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BigFatStupidHead

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Posts posted by BigFatStupidHead

  1. I remember reading some reasoning why Squad would not un-wobble rockets completely - but where?

    There was an old, old mod that stiffened the joints up on rockets. Because planet surfaces are completely rigid, it became not unlike two solid pieces of metal bouncing around together when trying to land. Without the give between joints, or our modern shock-absorbing legs, it was an altogether unpleasant experience.

    I'm glad to see this return; the time is right.

  2. Okay so I tried out making just the ring, and it works well under most engines. The nuclear engine doesn't work though, since the fairings are jettisoned when you stage the engine, so the docking ring just hovers there under the engine. I might remodel and/or retexture the docking rings, so when I make a new batch, I'll include that fairingless ring.

    Thanks for that, BahamutoD. Also, I enjoyed your take on the intro music.

  3. Hooligan Labs : Thank you for all your hard work on these mods, and best of luck in all your future endeavors!

    JewelShisen: Glad that you will be taking up the mantle; it is a good sign that someone already so active with it has decided to keep it going.

    Looking at your tech-tree, might I suggest it be arranged a little differently? The Ludo is a fairly primitive dirigible, so shoudl be available much earlier in the tree, replacing the Dodec's location. The Dodec is made out of fairly sophisticated materials, and is best used en-mass or with smaller vehicles. Precision Engineering seems like the place it ought to be. Other than those two, everything feels to be in a correct place. I appreciate the Una placed in survivability. :)

    edit: That weather balloon sounds cool.

  4. If you do go for the linux 64 bit, you should check out KSP's linux support thread. There is a bit-patch you should run that'll deal with some 'quirks' you may encounter. Mind you, just because of the different way linux handles memory, you might only need to run the better supported 32 bit version.

  5. One consideration: It really ought to work equally well at any time-warp. It always bugged me that ISA MapSat (and the Kethane detectors for that matter) start missing cells at higher time warps. You know where the satellite was the last time you added a cell, and you know where it is now -- it ought to be trivial to fill in all the data in between, rather than just at the current point...

    ("It ought to be trivial" is what a usually say before I dig into the code and really come to understand the problem... lol)

    It also ought to work when not the active craft. This is the biggest thing keeping me away from mods like Kethane, Mapsat, Extraplanetary Launchpads, etc. It is possible to have this kind of information processed on an inactive flight, as we see in KSP Interstellar.

    So, this sounds very promising, good luck!

  6. My condolences; I feel very badly for your dog. One of my pets died in the past year from a terrible lung cancer.

    One of the worst things about cancer is that it is a disease that can come about from a single cell. To fully wipe out a cancer, each and every cancer cell in the whole body must be killed, or it can, and probably will, recur. Also, because cancer cells can migrate through the body, there is no way to be certain of killing them all with a focused method like you've detailed. The reason that our usage of radiation and chemotherapy is effective is because cancerous cells spend an inordinate amount of energy on division, and much less on resistance. The radiation kills the cancer slightly faster than it kills healthy cells, and the chemotherapy prevents cell division to keep the cancer in check. (It is actually the chemotherapy that causes hair to fall out, and not the radiation treatments.) Because cancer cells are less robust than normal cells, they are also more suseptable to death from viral invasion - I believe that a great deal of anti-cancer viral research goes on in Russia.

  7. Well, if they're moving, then they have power. (Electricity) Some of the wheels are pretty deceptive in how they look; I've mounted more than one set upside-down accidentally. Careful observation of their suspension can give you a clue as to which way is up, but usually it's easier to just flipping them.

  8. Lol, you are one of many who want that configuration. When I was making up the new set, due to the relative sizes of the medium tank and the 2.5m endcap for it, it pretty much looked like a band with two cones on either side. Not noticeably spherical really. You can sort of see the same effect on the small and large tanks with the larger endcaps, but it was worse on the medium.

    However, due to the large demand for this particular configuration, as well as fixing the capacities of the toroidal tanks and adding in the cfgs for further fuel types, I'll polish up the medium/2.5m version and release them all as a full update for the pack in a day or so. I'd appreciate any further feedback/suggestions/bugfixes that anyone can provide over the next day or so, in order get the most out of the update. (And if you all like the toroidal tanks, I will probably make those in more sizes as well.)

    Well, if you need some inspiration on how to make the 2.5 spherical tanks look like spheres, here's how some other modders have done it.

    Gary Quick and Dirty Miscellania

    j7SfZa5.jpg

    Ok, it's a nuke; but it's still spherical.

    And from Large Structural/Station Components for KSP .20

    gX7hJTD.jpg

    Oh yeah, check out this engine, too.

    vavROtQ.png

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