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PDCWolf

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Everything posted by PDCWolf

  1. I'd probably walk away. Lessening the damage also lessens (with a good lawyer lol) the punishment on whoever is the real culprit. Same goes for that terrorist stuff. If I help them, I killed someone, If I don't, terrorist killed 4 people.
  2. It all boils down to number of possible combinations with the string length and the amount of chars to test on each position (think 27 lowercase letters + 27 uppercase letters + 10 numbers + special chars for the comma). Obviously when choosing their password, most people assume it has to be a single word and they try to keep it as short as possible (so that's easy to remember for them). Top combinations are names, name+date, name+some id or telephone, telephone, id and those are the first options always tried by bruteforcers. I don't know what does the test base the cracking speeds on, but my pc can test words at about 51k words per second, my notebook only manages 1.3k.
  3. No. They cause larger hiccups on vessel load and crashing than their physics aware counterparts. They also lag more under timewarp. NOTE: it would be a good idea and has been suggested a million times already. Physicsless property could be a toggle for things like permanent bases and such as to not lag when they get bigger and bigger (and the stupid landing leg/entire thing wobble becomes more apparent).
  4. ISPs down for the new atmo, then homogenize them again. The rest of parts will probably see price balance, which will obviously still be broken unless they put another modder in for it.
  5. Tried one of my passwords, got 44 billion years. Obviously this doesn't calculate WHERE the password is used. If someone wanted to bruteforce a password, most services won't allow it (they either lock up or ask you to wait before trying again), that's why other methods exists too. I use bruteforce mostly to deal with WPS or with captured handshakes over wifi where they can't ask me to wait before I try again.
  6. mine are all 12 to 18 chars except for forums which are shorter, but you'd still need like a week or two to bruteforce them, they are all combinations of numbers, lower and upper case and special chars.
  7. Patterns and passwords can be secure enough if you put a bit of thought into it. My phone swipe pattern looks like a 7, I tell all my friends who ask for it "yeah just draw a 7", I've yet to see one of them succeed. Biometrics are of no use to everyday devices such as phones and laptops, they are better when applied to hierarchy level related access and such, not to protect stuff from external attacks. Anyways, someone who's worried about security would choose a complicated password instead of biometrics, they wouldn't mind the inconvenience of having to type 12+ chars to get to their valued stuff.
  8. Si pones 4 o más no habría mucho problema de que se vayan corriendo, el problema va a llegar cuando queden todos juntos y no te sirva de nada tener tantos porque están todos pegados.
  9. Del modo en que funciona la física, nunca van a quedar perfectos configurándolos a mano. Más allá de AP y PE tenés que buscar que el periodo orbital quede en sincronía con el día de Kerbin (6 horas exactas). Para esto podes usar cualquier mod que de este tipo de información como KER o Mechjeb. Si querés que queden perfectos y olvidarte de tener que acomodarlos cada tanto de nuevo (que siempre va a pasar, dado que no se guardan de forma perfecta los datos orbitales, incluso si los dejaras perfectos se desacomodan cuando cambias de nave activa) podes editar el save, lo que tenés que hacer es: 1-Cargas algun vuelo en progreso que no sea el satélite que queres que quede perfecto y apretas f5 para crear un quicksave 2- Buscas el satélite en el save (El save está en kerbal space program\saves\nombre de la partida\quicksave.sfs lo podes abrir con bloc de notas) 3- Vas a las propiedades orbitales, lo identificas con el tag ORBIT { (un monton de lineas con parámetros numéricos) } 4- Editas el primer numero, que dice Sma. Pones 3468750 5- Guardas 6- Volves al juego y apretas f9 7- El satélite está ahora en una órbita perfectamente geosincrónica. No lo vuelvas a activar ni nada porque cargan las físicas del satelite y se desacomoda de nuevo y tenes que hacer todo otra vez. Acá tenés una imagen de como se ven las propiedades orbitales de un satélite casi perfecto. Fijate que inc (inclinación) y Ecc (excentricidad) no están perfectos en 0. Si no son numeros muy grandes los podes dejar como están y el satélite se va a mover un poco relativo al punto en Kerbin que orbita (como se mueve Ike orbitando Duna, que esta en el mismo lugar pero parece que sube y baja), o bien los podes poner en 0 para que esté 100% perfecto e inmovil. Mna es Mean Anomaly que es (en doble Pi) el punto en la órbita en la que está el satélite. Esto lo podes cambiar y usar para poner varios satélites geosincrónicos en distintos puntos sobre Kerbin para formar un anillo. Para el que pones generalmente sobre KSC, no lo cambies. El resto no vienen al caso practicamente. Ref es el cuerpo de referencia, si lo cambias terminas orbitando la luna, el sol, otros planetas, etc. LPE es Longitud de periapsis (en qué punto está la periapsis de la orbita) y LAN es Longitud de nodo ascendente (lo mismo pero para el nodo ascendente de la órbita), tampoco hace falta cambiarlos.
  10. From a "what it is supposed to be" perspective, they should be nerfed as to not survive reentry on Kerbin (by themselves, if you add heatshields then sure, whatever).
  11. For the airflow not to knock your rocket over and flipping it, you should be going really really slow (and that's going slow at 10000 meters, very inefficient, maybe to the point of actually needing a little bit bigger rocket kind of inefficiency). Obviously turning is easy, the hard part with vectoring is counteracting the airflow wanting to flip your rocket (if you have no fins, obviously).
  12. WHY HOW This only means the simulation is still incorrect and/or inconsistent, unless it assumes enough control authority (read: loadsa fins or huge thrust vectoring)
  13. It should be said upfront if they think so, which they don't. They shield behind saying they actually planned it to be like that, when harvester didn't even plan for the game to have a third dimension or orbital mechanics at all.
  14. I find a problem with this argument. Guesswork based gameplay exists because of the lack of actually useful, processed (delta v, final weight, final twr, etc) information. The fact that he calls that a gameplay element seems more like shielding himself from such an obvious thing rather than facing the truth and going "yeah we tell you to make rockets while blind and with your hands tied but we liked it that way in the end"
  15. As someone who joined the forums on april 2014, you should know the huge fight it was had to make the developers write those 1 to 3 paragraphs of info that still lack in detail and content. Originally they were only one to two sentences, and they went through multiple refining processes pointed out by this community (and some others), to be what they are now, and they still lack a lot. Also, the fact that people speak badly of 4chan, yet they interact with members of the 4chan community without knowing it shows a high level of ignorance and prejudice. Back on topic, I don't like the "I like to target certain playerbase so I'm going to survey THIS PLACE IN PARTICULAR", it speaks badly of the dev team, which seems to be thinking too low or too high about a community in particular (i.e. hurr durr we go 2 reddit because we want casuals) and it also makes it seems as if they want to be right all the time by getting answers from a group that has the answers they want to hear (even if not the case).
  16. This kind of thing is what crippled us with manned flight first in the tech tree cause MUH 3 CORE TEAM XDD. If the "core team" dies, better.
  17. YES!, been playing with this option enabled on KIDS for so long I already forgot the stock way of doing it (by changing flow rate you know). Also, by using KIDS and my stock patch (look at my signature) you could give yourself some time to spend on engines with actual roles instead of the homogenized ones in stock. This'll probably make it easier to adapt early if they make that kind of change.
  18. http://forum.kerbalspaceprogram.com/threads/109676 Made it as soon as I got the news. Also, the splashdown was successful.
  19. yeah, the spaceflight part of a game based on spaceflight is boring and tedious, wrong game for you maybe?. The only thing I agree with is the game being a painful grind both with the funds system and the clickfest science.
  20. This one is pretty hard for some reason, touching q/e without RCS on is almost a dead sentence because they act more like yaw even when closer to the center of the craft, which for a surface mounted like that, it shouldn't have that big of an effect.
  21. it's not a spacecraft up for download though. It's like when someone made the falcon 9 landing on a barge in ksp
  22. First of all, I'm not sure if this goes here, but if it doesn't I'm sure mods will put it where it belongs. IXV - Mastering Atmospheric Reentry ESA's most recent endeavor consists of sending an unmanned reentry testbed composed of a lifting body design and two control surfaces attached to it's aft. It's filled with temperature and pressure sensors and it is going to be carried to near orbital speeds by the Vega launcher. After separating from Vega, the IXV will begin testing multiple reentry systems such as ablative and ceramic shielding, and the control surfaces themselves. Finally, it will spash down helped by a parachute on the pacific ocean. So, I grabbed some procedural parts, FAR, the mk2 spaceplane parts and began building stuff. This is the result.
  23. 6sCompartmentTubes - Non updated mod, Updated it myself and changed some modules to stock funcionality (originally it uses firespitter), but back then we didn't had cargo bays or the updates to the modules that they use. Adjustable Landing Gear Way better than the stock one, thread says 0.25 but works correctly if you get the latest firespitter.dll blackheart's textures for procedural fairings - There are textures for both procedural fairings and procedural parts. They still work because they are textures only. Community Resource Pack - For me it came with Karbonite+, if you don't use resource mods it is useless, and if the resource mod you use doesn't come with it then you'll download it in vain, that's why I don't link it. Custom Asteroids - Still works, adds some really good and needed diversity to the asteroid system. DDSLoader - Let's KSP load dds textures when the game starts, paired with converted textures, makes KSP load crazy fast (my game loads in about 30 seconds, no SSD or anything of the sort) Deadly Reentry - Adds reentry heat, it's mostly not-deadly unless you do aerobrakes at 12km/s, it's actually more probable for your crew to get killed by g-forces than because of their capsule exploding due to heating. Distant Object Enhancement - Adds albedo effect to the general skybox and creates flares for planets and objects you have in low orbits (you can see satellites passing by from KSC, or Moho right before the sun rises or sets for example) Ferram Aerospace Research - Because the stock aero model is dumb. Check this thread if you have any doubts regarding difficulty or how permissive FAR is. Firespitter DLL - Cause some things which I can't remember now require it (ALG is one, can't remember the rest) Hullcam VDS - Adds cameras you can attach to stuff, if you like rocket ..... Kerbal Attachment Stuff - Crazy bananas mod that adds stuff like hooks, winches, etc letting you create things like cranes or doing a Philae-simil landing on an asteroid by shooting harpoons (actually hooks in the mod but whatever, it's freaking cool) at it. Kerbal Engineer Redux - Loadsa data, if you have mechjeb then keep it and don't download this, they cover the same stuff, although differently. Kerbal ISP Difficulty Scaler - In its simplest form, it balances FAR to keep the same requirements to orbit that stock has (~4500m/s dV), otherwise it lets you balance the values however you want and also fix stuff like thrust scaling with ISP instead of fuel consumption. KerbalJointReinforcement - Because rockets, planes, joints and structural elements are not made of jello. Kronal Vessel Viewer - Lets you create pretty blueprint-like images of your rockets and planes (obviously has no impact on anything, just a visual thing for showing your stuff to others) NavHud - You no longer need the navball, this thing shows you the vectors and lines IN FLIGHT, really configurable so don't worry if the default setting doesn't appeal to you. Procedural Fairings - HURR DURR AERODYNAMICS, If you install far, you either get this or KW or Aies or get really creative because you'll definitely need some fairings. Procedural Parts - Installed this recently and I don't use it to completely replace stock, but rather to fill its gaps (like very small or very big rockets or sizes in between the existing ones. With some extra texture packs they look really good. RealChute - Because parachutes don't magically deploy in a fraction of a second exposing themselves (and your ship and crew) to forces that would rip them apart if they weren't such magical devices in game. Regolith - Comes bundled with Karbonite+, if you download it by itself, you'll see nothing because it's a framework to create mods on top of, not a mod by itself. RemoteTech - Adds need for relays, connectivity, line of sight and a toggle able signal delay for probes, if you want a less intrusive and easier version, look at antennarange. Science Funding - Gives you funds for the science you do. StretchySNTextures folder is a texture pack for procedural parts TAC Life Support - Life support mod. Adds the need for food, electricity, oxygen and water and a lot of cylindrical parts to do different things with those four resources like recycling them for example. ToadicusTools - Comes bundled with other mods UmbraSpaceIndustries - Contains Karbonite+ Wolf - Contains my TWISB - Stock Rebalance Patch and other stuff that shall see the light sooner or later.
  24. Speaking from a realism perspective, when landing on other bodies (with atmosphere HURR DURR) you don't want the chute to land all over your probe, probably covering the solar panels, so you cut the chutes high enough, perform a divert maneuver if necessary and then land propulsively. Parachute-landing-probes do not have solar panels on them and/or the parachute falling on top of them present no risk whatsoever. In KSP, parachutes disappear magically so they aren't a threat, we also have no wind so they can't get accidentally deployed by it converting our probes into a kite buggy. You could also consider cheating the fact that IRL there's a limit of how much parachutes you can actually use on a certain area, that doesn't exist in ksp (you can clip a lot of parachutes on the same place). Edit it actually surprises me how "the best possible community on the internet" can't discuss this kind of topic without looking like a religious group. There's actual place for serious discussion on the topic, even if we have to manipulate the words in the OP a bit to see it.
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