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Garek

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Everything posted by Garek

  1. Yeah, software optimization doesn't work like you could first focus on that and than implement the rest of the game. If they were to optimize the current build completely, they would lose a big part of that optimization again when they need to modify existing code - and need more time for that, as well. In general, you develop first and optimize then, but as this game is already being played, a certain amount of optimization is very much needed to keep it playable. Especially the memory usage and the restriction to 32Bit just limits modding way to much, because with a certain amount of mods, you run out of memory. But I think Squad knows what they're doing, at least better than us.
  2. A flyby would be the ribbon without an orbit device. Of course, that only makes sense if you haven't been in Orbit around that body before, but I think the reasoning is, that getting into Orbit is the next step after getting an encounter (aka flyby). About a gravity slingshot: as far as I understand, a flyby always gives you a gravity slingshot, so only a slingshot which actually got you somewhere should count. And I have no idea how one could represent that. Besides, the original rules page is probably the better place for suggestions like that.
  3. I think in some other thread a Mod or similar said that .22 would likely not break saves. But still, that's a lot of "I think" and "likely".
  4. You should take a look at that Telemachus AddOn, with that you could transmit real-time flight data from the pilot's KSP to the others kind of Mission-Control-Style This is a very interesting project, but I won't apply because I'm not that experienced with the game yet. Maybe if there is a second or third iteration, depending on the timing, but at the moment, I want to do the stuff by myself first.
  5. Oberth never gives you free speed, the Oberth Effect just means it's more efficient to burn fuel at the periapsis of an eccentric orbit (or a flyby) than at it's apoapsis or in a circular orbit. The "free-speed-effect" of a flyby is called gravity slingshot, I think.
  6. finished testing of my 3-man-to-LKO-rocket. It works with FAR and Deadly Reentry (and some other mods ) and gets to at least 250km (Orbit). the CSM: landed a probe on the Mun:
  7. The RCS Build Aid will show you the Center of Mass for full tanks and empty tanks. http://forum.kerbalspaceprogram.com/showthread.php/35996-0-21-RCS-Build-Aid-v0-3-2-Helper-plugin-for-balanced-placement-of-RCS-thrusters
  8. Do you mean the 'Kerbal Attachment System'? http://forum.kerbalspaceprogram.com/showthread.php/25563-0-20-KAS-v0-3-1-Kerbal-Attachment-System
  9. As I understand that, you get the sun ribbon with craft device as soon as you escape Kerbin.
  10. This is awesome. Someone has to make an actual redub using this text, I WANT IT! To the thread topic: I will probably add a Science Module (maybe with the FusTek laboratory as main part - can mod parts become science parts?) to my station, and a science part to every new probe/rover/lander. Vessels mainly used for Transportation (Crew to LKO and similar stuff) won't get science parts.
  11. Well, since they're apparently not going to break saves again (which I'm happy about, don't get me wrong) I will have to figure out which 0.21 vessels will be updated to include science stuff...I kinda like the idea of introducing that to a 0.21 save: "After the Kerbals went to space, they discovered the power of science". Since I'm going to continue my sandbox main save, the parts may be kinda useless, but I'm still happy that they exist! For the subassemblies I also hope we can organise them in folders - and if you do that, squad, please bring this feature to the VAB and SPH vessel lists. In said main save it already starts to get cluttered, and I haven't been to the mun there yet
  12. Well, now I tested switching the connector mode while the Module was still standing on it's legs. Apparently switching the connector mode disconnects the stack connector from whatever was below it. I just checked again, but everything is attached in order: winch->connector->stack connector->regular stuff.
  13. I've been experimenting with a crane using KAS and docking Ports. The current iteration looks like this: It's basically a foldable truss construction with a KAS stack winch at the center. Connected to the winch is a stack connector, a FL-something adapter, a probe core and a docking port. For the folding Hinges from infernal robotics are used, and the struts will be docking struts in the launch version. The intention is to pick up base modules like the one in the background and move them around. I can dock them without a problem, but when I try to lift it up it gets stuck like this: I can't move like this because the module is heavy and will probably throw the crane over when it swings around. When I try to change the connector mode to undocked, the connector part seems to spontaneusly disappear, resulting in stuff exploding because it exceeds g-force tolerance (I use deadly reentry). I don't know what exactly happens there because of explosions and low framerate, but get this log: Any ideas how to fix this? Also: how do I do line breaks in posts? Simple line breaks in the editor disappear on preview. EDIT: fixed the line breaking thing. Apparently line breaks immediatly before and after images are not processed, but spaces fix that.
  14. Up until now, building a plane that stays intact, on the runway, and doesn't crash on takeoff. Only did it once, and have not been able to repeat it.But I also didn't get around to interplanetary missions yet
  15. About the Kerbal lost/saved markers:On my current save I did not lose a single Kerbal, but only because I reverted my plane tests (which crashed before takeoff). Should I count that as a Kerbal lost+saved, or do we ignore reverted flights?In general I revert only plane tests because I have no idea how planes should work, and launches where the controls mess up (e.g. reordered the stages in-flight, but staging still used the original order). Besides that i managed not to lose Kerbals because a) this isn't my first save Kerbals only launch in crafts with a LES and reentry capability c) I didn't get farther than Kerbin orbit yet
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