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KSP2 Release Notes
Everything posted by cantab
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For the CPU-only upgrade, I'd recommend the Athlon X4 860K. The CPU performance is the same as the best A10 processor, but it cuts out the GPU (not needed when you have a separate graphics card) and is about half the price of the A10. For the platform upgrade, I wouldn't bother with Socket AM3+ and the FX processors. It's an old platform and the CPUs haven't been really updated in a couple of years and can't touch Intel's best at the high end. I'd have another look at an Intel build; with Intel CPUs being less power-hungry than the AMD FX's you might not need a power supply upgrade and that will save the pennies.
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5 (-). Drive it!
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7 (-)
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8 (-)
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7 (-)
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I can be your big dipper, going up and down or round the bend. Well, just down actually. 4
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How to keep a playable copy of 1.0.4 (steam)??
cantab replied to Dafni's topic in KSP1 Gameplay Questions and Tutorials
I just checked, and "Previous Stable Release" is now 1.0.4. Basically don't trust the version numbering; look at how Squad have handled it. 1.0.5 is a major release just like 0.23.5 was. -
Back down to 4
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Come on, there must be someone on Team Minus to low-five Down to 4.
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Down to 4.
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How to keep a playable copy of 1.0.4 (steam)??
cantab replied to Dafni's topic in KSP1 Gameplay Questions and Tutorials
You can make Steam install the previous vesion, it's done through steam's "Beta" system. That won't let you play both though. -
Cost is only a factor in career and tech tree placement is only a factor in career and science and even then only in the early and mid game. In my view both are appropriate for "fine tuning" but the game balance should still be reasonably good in sandbox. I think the biggest snag with the Vector is the form factor. The Isp and TWR are pretty reasonable, but being able to put 2000, 3000, even 4000 kN under a 2.5m stack without clipping the engine bells is jarring. Or how about seven of them under a 3.75m stack, and in a format that means that can be an upper stage (though Kraken knows what you'd use as a first stage for that). It's also got the low profile to make it a powerful lander engine, because for some reason it's a bare bell with no visible combustion machinery - I expect we'll see big Tylo and maybe Moho landers using Vectors
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Never heard of it. Down to 2.
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Down to 3
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Viewed as a game element, it's OK. Because it's the biggest and heaviest engine it's not a big problem if its TWR and Isp outclass smaller stuff because it can't replace that smaller stuff anyway. Viewed as an analogue for the real SLS engines, it's all wrong.
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As I see it the problem comes back to the ARM pack being done all wrong. To follow the real SLS each Kickback should have around twice the thrust of a Mammoth. So if the total liftoff thrust of a KSP SLS had stayed the same, we should have had Kickbacks delivering 2000 kN each ASL, a Mammoth delivering 1000 kN, and a Vector delivering 250 kN. Then the Vector would look pretty normal, though chances are it would still beat the Skipper Swivel on vacuum Isp and TWR. Even if the Mammoth had been something like 2000-3000 kN (because less thrust than the Mainsail might raise eyebrows), that would still have lead to a better Kickback and a more sensible Vector.
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So a reminder to everyone, especially my fellow Team Minusers: State your operation. Resuming from here, down to 1.
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I draw your attention to this post near the re-start of the current round: This is the first of many posts, by both teams, since the restart that fail to comply with rule 4, requiring that the "expression in your post, must clearly, correctly, and explicitly state the operation you have done (adding or subtracting) and the current number." As per the precedent set by the admins when they annulled the positive's "victory", http://forum.kerbalspaceprogram.com/threads/110598-The-Number-War-Count-to-100-or-100?p=2279691&viewfull=1#post2279691 I move that the post I quoted be annulled also and that as per Rule 6 the current round resumes from I've PMed the admins asking that they approve or deny this motion.
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I thought CKAN just downloaded the mod's .zip from Kerbalstuff, Curse, etc. If that's right then I can't see how CKAN indexing Kethane would violate any reasonable license. To try and block it would be akin to trying to say that your mod may only be downloaded using Google Chrome and not any other web browser.
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In either scenario that would increase thrust but reduce specific impulse.
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More overhang with Launch tower?
cantab replied to paul23's topic in KSP1 Gameplay Questions and Tutorials
There are mods with bigger launch clamps, including SpaceY. -
More overhang with Launch tower?
cantab replied to paul23's topic in KSP1 Gameplay Questions and Tutorials
Put a radial decoupler on your rocket, put girder segments on that and the tower on the end, to effectively extend the tower's reach. You can rotate the whole rocket freely in the VAB. The launch tower will automatically support it in its orientation. -
This game's performance...
cantab replied to KITTYONFYRE's topic in KSP1 Suggestions & Development Discussion
Regardless of whether it's "physics" or "resources", the game continues to encourage the player to spam small parts by burying the larger ones further up the tech tree. I feel there's a case for rearranging the tech tree to get rid of that. All 1.25m fuel tanks in one node, all batteries in one node, and so on. If it means a small tree compensate by upping the science point costs. -
The first and last time I tried Realism Overhaul, Smokescreen and Realplume lagged the game horribly.
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Mod to Disable All Mechanical Intra-Ship Part Interactions
cantab replied to GreeningGalaxy's topic in KSP1 Mods Discussions
It would be something of a hack, but what you might do is look into the thrust-under-timewarp mods. If you then made the game run in 1x timewarp you'd be getting somewhere. The most difficult elements remaining would probably be to handle landings and aerodynamic flight.