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cantab

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Everything posted by cantab

  1. Learn the language you need for what you want to do. For Arduino that's C++ or C. I'd go with C++ because I think you're better of learning an object-oriented language from the start. I grew up with procedural languages like Basic and have really struggled to understand OO.
  2. My ship spontaneously starting a new Big Bang. At least that's what I conclude when it hits a gazillion Kelvin.
  3. JavaScript ... Really ... Well, no wonder
  4. With the tank diameters getting so large, have you thought about some N-1 inspired stuff? I'm imagining conical frustrum tanks with a similar slope to the N1 tanks, and then maybe some "hot stage decouplers" with the frameworks that include the dome over the tank below. The aim I think should be parts that are versatile, useful equally for an N-1 design and for completely original stuff.
  5. Probably. The 360 pad certainly works. Back up your settings.cfg before setting up your controller, because there's a bug that can corrupt the settings file. No big deal since we're just talking about graphics options and whatnot but it's nice to not lose them.
  6. There's got to be a catch, indeed. Here's one discussion of rocket nozzles in general, http://web.archive.org/web/20070517170702/http://www.pwrengineering.com/articles/nozzledesign.htm , mentions performance issues at low subsonic speed. Perhaps a bigger issue is cooling, I can see the aerospike design being more challenging to cool if you don't want a simple ablative nozzle.
  7. It's a known bug in the game. I believe it relates to the way certain parts are scaled, though I'm not sure of the details. There have been stock parts that suffer the same issue.
  8. No. Because two words: Random Overheats.
  9. The claw acts like a docking port, so once everything is set up it all acts as one ship.https://flic.kr/p/nVTQZ7 that's my old tug with a class D. I had a mere 100 m/s of delta-V but it was enough to arrange an aerocapture into Kerbin orbit.
  10. Yeah. We used to have ion gliders, but they got nerfed with the 1.0 engine rebalance, so the void for an electric prop is greater than ever. And even NASA have been working on solar-electric aircraft! Back in KSP, I got my Serran lander to intercept its target then spent the evening doing chicken-mode aerobraking, must have made about a dozen passes. That's what happens when you're playing no quickloading
  11. I think the simplest option would be to find a planet mod with a plausible planet and then make the config tweaks you like for a more Kerbin-like experience. Adding or removing planets changes the "Flight Globals", which is liable to move ships around when loading an old save. Check the Kopernicus log to find out the new numbers, then edit the "REF" lines in the ORBIT section for each vessel in your savefile. Takes a little fiddling but it works OK. Make sure your save is backed up! EDIT: One idea, install Outer Planets Mod, then grab the moon Tidus out of New Horizons and write a custom config to put it in orbit around Neidon. Though it may stretch your belief a little bit for it to be habitable with such weak sunlight.
  12. For what it's worth, most of my planes have pretty much "self-coordinated". Maybe not perfectly, but well enough that I'm happy to turn using bank and add a little pitch to keep the nose up and not touch the rudder at all.
  13. What I've done for my asteroid redirections is to dot a few "control sections" around the asteroids. These each have a claw and some reaction wheels and/or RCS/vernors. Then for my main drive section, which is a pusher, I want relatively little control - engine gimbals locked and light on the reaction wheels. The idea is that the control sections turns the asteroid and the turning asteroid turns the engines with it. The final element is to use an engine cluster and individually adjust the thrust limiters to fly straight. You can either check the "thrust torque" value in KER, or watch which way the asteroid veers and reduce thrust on the "outside" of the curve. I'll add the caveat that the biggest thing I shifted was a 500 ton class-D.
  14. There's no such thing as a reliable storage method. That's why one should make backups, because the chance of two or more storage methods failing within a short period of time is much much less than the chance of a single method failing at any point in a several year period.
  15. It's not strictly speaking FAR-related, but I wouldn't mind a mod that just switches the whole heating system off and preferably stops it wasting my CPU cycles. I got a lukewarm response when I posted in Add-on Affairs about it though.Then maybe classic DRE could be ported to 1.0, since that actually behaved itself unlike Squad's nonsense. /hopesanddreams
  16. If you use Kerbal Engineer, get it to tell you your "Situation". Chances are it still says "Flying" when you're landed, that appears to be a common bug with the Kerbol Plus planets. A workaround is to quicksave and edit the state to be "Landed" in that quicksave then load it up.
  17. For what it's worth I still get crazy overheats routinely with FAR. I may try and sort out a simple example ship later.
  18. I started a new Big Bang with a ship that reached temperatures in excess of 1043 Kelvin. For comparison, supernovas and gamma ray bursts don't even reach 1015 K - my ship is a thousand trillion trillion times hotter.
  19. Some pod parts would be nice. The stock KSP parts really aren't suited for recreating the look of them.
  20. You can do that, sure, provided that any adaptations of New Horizons you release are under the same CC-BY-NC-SA license New Horizons is, and you are careful to not closely combine it with anything under an incompatible license.But New Horizons already supports OPM, the Outer Planets will be added beyond Vanor with their orbital inclinations matching the NH system.
  21. That's been my experience in past showers. Didn't look last night, but there was only a short period before the clouds closed in anyway.
  22. The modifier key isn't Alt on Linux for reasons like what you've found. In particular Alt-click on most Linux distributions lets you move the window, therefore conflicting with Alt-clicking stuff in KSP. You can change the modifier key by editing your settings.cfg. If you want a key that's better placed perhaps the Windows key if Ubuntu isn't using it. As for Scatterer, it sounds like it might either use its own settings or be hard-coded to use Alt instead of following KSP's settings. Ask in the scatterer thread I think.
  23. But what's the point? Those longer "windows" are transfers that involve making one, two, or more full orbits round the Sun before getting to Eve. You're departing for Eve early, so in Science or Career you're stuck with limited technology and perhaps a reduced set of science instruments and in career you're spending your money now, and you're going to have to wait for ages to get your science and monetary rewards. Why not wait until it's a proper transfer window, and if you did other missions in the mean time you'll have better parts to do your Eve trip with, and won't be waiting for years for the rewards from the mission.
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