-
Posts
1,119 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by *Aqua*
-
There is only a global switch in the configuration file which disables signal delay completley. Afaik there is currently no way to restruct this to one antenna.
-
What do you spend your free-time doing? (Besides ksp and stuff)
*Aqua* replied to lordmuffin's topic in The Lounge
Europa Universalis IV 'I shall rule the world!' Wait! Rebels? In ALL of my provinces? D'oh! -
(Game) design document Just google it, there are several you can download. I also linked two articles describing it before.
-
It's a silent agreement: Only alphanumeric characters, dots, hyphens and underscore are used. And a version can be broken down in two to four parts (major version, minor version, revision number, build number). KSP uses all four of them (current version for Windows 32 bits: 0.25.0.642). Not all developers use this scheme but most do. Most developer tools also support this scheme. @Topic Not just the fuel lines and struts are new. The SAS module changed, too. Remember when they overhauled the (A)SAS modules last time?
-
Verständnisprobleme bei interplanetaren Bahnen und Transfers
*Aqua* replied to Phreen's topic in International
MechJeb ist hier die eine Möglichkeit. Es gibt aber auch für jeden Planeten eine Art Faustregel. zB zum Mun kommt man immer, wenn man im Orbit um Kerbin ist und den Mun am Horizont aufgehen sieht. Dann direkt auf ihn draufhalten und Feuer geben! Ungefähr zu diesen Zeitpunkt hat man den richtigen Phasenwinkel (der Winkel Raumschiff-Kerbin-Mun). Beim Flug zu anderen Planeten funktioniert es ähnlich. Man ermittelt den richtigen Phasenwinkel (Kerbin-Sonne-Ziel) per Mod oder Tabelle und wartet ab, bis man ihn erreicht hat. Dann braucht man nur noch in die richtige Richtung beschleunigen und alles fügt sich von alleine. Die richtige Richtung hängt davon ab, ob der Zielplanet innerhalb oder außerhalb der eigenen Bahn liegt. Liegt die Bahn innerhalb, beschleunigt man in Richtung des Zentrums der beiden Bahnen (zB die Sonne, wenn man von Kerbin nach Eve will). Liegt die Bahn außerhalb, beschleunigt man vom Zentrum weg (zB weg von der Sonne, wenn man von Kerbin nach Duna will). -
Question about Lasers, LCDs, and assorted Optics.
*Aqua* replied to Raukk's topic in Science & Spaceflight
That's how LCD projectors work. -
Of course! ... That's an interesting question! Infinite mass also means infinite gravity. So mass moving with lightspeed would end our universe by ripping all of spacetime in pieces!
-
Search result timestamp sort order is useless.
*Aqua* replied to Dunbaratu's topic in Kerbal Network
I understand what you want to have but it will slowdown database searches a lot. Usually forum systems make excessive use of the database cache which is held in memory. The most common searches are stored there, for example: all threads of the first page of a sub forum, all posts of the most recent threads, etc. - in short all data which will be accessed several thousend times per day. This data is updated in a fixed intervall (usually a few seconds or minutes) to further reduce the amount of work. If you change the way how the searches are done you can easily break this high performance system. It simply isn't optimized for the new kind of work. Yes you can optimize it again but that can take a month(!) and needs someone who knows all the tricks. Is it worth that? -
Biological Reproduction and Physical "Gender".
*Aqua* replied to Whirligig Girl's topic in Kerbal Network
I can only guess this kind of censorship is based on this: http://en.wikipedia.org/wiki/Seven_dirty_words I think that's superficial. Everybody swears sometimes. That's nothing bad it's just the way how we are. -
I'm not familiar with the patcher, I bought KSP in Steam. According to I guess it uses your mail adress to log in to the update server. Is there something where you can input it? Also IIRC everybody who bought KSP from the KSP site has an account where he can download the current version. So you don't really need the patcher. I would look into Windows logs-node.
-
Game crashes on start up through steam
*Aqua* replied to Vajoot's topic in KSP1 Technical Support (PC, unmodded installs)
ig4icd32.dll caused an Access Violation (0xc0000005) in module ig4icd32.dll at 0023:60461219. This file is part of the Intel GPU driver, too. And again: Update your drivers! -
There are several errors documented in your log file: [TST]: Loading Tarsier Progress Tracker (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [TST]: Getting Telescope Celestial Body Status (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [TST]: Getting Telescope Galaxy Status (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at TarsierSpaceTech.TSTProgressTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) SCANSat seems to work correctly until the Tarsier Space Tech mod throws this error. From that point on it will repeat the same error messages: NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCANui.gui_show () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) There is also another error by another mod. I think it belongs to Environmental Visual Enhancements. NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 I suggest you remove and reinstall all 3 mods. If the errors still occur remove one of the mentioned mods and try again. They could be incompatible.
-
Game crashes on start up through steam
*Aqua* replied to Vajoot's topic in KSP1 Technical Support (PC, unmodded installs)
igdumd32.dll caused an Access Violation (0xc0000005) in module igdumd32.dll at 0023:5dd2df45. This file is part of the Intel GPU driver. So because of the driver crash the game crashed. Update it to the newest version and try again. -
Today's computers easily have at least several hundred gigabytes of drive space. That's not a concern anymore.
-
Warum nimmst du nicht so was wie Kerbal Alarm Clock? Da kann man mit drei Klicks oder so einen Alarm kurz vorm Transferfenster generieren. Wer macht denn schon freiwillig 1 Jahr Time Warp, wenn man zwischendurch auch etwas Anderes machen kann? ^^ Ich mein', in der Zeit hätte man auch locker 30 Mal zum Minmus fliegen können, um da eine Basis aufzubauen. Außerdem sieht es recht genial aus, wenn überall Sonden und Raumschiffe rumschwirren, wo man auf deren Ankunft oder Abfahrt wartet.
-
Der Start aus dem 80x80 km Orbit wäre günstiger gewesen. Da gibt dir Kerbin einen größeren Kick mit auf dem Weg. Die Grafik liest sich recht einfach. Wenn du von einem Punkt zu einem anderen willst, musst du einfach nur den Linien folgen und dort die delta V-Werte addieren. zB vom Laythe-Orbit zum Vall-Orbit: 780 m/s -> Laythe Intercept (= SOI-Grenze) 370 m/s -> Laythe nach Vall 1600 m/s -> Jool Orbit (150x150 km) 1970 m/s -> Vall Intercept => 370 m/s -> Differenz zwischen Laythe-Intercept und Vall-Intercept 790 m/s -> Low Vall Orbit (15x15 km) ------------------- 1940 m/s delta V für dieses Manöver Im Jool-System kann man ne Menge Treibstoff sparen, wenn man sich die Gravitation der Monde zu Nutze mache. Die sind alle recht nahe beieinander und in ihrem Orbit auch recht fix unterwegs. Da ergibt sich öfter die Gelegenheit sich per Swing-by durch die Gegend katapulieren zu lassen. zB von Laythe via Tylo zu Pol und Bop ist schnell gemacht.
-
Du kannst MechJeb verwenden, der dir den "Alltagskram" abnimmt, an dem du dich sattgesehen hast.
-
Du kannst per [Alt] + Time-Warp-Tasten den Physik-Time-Warp aktivieren. Der geht bis 4x. Dann werden aus 10 Minuten Spielzeit nur noch 2,5 Realminuten und muss nicht so lange zuschauen.
-
Airbus Eurocopter EC 145 aka BK 117 The ADAC (Allgemeine Deutscher Automobil-Club e. V., engl. general German automobil club association) is the largest automobil club in Europe and the largest motorcycle club in the world. It provides (technical, medical, ...) emergency help for everybody. Because of this the ADAC employees are known as 'Gelber Engel' or yellow angels. The EC 145 is the work horse of German air rescure. If that's not awesome then there's nothing awesome about any aircraft.
-
If you want to put up a 6 satellites constellation, each satellite must be 1 hour apart from the next one. To archive that set the orbital period in step 2 to 5 hours. The calculation goes pcarrier = pgeostationary - (pgeostationary/ nsatellites) pcarrier - orbital period of satellite carrier, apoapsis must be at geostationary height pgeostationary - orbital period of the geostationary orbit nsatellites - number of satellites for the constellation Worked great for my 4 sat network My carrier had to switch between a 4.5h geosynchonous and the 6h geostationary orbit for each satellite because the satellites only have a small amount of RCS to fine tune the orbit.
-
If you are that pedantic* you'll have to consider that every station on the surface moves, too. The Earth rotates. So if a station is defined by staying at the same place in reference of the Earth's surface every geostationary satellite would be a station. According to my dictionary a station could be a place where a person can stay or rest. This definition fits the ISS and a train station but not a geostationary satellite. * It's always good to be pedantic in science.
-
I'm sure you want to start ASAP. But at least you need to have an idea how the game should be and that is described in the design document. http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php http://www.gamedev.net/page/resources/_/creative/game-design/developing-your-game-concept-by-making-a-design-document-r3004 Just start programming works on simple games like Tetris but not on the scale of KSP. I remember a KSP dev said (maybe one year ago?) they had to re-plan everything because their old concept wasn't fleshed out enough. For really complex games like MMOs these documents can easily have more than 1000 pages. For something like KSP I expect at least 100 pages.
-
I don't know how it's handled in your country but in mine you are supposed to study 9 hours per day (consisting of lectures, homework and self-study). Let's assume in your country you'll have to study 8 hours per workday. And after that you want to develop a game for another 8 hours? And in the last 8 hours of the day, you eat and sleep? Sorry but I don't think you have an idea how much work you have to put into a game. First you'll ne a game design paper which contains everything from the behavior of buttons to core game mechanics and the color of each pixel. Usually that's about 100 - 500 pages and needs about 6 months. Second you do a market analysis to see if this game can make money (this takes about 1-2 months) and draw some investors in. Third if there is a demand for your game and you have the money, you and at least one software architect and several software designers work through the game design document to create a 'blueprint' of the software. Several iterations later you and your team mapped out every function and method the program must have. This step can take up to 6 months. -- Now a year has passed and you did nothing but paperwork. -- Fourth you start developing. There are about 3-4 coders needed to create the engine / modify an existing engine and put your game mechanics on top of it. This takes 6-12 months. After that time period you'll usually only need 1 or 2 coders to fix bugs, extend or costumize the engine according to changing plans. While the coders are working you'll need 5-150 designers to model and texture all game objects (don't forget the UI!). To produce all assets you'll usually need 2-4 years. Meanwhile you'll have a team consisting of professionals and potential consumers (total ~20-50 people) which will test every aspect of your unfinished game. -- Now 3 to 5 years have passend since the beginning. -- You worked at least 8 hours per day. At the end of the development it's not uncommon to work up to 15 hours per day. Sometimes there are no weekends because a deadline is coming near and a feature just don't want to work. After reading all this do you really believe you can pull this off while going to college? Oh come on... Of course you can slow development down but at the same time you move the release date 20 years into the future.