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KSP2 Release Notes
Everything posted by Jacke
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Good summary there on ED. I wonder if the core problem might be things like its financial model; can its costs really be supported by game sales and ARX sales? For a game with such fantastic features as the flight model and representing the whole Milky Way Galaxy, Frontier have really neglected it far too often. And the grind is damn stupid. As for KSP2, good points too. That moves the likely state on my "No news" spectrum to "No news is no news. Can be expected. Often not a problem." and makes "Sometimes the calm before the storm." very unlikely.
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I disagree. Recent example: Frontier Development going silent about Elite: Dangerous Odyssey on consoles a few weeks ago, ended last week saying future support for Elite on console is being dropped. No news is no news. Can be expected. Often not a problem. Sometimes the calm before the storm.
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Simple answer: just pick something not too extreme and stick to it. Make it a reliable floor for the story. So many things get might complicated when you try to consider them realistically. It helps to have a few test cases that show when things get really small, things aren't like they are at the scales we're used to. Consider the K meson, AKA the Kaon, more specifically the neutral Kaon: https://en.wikipedia.org/wiki/Kaon#CP_violation_in_neutral_meson_oscillations The neutral Kaon can't be its own anti-particle, but the two particles are then very close to one another. They effectively show not as themselves but as their renormalizations, sort of the "sum" and "difference". Otherwise, when things are small and close together, they do weird things in a particular way. To me, that gives things like Time Travel a fundamental problem. It ain't what happens when things change, it's what happens when you throw Time Travel into the mix of fundamental particles. It adds in another renormalization as the effect of Time Travel on those particles. We live in the world that the final state of those particles are after all that. Wormholes are a difficult construct, with a lot of weird things needed to make them exist and remain stable. They are alone a problem. Throw in separate universes and things get complex. No simple way for them to exist.
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A 4-4-0 engine.
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Returning player looking for lists of modlists
Jacke replied to Andrew Jolly's topic in Welcome Aboard
Try Trajectories. Also, I suggest you try out mods a few at a time to get a better appreciation for them. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
I don't think Nyan Cat significantly affects KSP loading. However, how smoothly it scrolls across the screen shows how well KSP is running during the startup. -
For Questions That Don't Merit Their Own Thread
Jacke replied to Skyler4856's topic in Science & Spaceflight
@Terwin is right about the noise floor. However, still not necessarily. Modern stealth aircraft are optimised for modern radars, that is their location (ground/sea or airborne) and frequency patterns. Things were different in WW2. Also there were a lot of ground observers in all nations at war. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
Or add " -nyan-nyan" to the command line launching KSP to have Nyan Cat every day! (Useful to see how smoothly the game runs during loading.) -
For Questions That Don't Merit Their Own Thread
Jacke replied to Skyler4856's topic in Science & Spaceflight
Speaking of Congreve rockets, the sole British unit at the massive Battle of Leipzig was a company of the British Rocket Brigade. https://en.wikipedia.org/wiki/Battle_of_Leipzig -
You need to provide a bit more detail on the steps you take to produce the error. More importantly, you need to provide logs to get assistance, as without logs it's almost impossible to figure out what's going wrong. Follow the first link in my signature to learn how to provide logs.
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Not quite, as a centre of mass is a calculated position useful in analysing, not something that actually exists. All bodies move to follow the least-action path in the space-time manifold which is the sum of all the masses' effects on space-time as determined by General Relativity. In KSP, this is simulated using all system bodies on rails with their own moving SoIs to determine the effect on spacecraft. And @K^2 is quite right, the Moon is the only natural satellite of a planet who's orbit is always convex towards the Sun.
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If it doesn't have numbers, it's qualitative. Many important true things are just qualitative. And you get qualitative before you get actual numbers, that is, quantitative.
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Jacke replied to Lisias's topic in KSP1 Mod Releases
Bon courage! I hope you track down a fix to include soon. Personally, I don't think I'll be using Tweakscale, but from my casual following of this issue, I'm thinking it could still come up.- 633 replies
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
You have 2 identically named DLL files. That breaks things. You need to remove one. -
Development started in 1955 when launch vehicles of larger size were envisioned. Most clustering in the US at the time was 3 engines on Atlas. And there are benefits going to larger engines rather than more of them.
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(1.12.X) Watermel00n's Warehouse (New mod update!)
Jacke replied to Watermel00n's topic in KSP1 Mod Releases
If you only change parts' unlock techs and leave the tech tree nodes the same as in stock, it should be CTT compatible. -
That's because the F-1 started development in 1955 and was first fired in 1957. Engines, especially large ones, take a long time to develop and perfect. This is all before any of the Saturn rockets started development (Saturn I in 1957, Saturn V in 1961/1962). The Saturn V adopted using the F-1 engine because it was the working solution for its first stage.
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It's been ten years for the last 50 years.
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Most of the world only has phones and use cell service to connect to the Internet. These areas mostly have people with incomes who will never be able to afford Starlink. Especially now Starlink has done the bait-and-switch and effectively cut their original service and now offering their previously offered service as a premium at crushing prices.
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For Questions That Don't Merit Their Own Thread
Jacke replied to Skyler4856's topic in Science & Spaceflight
Oh hell. I've never dived in the real world, but I had something similar in the original Subnautica. Sure, it's not realistic diving without mods, but wow, going over a cliff and seeing that depth. Even with the depth gauge and Subnautica's gameplay control on it, low amounts of oxygen, it's easy to get lost even in the "open". -
ASET Props Pack. v1.5 (for the modders who create IVA)
Jacke replied to alexustas's topic in KSP1 Mod Development
It's working for me now. Perhaps check it again. -
@AtomicTech, I strongly suggest you drop the moving GIF text boxes. The motion and colours are distracting and draw attention away from your great screenshots of the missions. Go with static text, even at a larger typeface if you want. As well, I suggest using only one spoiler to contain all the screenshots. Having to interact beyond scrolling and pop open even more spoilers is a bit tedious and distracting.
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