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quyxkh

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Everything posted by quyxkh

  1. There really is a Valhalla to which all the best games eventually go, and KSP really is awaited.
  2. Thanks for KSP. You're its Dad. It owes you, you owe it, but it's got its own life, and you have yours. And you have done each other proud. Salud.
  3. Right, that doesn't happen with command modules (adding more engines doesn't change anything).
  4. That's right - the lander had a docking port but not the command module.
  5. i understand why the editor will let you attach a docking port directly to a module, but it'd be nice if there was a line in the engineer's report warning that you won't be able to actually put the pieces back together after undocking...
  6. The best workaround for this I know of on Arch is to not use the real screen size, cut it to 1280x720 or something.
  7. I had and removed a suggestion they put a password on the zip to remind kiddiots of what's nice and not nice, they're on GOG and even without that their drm barely even goes that far anyway.
  8. I have and like steam, and I'm really happy I can launch w/o steam (I put a ctrl-alt-k shortcut on the desktop, it makes me smile to do that), so I don't personally mind the steam-only experimental-build access. But if it's just bandwidth at issue, have you considered hosting torrents of the builds? Seems to me time-sensitive things like this are the perfect use case. Oh: and, if I need to ask, I'm asking: sign me up? Pretty please?
  9. Yes, it does happen, exactly the way you think it does. You can even see it. Get yourself into as close to a perfectly matched orbit as you can, say ten seconds ahead of it. Burn prograde, directly away from your target, long enough to lengthen your orbit by ten seconds. Then watch your target for one orbit.
  10. "Madam, of what use is a newborn child?" Maybe it turns out there's stuff that's ridiculously easy to make in 1/3G. Maybe pet rocks come back into fashion. Maybe musical instruments sound weird, and we get new genres. Maybe seeing a red sky at noon but blue sunsets and dawns, with sometimes a tiny pale dot in the sky in the morning, behind the pretty young woman saying with outrage and horror "what the (Forceful Unacceptable Cursing-Kind of word here) are you doing!!!?!?!?!?!???!!!!!!!" stops world war three. Maybe trying to keep clocks in sync between Mars and Earth teaches us something new about how to build complex systems. Maybe there's life on mars just waiting for some incautious irrigation in the wrong spot. Maybe some weird competition between Martian and Terran architects gets going and we get pictures of reality that make the covers of 1940's science fiction books look timid. Maybe once an Aldrin cycler starts running that Martian wine isn't so horribly expensive any more. Lol. https://www.youtube.com/watch?v=YzhSmnGcSkEThis was the next on the playlist in my search results for that video. Maybe the struggle to terraform just a few acres of Mars teaches us how to replicate the experience anywhere in the Universe. Maybe we decide we're not going to find indigenous life on Mars, or we don't care so very much that we wouldn't rather see what Earth life can do with a little help, and we turn bacteria and kittens loose to see what happens. Maybe that's a great place for Planetary Resources to process some asteroids.
  11. Jettisoning them just before they run out of fuel can work too.
  12. Okay, thanks loads for the detailed response. While trying to understand how I'd missed something _that_ fundamental I discovered that when I launch KSP via Steam, the save doesn't show up on the resume list. That jogged my memory. That's what happened the first time, and me thinking it was because it was failing some check, I'd noticed I'd deleted the heatshield1 contract and left a heatshield2 contract. . Thinking that was a serial number sequence it didn't like, I changed them to ones and relaunched KSP . . . from my desktop KSP.exe icon (I set it to grab ctrl-alt-K) . Now the save showed up, reinforcing my serial-number belief, and I saw the 1.25 contract working in persistent and not working in quicksaved without noticing the conditions had switched. Why Steam won't show the save I don't know. I tried renaming the directory to have no spaces, and changing the internal title to match, that didn't do it. This steam/.exe difference I don't care about, I only mention it because of the part it played here. Thanks again for the really excellent response.
  13. Random points from discussion: "It'll ship when it's ready": I figure you already know you're in very good company. Too late now, but next time you've got trouble with a delayed-waaay-too-long merge try 'git-imerge'. Congrats on what looks to be a successful near-rewrite. Doing it again with better tools _and_ hindsight, I'm salivating. Btw and off-topic, chock one more supporter up for the reward-real-research UI decisions, like not showing ΔV and TWR, that stuff's well within reach of a bright pre-teen, I figure some kids will actually hunt down the rocket equation for themselves, I smile thinking about the charge they'll get when they learn how it works and how simple it is..
  14. Just to be sure: did you try clicking that button? I start the game, hit fly, hold F9, click the run test button, it stays there and does nothing. I just downloaded the archive, extracted it into a completely new install, tried it, it happens. I see the two contracts are for different heat shields, but after quickload and recover, they're both in mission control.
  15. KSP Version: Kerbal Space Program - 1.0.5.1028 (WindowsPlayer) Steam What Happens: The "Run Test" button on the heat shield is a no-op Mods / Add-Ons: none Steps to Replicate: load the included save. Run test on the heatshield. Quickload. Run test on the heatshield. Result: The persistent state works. The quicksaved state doesn't. Fixes/Workarounds: Edit out the other contract for heat shield testing. Other Notes/Pictures/Log Files: [URL="https://drive.google.com/file/d/0B3BGQdoSFUWMaUR2YW5PSW1jX0U/view?usp=sharing"]KSP.log, saves/heatshield*/*[/URL] Paste of output_log.txt: [CODE]Initialize engine version: 4.6.4f1 (99f88340878d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [aticfx32.dll 8.17.10.1404] Renderer: AMD Radeon HD 6900 Series Vendor: ATI VRAM: 2032 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1 Begin MonoManager ReloadAssembly Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.dll (this message is harmless) Loading E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless) Loading E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain - Completed reload, in 0.208 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0 Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\System.dll (this message is harmless) Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\System.Xml.dll (this message is harmless) Platform assembly: E:\Steam\steamapps\common\Kerbal Space Program\Launcher_Data\Managed\Mono.Security.dll (this message is harmless) Local BuildID: 1028 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Backup file overwritten (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Allowed Start game (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Windows 8.1 (6.3.10586) 64bit (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ExecPath = E:/Steam/steamapps/common/Kerbal Space Program/Launcher_Data\../KSP.exe (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Loading Settings... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Arguments: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Stats sent. Value: DISABLED (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[/CODE]
  16. [quote name='reavertm']Since 1.0.5 I guess there is new stock spaceplane, ironically (?) called SatelliteLauncher - and it has detachable satellite connected. Anyone managed to actuallly launch that satellite with that aircraft? I can reach staggering ~200m/s speed at ~7km alt in level flight, I won't ever get to 10km altitude and satellite own engines are obviously too weak to reach orbit. What am I doing wrong?[/QUOTE] Yes, you can get the probe to Mun orbit and if I'd kept my heading better controlled Minmus. Landing on Minmus might be doable, I dunno. Open up the engine panel at launch (rclick the engine) and stay on task, 800+m/s well above 10km is doable.
  17. So, serving it over NNTP is right out, then?
  18. For another way of looking at the elephant, try this: Whatever the rocket's doing, it gets kinetic energy out and then splits the kinetic energy so some goes ← that way with the exhaust and the rest of the rocket goes → this way (split so the momentum of the whole system stays constant too). But what the rocket's doing to split kinetic energy applies to [I]all[/I] the kinetic energy -- including any that's already there. That gets carried along with the rest. More energy getting thrown around, more acceleration.
  19. I have never done that. You believe me, don't you?
  20. And I thought to myself, "hey, maybe we could have some fun with that!"
  21. Couldn't say it's certain, but hardware problems can produce symptoms like this. Main memory or GPU memory starting to go, perhaps? I'd boot memtest next going on what's here, plus whatever equivalent diagnostics nvidia cards offer.
  22. As I understand it, most visibly during time acceleration, stable orbits that stay outside an atmosphere and within an SOI decay due to rounding errors -- so real-world reasoning no longer works. Similarly, orbits with periapses that dip into an atmosphere survive far too long. You can directly calculate a 2-body-conic position given just the conic, start position and timestamp, and there's any number of at least roughly right direct approximations for per-orbit energy loss by say entry velocity and periapsis and cross-section. Seems to me reasonable and cheap implementations of those could make the sim much more satisfying for me, and I think for anybody who's already got some grasp of the basics, that I'm in here begging to have them implemented. Pretty please?
  23. Can't you just run off the orbital parameters when there's no active thrust? If there's no atmosphere and you're only counting one gravity source, there's no need to sim, you can just calculate directly, no?
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