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KSP2 Release Notes
Everything posted by *Aqua*
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GOG update to 1.03?
*Aqua* replied to OrangeTang's topic in KSP1 Technical Support (PC, unmodded installs)
Just wait a bit. GOG is based in Europe (I believe they are Polish) and the update came when it was/is night there. (It's currently 06:25 there.) -
In the change log it says they are balanced for Eve reentry.
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The install is completely stock. I only activated the thermal readout in the debug menu. 1.0.3 horray!
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Somehow it feels much better than before. I went to space and came down after one orbit. I overshoot a bit and then burned up while going ~1200 m/s in deep atmosphere. And that engine flame! I have difficulties preventing Jeb from bbq'ing some steaks in there. ^^
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I experienced several currencies: the Mark (currency of the GDR aka East Germany), the Deutsche Mark (currency of the FRG aka Westgermany aka Germany) and now the Euro. And yeah, you get used to it pretty fast. It takes about 1-3 years to get used to such a change. It's weird at the beginning but it's definitely possible to adapt to it. Imagine living in a country which joins another one (GDR -> FRG). Over night every law, the rules of economy and the ideology you knew became obsolete and you had to start at the beginning again. Switching from imperial to metric is a piece of cake compared to that.
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Ah so that's the reson. Thanks telling me!
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Seriously?! I'm in a 100x100 km orbit!
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Unity Engine already supports Oculus Rift. Squad just* needs to enable it. *Yeah, there's a bit more to it. The UI needs to be changed for VR use.
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Can you turn engine smoke off?
*Aqua* replied to Roflcopterkklol's topic in KSP1 Gameplay Questions and Tutorials
I don't think this includes the smoke at the launch pad. Afaik it's generated by the start ramp itself but I'm not sure. -
Help needed with space plane designs
*Aqua* replied to AXCN_K.S.P's topic in KSP1 Gameplay Questions and Tutorials
What's up with all the SAS? Remove them and add a monopropellant tank and some RCS thrusters. You'll also need solar panels or an RTG or it'll quickly run dry in space. If you don't have enough lift you either don't have enough wings (they add drag!) or aren't fast enough (not enough engine [power]). -
I usually play sandbox mode because: - I hate grinding for funds, science and reputation. - I can only build inferior vessels because I need to grind to unlock more parts. - The contracts are boring.
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Why my Rocket is unstable
*Aqua* replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
What made my rockets instable: - atmospheric forces - atmospheric forces - weak joints - CoM - CoM - poor piloting ability What made my rockets stable: - adding wings - streamlining the craft - more struts - changing the size of the stages (so it doesn't become too top-heavy) - center the CoM by adding counterweights or something similar - concentration! -
Can you turn engine smoke off?
*Aqua* replied to Roflcopterkklol's topic in KSP1 Gameplay Questions and Tutorials
It seems there are serveral ways the smoke trail is made. For example the LV-45T does it like that: PART { ... fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running ... } The turbojet works different: PART { ... EFFECTS { running_thrust { PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } ... } -
Hello vladimirthebest! Yeah, I know what you mean. At first I had problems, too. It's just that it doesn't work like in other games or applications. Get a Kerbal with engineer profession. He needs to have a wrench or a screwdriver in his inventory. Equip the wrench or the screwdriver. Go near the part you want to remove. Make sure you have an inventory open. Put your mouse cursor over the part. Hold down [G]. The mouse cursor changes to "Grab". Hold down the left mouse button. The mouse cursor changes to the part. You can now release [G]. Continue to hold down the left mouse button! Move your mouse over the inventory and release the mouse button. ??? Profit!
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The hidden secret, of the mk2 cockpit interior space!
*Aqua* replied to SeniorFight's topic in KSP1 Discussion
Once this video was played in my English class. All pupils were underage back then. We had a good laugh because in the USA there's an unwritten rule that you can't use that word in media. Anyway it is commonly used by nearly everybody in nearly all kinds of situation. Just the amount of examples demonstrates how much people like to swear. I heared my nephew swearing when he was 4! It's impossible to keep that away from children. I wonder how 'frichen' mutated into that. -
It depends on the involved masses and forces. Just a small wobble at one end can cause havoc at the other end. You'll need some kind of flexible joint every few meters (test how much you need) to absorb stress. Maybe a U-shaped line with uncontrolled IR joints could do the job. In RL long pipes have U-turns every few hundred meters for the exact same reason. I think nobody tested out what the maximum size for a craft can be in this game. Structures up to 1 km have been built but more should be possible. The upper end is probably marked by one of the following limits: - end of physics bubble around the CoM of the active vessel (2.5 km in most cases) - decreasing position, angular and velocity precision (the further out the worse it becomes) - KSP recenters the point of origin of the global coordinate system to the center of your vessel if it moves 6? km away from it. That means the universe moves, not your craft. The game does it to increase precision of all calculations (see the point above this one). - I once saw a video of the devs where they showed that at about 20 km away from the center of the coordinate system phantom forces will appear and start shaking your craft. At about 60 km or so even simple crafts (1x pod, 1x tank, 1x engine) will start to disassemble because of that. - Every terrain in the game has 10 detail levels (LOD - level of detail). They become visible depending on the distance of the camera and the terrain. The closer you get the more details are shown and vice versa. I don't know the distances at which LOD switch. It could be only 10 km between the highest LOD and the second highest one. This means the terrain will change heights and your pipes either fall down because they are in mid-air or simple disintegrate when they are now underground. I guess you shouldn't build a pipeline with a length of more than about 5 km. Edit: 40 km? Forget it.
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At the moment the ressource and the consumption rate are hardcoded in the plugin. I understond Gaalidas comment in that way that these values should be exposed in a config file. Modders and players could then change them to whatever they like. For example there is KSP Interstellar which introduces a completely different mechanic concerning electric power. If KF exposes ressource type and consumption a modder can easily write a small patch to let KF adapt to what Interstellar offers.
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The hidden secret, of the mk2 cockpit interior space!
*Aqua* replied to SeniorFight's topic in KSP1 Discussion
I laughed so hard! *gasp* I have water in my eyes! xD Made my day! -
Yeah, that's a bit weird at first but it's simple. From my small mod: public class KerbalMassModule : PartModule { /// <summary> /// Current crew number in the part. /// </summary> [UI_FloatRange(controlEnabled = true, maxValue = 1f, minValue = 0f, scene = UI_Scene.Editor, stepIncrement = 1f)] [KSPField(guiActiveEditor = true, guiName = "Crew", isPersistant = false)] public float crewNumber = 0f; ... /// <summary> /// Called once after the part is created or loaded. /// Perfect time to set up everything. /// </summary> public void Start() { // Update slider's max value if (HighLogic.LoadedSceneIsEditor) { UI_FloatRange slider = (UI_FloatRange) Fields["crewNumber"].uiControlEditor; if (isLimitedToEditor == false) slider.maxValue = part.CrewCapacity; else if (editorCrewCapacity > 0) slider.maxValue = editorCrewCapacity; else { // So the isLimitedToEditor is set to true but there's no // useable value in editorCrewCapacity. Don't show the slider! Fields["crewNumber"].guiActiveEditor = false; } ... crewNumber is a slider that's only visible in the VAB. When a part with my custom PartModule gets added, it checks how much Kerbals can have seat in there and updates the max. value of the slider. If the user messed up the config file the slider is turned off. Doesn't have dependencies except for the usual ones (assembly-csharp.dll and unityengine.dll). Any questions?
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Do you really expect him to know about imperial conversion factors? Nobody outside the USA cares about x inch/y inch => z gallons. We don't need to remember these 'lucky' numbers.If we need a length, we measure it in m(eters). If we need an area, we are multiplying m*m=m². If we need a volume, we are multiplying either m*m*m=m³ or m*m²=m³. We simply don't have to convert lengths and areas to a specific unit before to get an easy conversion factor. That makes a lot of calculations much, much easier because you have less chances to mess up. Now I get it! You didn't understand what we are talking about. Ok, just for you again: It's not about that you are using inch, foot and who-knows-what. It's about that you have a different conversion factors for all of the units. And these factors don't make sense because they don't follow a logic. Sometimes the factor is a 3, then it's a 4 then it's a 16. The metric system doesn't need that. That's the difference and that's all this thread is about.
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Sorry, apart from ladders there isn't really an option.
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Please don't force a small font size. It breaks the zoom functionally in some browsers. I always view websites in 150% to go easy on my eyes. 1) Deformable terrain It won't happen ever. Terrain in KSP is static to increase processing speed and to lower memory requirements. Nonetheless the switch between different LOD (level of detail) states are still slow. Also don't forget the game has to store the terrain of whole planets. Deformed terrain needs to be stored in memory and on the harddrive and increases everytime you plow some land. After a few hours the game will run out of memory. Maybe a 64 bit KSP can get around that limitation but SQUAD wasn't able to release a stable 64 bit KSP for Window up till now. And third I'm not sure if the terrain system supports the needed resolution. I'm pretty sure the game can't show smaller terrain details than 50x50 meters on Kerbin. There needs to be either an additional terrain LOD (increasing it to a total of 11[!]) or a complete replacement of how terrain is generated and calculated breaking everything terrain-related in the game. Those are common reasons why most games don't feature deformable terrain. It raises complexity and system requirements by a lot compaired to the benefits. 2) Base building This might be possible. There's KAS and there this other mod which allows you to place static objects (this mod is related to Kerbin city IIRC). 3) Base features This is a completely new game. Space Engineers is what you want. And Sims. 4) Trains This could be possible but is difficult. I think Kerbin City had a monorail which was static and couldn't be placed by the player. Maybe someone could use that as a working base. See 2).