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*Aqua*

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Posts posted by *Aqua*

  1. 2 hours ago, V8jester said:

    On the other hand. The more Dev's break up a given mod. The more there is to keep track of. As well as, more troubleshooting for new players that will absolutely ask.

    Actually I was thinking of making DustFX an seperate plugin, maybe combining it with Destruction Effects, CollisionFX and the new Kerbal Krash System in one mod. They all complement each other nicely so it might be a good idea.

     

    3 hours ago, lo-fi said:

    Had a message from whoever Richard Kerman is apologising for uploading without permission. I don't think any harm meant, and aware that will be deleted when you guys get around to it. The SpaceDock guys seem to have jumped on it quite quickly.

    I suspected it's like that. No harm was done.

  2. Ah, people are getting active again. As 1.1 is right at the door we should start to assemble the team.

    On ‎19‎.‎01‎.‎2016 at 0:01 AM, *Aqua* said:

    Gaalidas - our mascot ^^
    Aqua (me) - plugin writer
    V8jester - IVA, part config, PR guy
    ArkaelDren - part config, testing
    and lo-fi - the guy we blame all bugs on :P

    IMO we need another two guys: a second plugin writer and a modeller (modeler?)
    I don't want to code the stuff all by myself and we need a guy who can create new tracks and wheels and/or modify the current models.

    @V8jester, @ArkaelDren
    Are you still interested to work on KF?

    Also I'd like to have another coder and a modeller. While Gaalidas can help out with coding from time to time we are still in need of someone who can create new models.

    About Richard_Kerman:
    I talked to the SpaceDock guys and they are ready to delete the mod from the site when we are ready to reupload it. I also asked them to send a mail to him (they should have access to his mail) so that he contacts one of us.

  3. 13 hours ago, taniwha said:

    This is yet another completely separate issue and has nothing to do with the precision of the math. Rather, it is search algorithms. In the general case, conic section intersections have up to four solutions, two when constrained by a shared focus. Solvers run into the problem of local minima, and as there are more than one, the found minimum can be the wrong one. Getting out of that minimum's influence to find the next can be difficult.

    Is that the reason why it flickers between intercept and non-intercept in my game? Even in a simple transfer orbit from Kerbin to Minmus the orbit lines flicker so much between intercept and non-intercept that I don't know if I get caught by Minmus' influence or not until I actually cross the SoI boundary. This also happens when I'm on a collision course with Minmus.

    I remember I could 'calm down' the orbit lines by timewarping a bit and then finetune the orbit but now it feels like that doesn't work anymore.

  4. On ‎27‎.‎02‎.‎2016 at 2:46 PM, nikokespprfan said:

    If I understand correctly, the altitude change meter would be a speed meter for each of the three dimensions?

    No, I'd like to have a separate indicator for movement along each of the 3D axis. If it is suitable to combine all indicators into one display it would be fine for me, too.

  5. KF wheels and tracks work differently than the stock wheels. The RPM is needed to calculate current torque and power consumption. Therefore it's a good indicator of how the part performs.

    The other stuff, the groups, are especially useful when combining different wheels/tracks or when using repulsors. For example you have a 'hover craft' where front and back repulsors are at different heights. You would then create two groups for them, and set each group to a different height. When using actions groups you'll only have to add an action for the group and not separately for every wheel. This'll also work in the flight scene, change one repulsor via right-click menu and the whole group gets the new values set. This helps preventing flips.

  6. 16 minutes ago, CaptainKorhonen said:

    I don't get this "64bit is unstable" thing. I've been using a heavily modded 64bit build for months now with no crashes at all.

    The majority of players had huge stability problems when there was an official 64 bit build. And these problems occur within Unity which means the KSP devs couldn't do something about them.

    Consider yourself lucky for not having problems. You are one of only very few where 64 bit runs without crashing after a few minutes.

  7. Hi Kerbonauts!

    What do you do to add a decoupler below a multi-engine stage?

    I'm thinking hard about it but the only two solutions I came up with are
    1) If there's a central engine, attach the decoupler there.
    2) If there's no central engine, place a bar at the center and attach the decoupler there.

    I also looked at the procedural parts mods. Unfortunately you can only change the diameter of a p-decoupler but not it's length.

    So... what else can I do?

     

    nLoO76y.jpg

  8. 31 minutes ago, Kerbart said:

    Because that will magically make people switch to 64 bit? Windows XP is still on that list too...

    XP isn't supported anymore by MS so it doesn't count. That OS is 15 years old! I guess a lot of modern games don't even run on it.

     

    3 hours ago, severedsolo said:

    That rather depends on whether Windows 10 really is the "last" version of Windows as MS claims. If that's the case, they aren't going to drop 32 bit support ever, because their hands are tied by the EULA.

    You have a point there.
    I think MS can bypass that by simply not pushing out updates for the 32 bit version. 5 years (or so) after the last update support will end and only the 64 bit version remains. (It's a bit similar to what happened to Win XP x64.)

  9. @severedsolo
    According to Steam:

     Windows 7 64 bit   35.96% 
     Windows 10 64 bit   34.35%
     Windows 8.1 64 bit   14.71%
     Windows 7  8.15%
     Windows XP  2.43%
     Windows 8 64 bit  1.99%
     Windows 10  1.35%
     Windows 8.1  0.42%
     Windows Vista  0.29%
     Windows 8  0.17%
     Windows Vista 64 bit   0.14%
     Other  0.05%
    64 bit total share: 87.15 %
     
    Conclusion
    There are still some people who don't run a 64 bit Windows but this group is shrinking.
    I hope Microsoft will finally abandon 32 bit so that the 32/64 bit confusion will come to an end.
  10. In my opinion a tank is a main battle tank. A heavy/super-heavy armored vehicle on tracks with a 360° moveable turret that houses a heavy anti-armor gun which has a range of <10 km. Main prey are other main battle tanks and armored vehicles.
    That means, this is a tank:

    Spoiler

    Leopard 2
    Heavy armor - check, 360° turret - check, heavy anti-armor gun with range of <10 km - checkKMW_LEOPARD2_11.jpg

    But these are not:

    Spoiler

    Panzerhaubitze 2000
    Not a tank because it attacks targets from distances of 20 to 50 km. Also it's weapon is meant to destroy an area, not a single armored vehicle.Panzerhaubitze_2000_im_scharfen_Schuss.j


    M2 Bradley
    Not a tank because it only has light/medium armor and a chain gun. It fact it's an armored troop transporter with seats for up to 12 hitchhikers.
    us-soldiers-prepare-an-m2-bradley-stockt

     

  11. For me patched conics are getting worse. They are flipping around like crazy, switching between a SOI change and no SOI change at all every 1/10 s. I then timewarp to the change (which the game still can't decide if it's gonna happen or not) and then - like magic - I entered the target SOI.

    I have no idea what goes wrong here. Especially when I'm on a collision course with a moon.

  12. @Krist
    You need to test out what speed is safe a what altitude.

    Btw, 2 km/s @ 30 km is perfectly fine. Just make sure you pitch up enough, somewhere between 15-30°. Above ~35 km you'll start to cool down again.
    Btw when your apoapsis is outside the atmosphere (85 km is a good value) you can shut down your engines and set SAS to prograde. This gives you a few seconds extra to get through the hot ascent and minimizes drag loses.

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