stibbons

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About stibbons

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  1. Doesn't even need to be a gaming con. I took my controller rig to the local mini maker faire the last two years, and met a lot of KSP fans.
  2. Because nobody else has mentioned it in this thread yet: I saw Halley's Comet on its last flyby. The local amateur astronomy club held free viewing events in the oval next to my school, so I got to check it out through a surprisingly powerful telescope as well as dad's modest binoculars.
  3. Yes, there are. Start with CASR part 101 and continue from there.
  4. I managed to avoid this problem. My partner saw my controller before agreeing to move in together. She knew what she was getting in to.
  5. I have a machine that dual-boots Windows and Linux, with KSP installed on both partitions. So thought I might time startup times for both. Hardware: Intel i5-4690K 3.5GHz, overclocked to 4.8GHz. 16GB DDR3 RAM. nVidia GTX 970 with 4GB RAM. 2TB Western Digital Green drive, SATA3. It's a bit old now, model number WD20EARX-00PASB0. Software: Debian testing, quite up to date. Linux 4.11.0, proprietary nVidia driver version 375.66. Windows 10. Fully patched. nVidia driver version 382.05 KSP: 1.3.0, whichever minor patch release is available through Steam for each OS. I'm testing with stock, and with my usual mod list. I don't go in for huge part or planet packs, but I do use scatterer and SVE with the biggest textures. Installed mods as reported by CKAN: Method: Remove settings.cfg (to start the game with default settings) Launch 64 bit version of the game from a command line. I don't add any parameters, so what I'm running is the default launch config. Start timer when hitting enter on command. Stop when first note of menu theme song plays. Reboot between each run, to ensure the game is being loaded from disk. Subsequent runs are much faster due to the operating system caching everything in RAM. Modded times were not the first run after installing mods. I installed everything, launched the game once to let Module Manager populate its cache, and then rebooted and ran the test. There were 4908 patches applied. For Windows, I let the machine sit idle for ~10 minutes after booting before running a test - my install takes a long time to settle usually. Times: Windows Linux Stock 65s 55s Modded 123s 115s My subjective experience? I play in Linux, and that two minute start time really doesn't feel excessively long to me. ¯\_(ツ)_/¯
  6. Yes, it's easily painted. I sanded the side of my acrylic that I was painting, but didn't otherwise do any preparation. Drilling holes is easy, just start with a small bit and gradually work your way up. Cutting internal holes should be fine with a hacksaw/jigsaw and a little bit of care. But the best way to do it would be to find a local maker space and use their laser cutter or CNC mill. Precise, square cuts and no fuss.
  7. There hasn't been a real release of IR for a little while now, I think. Lurking in the thread, the current way to get it working seems to involve a mish-mash of the official release and assorted contributed DLLs pulled down from assorted sources. Until there's a real release marked as compatible with 1.3 CKAN won't be able to install it. It's a shame, it's a pretty awesome project. If you'd like to submit a bug report, it really should consist of: Full details of what you did ("Launch CKAN. Change filter to show installed mods. Select mod x. Hit uninstall button."). What you expected to happen ("Expected mod to be fully removed and all related files removed from GameData") What actually happened ("Client paused for a long time. Here's the full text of the error message it eventually gave me. CKAN still thinks the mod is installed and all files are present.") The more detail that goes in to these things, the better. As it stands right now, without even knowing which mods you were installing or uninstalling, this isn't a bug report.
  8. Those things look super fun, but I suspect I'm going to go ahead and refer to my long standing complaints about how terrible Arduino's Wire library is. Driving them quickly enough to work with a decent refresh rate with KSPSerialIO or Simpit would be a struggle.
  9. What is this, a rocket ship for ants?!
  10. I mean KAC. The flight computer can automatically add alarms for scheduled actions. Haven't used kOS enough to comment on how it integrates with the flight computer.
  11. RemoteTech replaces the stock commnet, and brings more antennas, a slightly different and arguably more realistic mechanic, and (optional) speed of light delay. It also has the Flight Computer, a fairly advanced sequencer that will let you schedule all sorts of actions to happen at future times, and even integrates nicely with KAC.
  12. What did your lawyer say about it?
  13. Adding a handler for that should be relatively simple, especially if you've done any work playing with KSP plugins before. The only concern is that my current workflow relies on tools that only really exist in Linux, and there's probably some extra work required before you can make the code build using Visual Studio or similar. If you're interested in trying it out, the source code for the plugin lives at https://bitbucket.org/pjhardy/kerbalsimpit . You'll find some details about how to configure your IDE to build the project, as well as how to structure a new class to send or receive data, at https://bitbucket.org/pjhardy/kerbalsimpit/wiki/PluginHacking.md .
  14. Hi! Not yet. I'll get to adding fine control toggle at some point, but at the moment I'm focussing more on less visible work making the internals more stable. For what it's worth, I keep track of everything I've got in progress and planned on a trello board: https://trello.com/b/t6YUftuS/kerbal-simpit-progress .
  15. I'm doing something similar to this already, the terrain alarm goes off if your radar altitude is below a given threshold and vertical velocity is negative (you're going down). The important thing for a build like this, I find, is to start small. Focus on just one of your wishlist items, and see it through to completion. You may like to start with the first, because if you've already got the tablet it's probably the cheapest option. After that, buy yourself an Arduino and a few components, and work towards just one simple little component at a time. It's easier to fit it in to your budget that way. And I find it much easier to stay motivated to extend an existing system when I'm able to see how much progress I've made on finished and working parts.