http://i.imgur.com/2bxO2nE.jpg
  7. I've searched the thread, but I can't find an answer, so sorry if this has been covered, but control surface assignment seems to do absolutely nothing. The angle of deflection works, but assigning to roll/pitch/yaw doesn't
  8. I see that a lot of the part.cfg files still aren't wrapped with PART{} I've done it (took all of about 20 seconds) and with your permission, Tohou, I could upload a zip with just those files in the right folder structure
  9. Considering there are at least 4 reasonably commonly used temperature scales used by humans (celsius, fahrenheit, kelvin, rankine) I don't see any reason why kerbals in their fictional universe should use celsius. The physics should be the same, by all means, but physics is independent of units.
  10. Ah, I saw the dev thread for this and I earmarked it in my mind (mind-marked it?) because it looked cool. Nice one getting a version for release. The textures are a little boring though.
  11. Having only done a masters-level module in General Relativity (and not particularly well) I'd say that the extra rotational energy would increase the strength of gravity, but I'm not that good at manipulating the stress-energy tensor to say exactly how much. If I remember correctly, some binary stars have enough rotational energy do exhibit a measurable increase in gravitational strength.
  12. There isn't all that much helium-3 to go around, and it might not even be energetically viable to mine the majority of it. Deuterium-tritrium is good because you can breed tritrium from lithium while the reactor is running. You can use the lithium as a coolant too. Plus it has a factor of 10 higher peak sigma-v (basically reaction rate) at a much lower temperature than deuterium-helium-3 fusion, so DT reactors can be smaller and cooler.
  13. As far as I know, there's no way to do this other than maybe write your own plugin.
  14. Not sure if anyone's mentioned this, but the drone is a pretty effective SSTO aircraft. Get it up to 30km and fire the "deorbit" engine: puts apoapsis at about 200km.
  15. I use famous physicists e.g. Sagan Tyson Hawking Euler ... Admittedly, some of them (Einstein, Maxwell, Faraday, Feynmann etc etc) don't make very compelling names.
  16. Is there any way to get this working with engines? I want to do an Apollo-style landing
  17. This adds exactly the functionality that I wanted. Thank you so much
  18. I heard they had to use MechJeb to land it properly Seriously, though, this is amazing.
  19. So with 0.16\'s EVA function, I thought I\'d try doing a sea rescue after splashdown. Addons used were: Tosh\'s amphibious gear http://kerbalspaceprogram.com/forum/index.php?topic=4873.0 Taverius\' rebalanced spaceplane parts http://kerbalspaceprogram.com/forum/index.php?topic=17163.0 Jeb has been to the Mun in Mun Goer I. After a successful mission (involving running around like a loon until he got tired), he has returned to Kerbin, splashing down somewhere east of the KSC. Rescue plane approaching the Mun Goer I capsule. Landed safely around 200 m away from the target. It\'s a bit of a swim for Jeb... The ladder is deployed and a tired Jeb ascends into the cockpit All aboard! Leaving the capsule to return home. (Someone\'s far happier than the others... =P) Final approach for a flawless landing. Perfect! Commander Jeb home at last from his Mun adventure!
  20. I love NASA. A rocket skycrane in KSP would be amazing.
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