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  2. Yes, but KSP1 wasn't a sequel. It pretty much started as an "let's see where we can take this" experiment. Bad design decisions are part of that journey. What sours KSP2 is (a) all the bugs that we don't have in KSP1 - delta V bugs, staging bugs, landed status bugs, eva kerbals exerting forces bugs, and (b) simple features we've come to expect like eva parachutes, flags visible in map mode, different markers for different craft types,. So while KSP2 is under development, those bugs do annoy because Intercept does have code that works properly but decides not to look at it. The missing features are even worse. It's not like they can say "we never realized this was a good idea but we finally thpught of it" as they have a working example of what features are a great idea. There's a lot of tolerance towards "inventing things as we go along," but tht's an excuse KSP2 doesn't have/ I don't think the community forgot how bad KSP1 could be at times; it's just that that particular state was a lot more acceptable than in a sequel.
  3. A white dwarf in a binary system in the constellation Corona Borealis is due to blow its top sometime in the next few months. It will reach magnitude +2. I've been checking it nightly when the clouds allow. Tonight is just a little too cloudy for me to see, so if anyone is able to report I'd appreciate it. Otherwise, I'll assume it hasn't happened yet and won't worry about it. Keep an eye on this constellation! https://en.wikipedia.org/wiki/T_Coronae_Borealis Here's the position of the star, in the red circle:
  4. Thinking of the science fiction describing such a colony got me thinking about colonist selection...
  5. If someone on Mars is a deatbeat, maybe they don't deserve sustenance. In a necessarily closed system like a small domed colony (whatever shape it takes ), the resources are much more obviously finite than on Earth. If everyone needs to pull their weight you're stuck with a market punishing them somehow, or them eventually tossed out the airlock. A very "hard sci fi" take on this sort of future would be an interesting one.
  6. It's a very old mod. If the textures are stored in DDS format then it's possible that they are in the wrong version of DDS. Back in KSP v.1.8.0 there was a switch made to only support the DXT5 variant, but some old mods had been saving their textures in DXT3. Since Silverwolf Aerospace is licensed All Rights Reserved, nobody can legally distribute updated versions, but you can make get the mod working on your own PC by modifying your own downloaded copies - provided you don't redistribute any of the files. This can be fixed by opening each dds file in an appropriate graphics editor (e.g. Paint.net on Windows, GIMP or Photoshop - may require a plugin for DDS support) and resaving in the correct format [BC3 (linear, DXT5)].
  7. Today
  8. People worked together to slay a mammoth and then shared the results. Maybe if someone kills something really small like a squirrel they keep it to themselves, but it’s hard to meaningfully share a squirrel anyways. I wouldn’t say private property never existed, but in the gargantuan form it takes today, it certainly did not at some point. What I meant is that no one told him to find a shorter route. That goes back 6,000 years. Humans have been around for 300,000. What would make you happy? That we have a brief witty exchange and I bow to your opinion? You claim humans have always had slavery. I say it’s a new invention. You say there are records dating back to Sumer of it. I say that’s only 6,000 years out of 300,000. I await your response. If you don’t want to discuss anymore that’s fine, but please don’t accuse me of being unreasonable. We can recognize we disagree, but saying that I lack “good faith” because I don’t bend to your opinion is not good. You could trade stuff of your own for something else, but would you try to force someone to build your product for you? And if they’re the one building it, why should they get less than you? If it’s an import from Earth maybe that changes it. This would apply to non-necessities. When I question market economics in a Mars colony, it mainly is about ensuring people have a minimum level of sustenance, something that hasn’t really been implemented well in modern societies on Earth. A city on Mars is basically a giant space station on the surface of the planet. It can’t just be a replication of an Earth city. How would the ISS fare if some of the astronauts had less food based on how many experiments they did or what they contributed to maintenance? These all date to the last 2,000 years or so. I was incorrect though, as I intended to imply some recent societies did not engage in slavery. So thank you for the correction. Interesting question, although I think there is a difference between the one raised in the story- stowaways exceeding the capacity of a vessel’s safe operating standards- and actual crew members who refuse to work. I think the flaw is that we are conditioned to believe work is something you do in return for someone else’s things in the first place. People should want to work for the Mars colony’s benefit, not for food. There’s food on Earth if they want that. Ideally, everyone would be trained to do everything with the colony’s systems. You don’t want an accident taking out all your nuclear specialists and having no way to run the reactor. So everyone does their part for each job on a shift system. This would improve safety as no one would get bored with their job and slack or make mistakes. I think splitting colonies into smaller hubs would be better than a single monolithic dome, as this would help stave off potential future internal conflicts- give them the freedom to make their own decisions about what they want to do. Each hub sends a selected colonist, again on a shift system, to work on and maintain key modules like power or factories for whatever stuff. Farms too. Now you might say “Of course, people are naturally greedy and will just slack off if they aren’t threatened with death to work!” I would respond by saying that’s only because they’ve been conditioned in a society where everyone is taught the ideal life is not working. Become the manager and have people do the hard stuff for you. Realistically, there’s not much flexibility in what you can do on a Mars colony. Take care of the inhabitants and expand it as the population grows is about it. So why not remove human managers? Obviously you’d need team leaders for certain tasks, but these team leaders would actually partake in the activities they’re directing, unlike some managers on Earth. If there is no position you can rise to in which others do stuff for you- everyone is needed to maintain the colony, to maintain every part because of the shift system- there will be no incentive not to work.
  9. Chapter notes. Jool Expedition One was the second major flotilla mission I ever did, back in March 2016, predating Project Intrepid by a few months. If I remember right, it was my first time on Pol, Bop, Laythe, and maybe Tylo, I don't remember if I attempted Tylo on that mission. The Vall lander did not have enough fuel. This was to be followed by Jool Expedition 2, which I designed most of the ships for, but as usual, I lost interest and never flew it. I've probably said this before, but the Creativity's mission is very much a spiritual successor to the never flown Jool Expedition 2. I've decided to make Jool Expedition 1 soft canon, and it will be referenced throughout. Not exactly sure where in the timeline it belongs. If it wasn't confirmed that nobody had been to the Jool system before the Octavius mission, I'd say it was the last major thing the space program did before the Space Station Epic V disaster, which would explain why there was no Jool Expedition 2 (at least not immediately). Chapter 59 - Life On Laythe
  10. This is very helpful -- exactly what I was looking for, too. Thank you, KB. I think, before I go any further, I will drop the elevation of Old Smokey to an even 12km. Even if transport planes need to get some Vector assist to make it there from "sea level", it would be easily practicable.
  11. We moved here thirteen years ago June. Honestly? The one thing I'm sick of are the folks who moved here after me complaining that it's nothing like the place they moved here from.
  12. I recently downloaded the mod Silverwolf Aerospace and its part textures are nearly entirely grey, excluding windows and small details, i'm wondering how to fix this and if anyone can help with this.
  13. I can't seem to determine if there is any specific rhyme or reason behind the way parts are organized in the research nodes on the tech tree. It's not alphabetical, by size, by mass, or by part type. At least not consistently across all nodes. For instance here's a few nodes that directly follow each other in Tier 3, [Part name (Size - Part Type)]: Enlarged Power Systems: SP-XL "Gigantor" (MD - Solar Panel), FC-01 (XS - Converter), Z-1K (S - Battery) Long-Range Generation: PB-NUK (XS - Generator), Z-4K (M - Battery), RA-100 (S - Transmitter), Communotron 88-88 (S - Transmitter), FCA-06 (S - Converter) Nuclear Power: Z-375 (L - Battery), SP-XXL "Colossus" (L - Solar Panel), KR4-P3 (S - Converter) They're all over the place! In some nodes there's fuel tanks followed by an engine and others an engine followed by fuel tanks. Generally similar parts are grouped sensibly in individual nodes, although there are exceptions to even that. Medium Orbital Rockets has two pods, three other parts, a pod again, and one last other part. If there's any formula to this I can't tell what it is. I wouldn't call this a bug because technically there isn't anything wrong, I don't know what the correct order would even be, it's just a weird quirk to the layout of parts in the nodes. It would be nice to see some cohesion in the parts list for the nodes just for the heck of it, but I recognize this is about as pedantic as a suggestion gets.
  14. On topic for a Mars—or deep space— colony and related to humans forced to do labor ^^^ what happens when there are people who do not meaningfully contribute, but take resources? Ie: The Cold Equations (https://www.lightspeedmagazine.com/fiction/the-cold-equations/), alternately TANSTAAFL! from The Moon is a Harsh Mistress. We see such people here all the time now (far more than in even the recent past, least here in ABQ, or last time I was in LA or San Francisco). They are effectively allowed to expire outside, it just tends to be in slow motion compared to chucking them out the airlock on Mars (or an O'Neill colony). If instead there is such a thing as a free lunch! for all, what happens if too many stop doing the work required to survive?
  15. This, and it would probably work much better with good fusion. Or if you don't care about radiation as you are on Venus or Jupiter you skip the heat exchanger, look up project Pluto, nuclear ramjet
  16. Alrighty, after fighting several glitches I got my Float SSTO working. Now that Val is out of the way I'll try something a little more traditional.
  17. Personally I've been committed to KSP 2 since day 1. I had a personal send-off to KSP 1 and was ready to jump in to the new experience and stick with it. Truth be told I wasn't playing KSP 1 super actively at the time and I play plenty of other games outside of KSP so I've been enjoying things feeling fresh at times and I do other stuff while waiting for even more freshness. I had been playing KSP 1 for at least a decade and moving on to KSP 2 felt like a reflection of the rest of my life at the time, moving on to new things. I got to ride the KSP 1 roller coaster and and now its like I get to ride it all over again. It's been fun to be totally engaged with the game growing and becoming more realized over time. I like KSP 2. That being said... When I think the game is really going to click will be colonies, which seems to be a common sentiment. The interstellar and exploration updates also seem like major draws. The appeal of the game is going to escalate as features synthesize with each other. Not just new content but content interacting with other content. There's only so much that meshes right now because there isn't much to mesh with. That's when I think I'll go from liking KSP 2 to truly loving it. Maybe I'm an optimist to a fault, but I've been having fun.
  18. Well, then you aren't looking enough. Sure, those people don't post a lot anymore save for... one or two, but god if I didn't had to read people absolutely unloading on KSP1 to somehow justify the existence of KSP2 and how whatever we have now is better and provides a better foundation (even though it literally doesn't). I wish I hadn't read the literal opposite at least once.
  19. What you see in his post is patch that does what he said (delete ModuleParachute and ModuleDragModifier).
  20. https://web.archive.org/web/20140219204916/http://kerbalspaceport.com/mk3-fuselage-expansion-pack/ Can someone please find a download link, Because the archive dot org one doesn't work.
  21. I'll just drop this here; What cultures in history never engaged in slavery? Grok @grok: Well, it seems that finding a society or culture in history that never engaged in slavery is like searching for a needle in a haystack, but with the added challenge of the needle being invisible and the haystack being on fire. In other words, it's a difficult task. Judging from the information provided, it appears that slavery has been a part of many societies throughout history, from the Romans and Vikings to various African societies and Native American tribes. Even societies that didn't practice slavery on a large scale or were more egalitarian in nature, like the Comanche and the Tehuelche of Patagonia, still engaged in some form of enslavement, albeit on a smaller scale. So, to answer your question, while there might have been societies that didn't engage in slavery on a large or institutionalized scale, it's challenging to find a culture in history that never engaged in slavery at all. It's like trying to find a unicorn in a field of horses - you might see something that looks different, but at the end of the day, it's still a horse."
  22. I should add that I get that a space society has a necessary for of collectivism that Earth lacks—you can't easily hang out outside, so infrastructure is literally life. I suppose you could simply build a tunnel/whatever elsewhere at some point once the colony is more mature. I honestly can't imagine wanting to move to Mars.
  23. At gunpoint. I want a market (imaginary me on Mars ), so "we" can organize it some other way, but I will sell stuff—how does Mars stop me from this unsanctioned economy? Throw me out the airlock, or disallow my choice? That's the thing, in a market, if a group wants to live collectively—go for it! More power to them. I'm unaware of other economic models that can exist without prohibiting a market. Regardless, they might want stuff from Earth, so I hope dank memes sell well, dunno what else they do for money sans sandworms and spice
  24. There are accounting records in cuneiform involving slave trading from ancient Sumeria. Some of the oldest written records involve accounting all over the world and chattel slavery was common everywhere at one time or another. You know what, just roll with what you want, but you are actually being quite the opposite of persuasive. I don't want you trying to convince me of your wishful thinking through sheer walls of words. This is not a good faith discussion on your part, I am disengaging.
  25. As an aside, they kind of did. Almost 2000 years earlier, Eratosthenes correctly estimated the size of the Earth, within about 1%. Then 300 years after that, Ptolemy redid the calculation incorrectly, but his answer stood as valid for 1500 years because the church liked Ptolomy better than Eratosthenes. So when Columbus came along and wanted to reach Asia via a "shorter way" than by going east, it was reasonable to go west. It was only after Magellan's flotilla first sailed across the Pacific 25 years later that they realized the Earth was a lot bigger than Ptolemy had estimated.
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