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  2. Which sure enough mentions a British use to target German aircraft responding to their own IFF. The technology just wasn't there to make the encryption fast, light, and strong enough at the same time. But apparently it didn't stop them from trying (and of course British vs. German air battles were typically fought at night where visual identification was far, far, worse. So they pretty much had to try).
  3. Thanks, that would be awesome -- but also, no one is in a hurry, so please take whatever time you need. It's just cool to see how the creator intended the parts to be used.
  4. Its 'whenever I get the time in my busy life to spend some time modding on a game that I haven't actually been able to play in ~9 months'. Could be this weekend, could be sometime next year. It'll be out when its out. Basically right now I'm working on tracking down some long standing mysteries with regards to external mod interaction, and cleaning up a few edge cases on material handling. This is slow work -- long cycles of adding some debug statements, relaunching KSP, and waiting ~5 minutes for it to boot up, just to read through a log file for another ~10 minutes to look of oddities. Worse yet is when I actually need to make changes to shaders -- those take about ~25 minutes to recompile in Unity, another few minutes to package up and update the in-use version, and then still longer for KSP to start up. The other side of all this is -- the current/previous/published versions appears to work in 1.8, so nothing is stopping you from using it (which is also why I'm not in any huge rush to do a release; if it isn't broke, no need to 'fix' it).
  5. I admire anyone who makes the effort to post a mod and/or maintain it, and am most grateful to all for their efforts. Selecting favorites; I'm not sure I see a benefit there. So have to abstain from an actual vote. ...but thank you to all of these folks, and anyone that may not be listed.
  6. later on I can share more details, (remote now) If you look to the current size of the ship it is already huge, 45m diameter 1.4km long, 1 million tones when full loaded. Now image a super large ring with instances of this ship and even one stage of Daedalus engines in the middle, KSP is not prepared for things of this scale/magnitude, so is very painful to do edition, some times I prefer the notepad++ to do small changes. But I don't consider it impossible. If you look close: "0.613, 0.95, 1.13, 1.875, 2.5, 3.75, 5.0, 7.5, 10, 15, 20, 30, 45 " All this values are +-50% bigger except the last one, with 45 still follow the rule of 50% bigger. But hey... I like big things specially engines!
  7. Dunno, try right-clicking on station parts and see if the option appears.
  8. It's a completely new Install and DMagic and ScanSat are the first two Mods I've added to it but the Problem still persists. As of now, I can only supply the Log Files from an older Installation: https://drive.google.com/open?id=11Jo8_e_wOz_rv8LSrX9ySRCmKKXF-Vku https://drive.google.com/open?id=1nqOeZwpkkNRRkPu22yforVRN1oht6DSE Current ones will follow shortly.
  9. LoL, love watching the legs scrabble a bit as it looses traction. Good times Indeed -- this is what I wrote the plugin for; all the fun stuff that would be hard/impossible with the stock system. Edit: After re-watching a few times, it just gets more awesome each time. Truly, some out of the box thinking and rigging there -- nice work
  10. Amazing! First mars LK I have seen! (My memory is very bad though) cool idea to use the FGB tanks.
  11. In fact, there were early systems in use. https://en.wikipedia.org/wiki/Identification_friend_or_foe#History
  12. I tried to figure out how to (re)create .kspedia files but its such a hassle and the tutorials I found are so outdated that I just cant be bothered. I tried my best but if SQUAD thinks thats the best way to "allow people to implement their own kspedia entries" I'm out -.-
  13. Its schwarzschild radius is ~22 million Km, none the less still a good grav assist
  14. We have to figure out what makes them more stable. A possible explanation would be to increase breakingForce and breakingTorque on parts or add struts
  15. Today
  16. I can build faster ships, based on this Bussard engines that I have in mind... the problem is that I don't have the parts that I need to construct them in a way that keep them more robust. I have a version of this ship that do 0.9c but once I turn on the engines... all blow away. For now this one that do 0.41c cruise is the most stable one, actually is very stable.
  17. I prefer the buttons (as in the ones in the UI not keyboard ones) myself. The example you've provided above looks to be the best option here.
  18. I think static in space would work just fine for all practical stock purposes. That said, having them orbit a to-scale galaxy with a central point would offer a lot of opportunities to modders and the more ambitious.
  19. Well can this be done after going into flight? The station is (was) at "10", same as the ships (default).
  20. True, and a gun optimized to hit a V-1 is unlikely to hit a spitfire (wrong lead times). But I doubt that electronic IFF (identify friend or foe) was a thing during WWII. Somebody had to see the aircraft and decide shoot/don't shoot.
  21. Everywhere lately I've been seeing paper "ceiling darts" embedded in the ceiling. It's really annoying.
  22. Yes, remaining dV once it's circularised at 80km, although my circularisation script isn't perfect and on steeper ascents where a longer circularisation burn is needed it can end up a km or two low.
  23. I don't normally use the mag boom for resource scanning because it's got a very narrow range of operating altitudes (30 to 60 km). However, I threw a quick over-engineered probe into a low polar Minmus orbit in a new sandbox 1.7.3 save (DMOS 1.4.2) and it worked fine. If you're trying to scan at the right altitude then there's probably something wrong in your install or a clash with another mod and we'll need logs to try and figure that out.
  24. Although the Apollo Capsule did in fact use a lifting re-entry profile, coming in too shallow would only look like it was skipping off on a graph of altitude vs time. The actual path followed would still be elliptical. It's just that the apogee wouldn't lowerbenough to ensure a capture on the first pass. You would get a second pass, and a pass after that and so on, but the consumables might not last. An orbit touching lunar altitude would take another week or more to complete (less depending on how much apogee was lowered by the first pass), and you'd probably run out of consumables. Also, you would have very little control over your profile on subsequent passes and may come in too steep as a result. Or land somewhere not conducive to safe recovery, such as land or a long way from friendly rescue teams.
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