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Everything posted by cantab
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I can support Infinite Oil And Ore, yes, since people's industrial districts will potentially be running for a while 'unattended' as it were. I'm opposed to Automatic Bulldoze, because demolishing buildings can break power grids, which then makes more abandonment and suddenly half the city has vanish. Quite a few players have managed to get caught out by that.
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I hope to address that quite simply: by asking people to only take the save when they're about to play, and then upload it when they're finished. For mods, well you can simply turn them off in the Content Manager and don't need to unsubscribe. And anything that doesn't affect the save ought to be fine, so stuff like disabling chirpy. Even Move It is probably OK. But for traffic mods, well it's open for discussion. Traffic Manager can increase the game's CPU load, but on the other hand it *is* very useful.
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That's correct, a bit of co-ordination is needed, but that's the same for all collabs. I can set up the save tomorrow. Two things to decide first: The map. I'm going to suggest Diamond Coast. I fancy doing a tropical map, it's got good variety of topography and reasonable resource spread. Of course if anyone else has a preference then say so. Right or left hand traffic?
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Yeah, Cities does need a good PC to run well, it's more demanding than Kerbal even with no mods or assets. And that is indeed the basic idea, each of us gets a section of the map to work in.
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American Pi Day.
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Nuclear engine only to orbit ( and beyond )
cantab replied to nuclear_turkey's topic in KSP1 Challenges & Mission ideas
Nice one! I think I'll call it a ZSTO - Zillion Stages To Orbit I've a feeling it's come up once or twice before. It is a tough task - at sea level the Nerv by itself doesn't even manage 0.25 TWR, so a spaceplane is the only way, but the engine's much thirstier than a jet. But you managed to pull it off. -
You Will Not Go To Space Today - Post your fails here!
cantab replied to Mastodon's topic in KSP1 Discussion
You will not not go to space today! Sigma Dimensions is quite happy to let me make the planet rotate faster than orbital speed. At sensible speeds, simply release the launch clamps and float up! At silly speeds, well you explode, but if you turn on heatproof cheat you go flying at millions of m/s. -
More power is my assumption, simple as that. When undocked it radically throttles the GPU and memory back and I can only think that's to save battery. The way the console ends up with two specifications is one of my many concerns. A good game developer will write their game to run smoothly undocked and take advantage of the extra performance when docked. But a bad game developer will not bother using that extra performance. And we know that Nintendo are allowing "Portable Mode only" games that won't even display on TV; if they also allow "Docked Mode only" games then a bad developers will be tempted by that. As a handheld, the Switch repeats the mistakes pretty much everyone except Nintendo made in the past - it's too expensive and the battery life is bad. That said the 3DS was also expensive at launch only to then get a dramatic cut from $250 to $170 about 6 months after.
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XKCD gave me some inspiration. I did this with Sigma Dimensions. Note the Rotation Period. Which after I put the Unbreakability and Heatproof cheats on, did this: And this: And with a bit more fiddling it did this. By the way, the speed of light is 300 Mm/s. And then I EVAed: Goodnight stars, goodnight air, goodnight noises everywhere.
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300 quid and they don't even put a gorilla glass screen on. I understand they might have toy safety like concerns, but still, that's yet another real put-off for me. I may get a Switch some day, if the price drops and if there are good games, but I remain sceptical. (To be honest I'll probably end up getting it if and when a worthwhile Pokemon game is on it.)
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I've finally joined the reusable rocket bandwagon! Well, sort of. Pawn is a semi-reusable design capable of putting 5 tons in Low Earth Orbit, and landing the first stage engines and the upper stage back on Earth. However the first stage tanks are discarded. Hey, it's what ULA plan to do on the Vulcan! Packs 10 km/s, the first stage calculated for sea level and the rest for vacuum. That's 5600 m/s in the lower and 4400 in the upper. The upper stage delta-V is deliberately chosen - as an alternative to returning, it can be refuelled in LEO and is then capable of taking the payload to low lunar orbit, elliptical Venus orbit, or Mars intercept. About 560 tons on the pad, which is a pretty lousy payload fraction compared to what I can do with disposable asparagus and nuclear upper. She lifts off nicely on the dual Mammoth engine. Quite an aggressive pitchover, to 80 degrees at 100 m/s, is required for a good ascent. Drop tanks are essential to get the delta-V, I'm using stock Kerbal parts and the tanks have so much dry mass. As we deplete the fuel the TWR really spikes, over 10 I believe at MECO. The dual-Nerv upper stage has pretty low TWR, 0.5 when full, and won't make orbit before I land the first stage, so I do some corrective steering to give me extra 'hang time' because I'll need to interrupt the burn. The engines separated from the first stage core and now come in to land helped by airbrakes and parachutes. I always miss the interesting bits, but it did safely slpashdown: https://flic.kr/p/SGbew1 I switch back to the upper stage and with some more serious angled burning get into orbit with a generous fuel margin. But I shan't be staying long. From a 330x70 km orbit, we come in fast and hot. But those made-of-iron Kerbals parts are tough enough to take it. We can't have the airbrakes open all the way or they'd cook, but once we're slower than about 3500 m/s they're deployed and really dump the remaining speed fast. And another safe splashdown!
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I've heard this reported a few times before, it seems to be a mod interaction issue between RSS or Kopernicus and some other mods. You could try starting with RSS and seeing if that's fine, then adding other mods gradually. I've been playing RSS alone and things seem OK so far, although I haven't done detailed fps measurements.
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Elon Musk announced it last October, it's called "Falcon 9 Block 5" because SpaceX obviously think consistent naming is for the weak. It will feature even more thrust, improved landing legs, and dozens of other minor changes.
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To lift a bigger payload. There were late modifications to the satellite that increased the weight beyond what the Falcon 9 could reliably launch and land after. It needs that extra first stage fuel to give the second stage enough speed to continue to orbit. I think a barge landing was still marginally possible, but well one small error and it busts up the drone ship. Elon Musk was reportedly annoyed about it but well, if the Echostar folks are paying for a launch then they're getting a launch.
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Welcome to the KSP Forums Cities: Skylines Collab Open to all How do I join? First read the rules and get your Cities: Skylines ready, then obtain the latest save when it is available. There are no formal sign-ups and no rota. Showcase Concept One map, many towns. Each player works on their own town. Setup Can this change? Yes. If there's a general consensus on adding a required mod or asset in, we can go with it. Since it's easier to add new stuff than it is to stop using stuff, we should be a little cautious. DLC Required: Match Day. This is free but it does need to be installed additionally to the main game. Pearls from the East. Again, free. I think it installs automatically too, but double-check. Allowed: Relaxation Station. I've no reason to think this will affect the gameplay. The Architecture Artbook. This isn't even part of the game. Soundtrack. Likewise, it's a separate soundtrack download not used by the game itself. Disallowed: All other DLC. I recommend outright uninstalling it which you can do by unticking the entries on the Cities page in your Steam Library. Though you might be OK with simply not using the DLC features. If you have Natural Disasters installed, at least turn the random disasters off. Assets All disallowed. Please disable them in your Content Manager, especially growables that might otherwise pop up spontaneously then vanish when someone else loads the save/ Mods Required: Unlimited Money. Included in the stock game. Unlock All. Included in the stock game. Allowed: Any mod that won't cause problems if the next person to take the save doesn't have it. Including but not limited to: City Vitals Watch. Don't Crash. One-way Street Arrows. Precision Engineering. Disallowed: Anything that's going to either change behaviour or outright break the save if it's loaded without that mod. Including but not limited to: Automatic Bulldozer. This is disallowed because it will bulldoze other people's things. Metro Overhaul Mod. Network Extensions. Traffic Manager. District Styles Required: European/Vanilla. Included in the stock game. This lets players opt for the Euro-style terraces or the original skyscrapers as desired. Please remember this - forgetting it and loading the save will make people's buildings vanish! Play When you first start mark out your town limits using a road or footpath, encompassing a land area of about two map tiles. (Even though they're all bought, you can click the Map icon in the lower left and see how big one tile is). You may expand later if needed, so there's no need to be too greedy. Within your town build as normal. In areas not part of any town you may build important infrastructure such as highways and power lines. You may not zone outside town. In other people's towns, hands off! You may run transit lines between towns. You may replace a burned-down service building if you spot one. If the other person's traffic is so bad it's backing up the highways you may attempt to fix it. That's about it. If your town directly borders another agree with the other person how you'll handle the boundary. Budgets and taxes should be treated with care. You can change them if you like, but don't cause havoc in another town by doing so. Unique Buildings are first come first served, but please don't hog them all. Policies should be applied to districts, not city-wide. Save Exchanging Look at the most recent posts in the thread for the latest version. I'm not going to put links here because they won't stay up to date. Take the save when you are about to play. Upload it when you have finished. Please don't bag the save just because you plan to play later on. To take the save just post in this thread that you have the save and download the latest version. To upload the save, upload it to the Steam Workshop from the Content Manager in Cities: Skylines, titling it KSP Forums Collab - yyyy-mm-dd. Then post in the thread that you have uploaded it, preferably with a link. You may also include screenshots - I'll put my favourites in this post.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
cantab replied to Thomas P.'s topic in KSP1 Mod Releases
I experienced some unusual lag in RSS the other day with my Moon mining rig, only about 100 parts and the timer going yellow, I wouldn't normally get that on my hardware. Restarting the game made it go away. I also often, though not always, get logspam. KSP 64-bit on Linux, only mods are Module Manager, Kopernicus, and RSS. -
I read the last few pages. Yes, it's been allowed, but the ban was seriously considered by Squad and supported by a majority of poll voters. Hence "general hostility".
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As a user, I'm disappointed in the general hostility I'm seeing towards mod packs. Mod management in KSP is godawful. Squad and Curse have provided nothing, CKAN is problematic, AVC is not a complete solution, and manually managing mods like it's the stone age doesn't scale well. Compatibility problems between different mods can and do occur and are then difficult for everyone to track down. Modpacks might have offered a solution, it seems to work for Minecraft. But now I'm seeing a concerted general effort to slam the door on that, and I don't see any effort to make things any better. Do modders really want KSP players forever doomed to bug-inducing CKAN or spending hours fiddling with everything by hand? And I will say to modders, if you don't want your work redistributed, don't use a license that explicitly allows redistribution. But perhaps consider whether it's worth throwing the free software, creative commons, collaboration baby out with the modpack bathwater.
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Still just using the defaults myself, although RSS does buff the ranges. I've not gone in for loads of relays, when I sent a probe fleet to Mars I included just a single relay sat and planned for and dealt with comms interruptions. I've also got one at Moon and one at each of Earth-Sun L4 and L5. All with the second-best dish, together they just about cover most of the inner solar system. When I start/resume a new save though I think I'll disable the "limited control" thing, I understand that they're trying to do an abstraction for being able to pre-program the probe but it still feels a bit like a get-out, and I would also make the occlusion stricter because it seems too generous. I would definitely leave the DSN at full strength and might even buff it (if that can be done without changing the dish ranges) - to me it feels ridiculous for a bunch of dishes bodged together on the runway can outperform the actual Tracking Station. And I'd stick with the multiple sites too, because really I see making the complex Kerbin relay networks as grunt work. I'd rather put my relays somewhere interesting like the planet I'm exploring.
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Slammed a lot of Nervs into the ground and ocean. Re-entering an upper stage in RSS is tricky. But with careful use of airbrakes (deploy them once it's already slow enough they won't get cooked) I can slow down enough to open the chutes.
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By posting websites here you've all automatically disqualified them, because you've demonstrated that they have a use - to be listed in lists of useless websites. It's like the paradox of the lowest uninteresting number.
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Hampden maybe? https://en.wikipedia.org/wiki/Handley_Page_Hampden Opening paragraph of the wiki page mentions it being cramped, and the rear fuselage is slender.
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What sort of music do you guys listen to while playing KSP?
cantab replied to WindShieIds's topic in The Lounge
Whatever the Twitch stream I have open is playing :-P When I do decide to pick my own music, it can be just about anything from my collection, which is diverse. Anything from Basshunter to Dizzee Rascal to Vivaldi to Bon Jovi to Led Zeppelin to E Nomine to Final Fantasy OSTs to UB40. I do though tend to pick a specific album for a playing session, rather than just going for shuffle everything. -
That was what I suspected. The ridges are in the plane of the rings, right? And because it's equatorial on the moon, it's going to stay stable in that orientation. How thin the ridge is I think demonstrates dramatically how thin the rings are. Less than a kilometre thick, I believe. And yes, Pan and Atlas have very low gravity. KSP's Gilly is about 25 times stronger.