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cantab

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Everything posted by cantab

  1. Do I assume that OPM Tilt will need updating for OPM 2.0 compatibility then?
  2. Had a few ideas for USI-LS: A penalty mode where Kerbals still work but have their levels effectively set to zero. Something "less" than grouchiness, but more than nothing. To me it would make sense for hab and home time depletion, as well as making "probe core on everything" a bit less encouraged. Varying penalties depending on Kerbal type. I'm thinking things like pilots would still work, but scientists and engineers wouldn't. Might be too many options though. An "adversity" feature that would allow suspending or extending timers in certain situations. I'm mainly thinking that mods like Dang It could trigger this. The oxygen tank blew up and suddenly you don't care much that three of you are crammed into the lander, that kind of thing. Or is it already possible for other mods to interfere with the USI-LS timers if they desire?
  3. $350 isn't much for a laptop, but you might find something satisfactory. A quick look on Newegg and this seems reasonable: http://www.newegg.com/Product/Product.aspx?Item=N82E16834234003 Intel Broadwell CPU bringing the per-core performance KSP wants, and the HD 5500 is sufficient graphics, I've played KSP on a lot worse. Only 4GB of RAM is a bit of a drawback but should be alright for the stock or lightly-modded game. You might find better with more shopping around. Generally I'd favour the "full" Intel CPU architectures and avoid the ultra-mobile chips, usually their model numbers have a letter at the start, because they lack performance, and disfavour AMD chips for the same reason. What specs won't tell you is how good the laptop is at keeping itself cool when running a game. You'll have to find reviews of the specific model to know that.
  4. I'd suggest leaving the previous version in, to reduce the chances of messing with the saves since adding or removing planets often throws the body IDs out. I've gotten used to editing the save file to resolve that but not everyone will have.
  5. I'm surprised you can get enough thrust to hit terminal velocity on Eve, considering the double whammy of high gravity and lowered engine thrust from the ambient pressure.
  6. To reach terminal velocity in a vertical ascent requires maintaining a TWR greater than 2, probably significantly greater. Which is indeed generally overkill. As far as ascent profiles go, my own generic approach: Vertical until 75 m/s, pitchover to chosen angle, hold prograde. The starting pitchover sets the whole rest of the ascent which is then at maximum efficiency and minimum drag. There's a wrinkle though with when you switch from surface to orbit reference, especially in inclined orbits.
  7. And this is one of the reasons I'm so committed to and grateful for FAR. You have a clear goal of realistic physics, one that I think is in accordance with KSP itself, and you've stuck to it and done an excellent job. (The other reason is that I consider the Analysis Tools basically "KER for planes")
  8. @GregroxMun does your testing method show the Jool system as stable or unstable? Normally simulating it turn out unstable, with Vall getting quickly ejected. Scott Manley though reportedly claimed that by interpreting the orbital elements differently, it turned out stable. But it's unclear how he did it and nobody else seems able to reproduce, so he may have made an error.
  9. Never played Orbiter. Honestly don't feel the desire to reboot into Windows just for a game that seems a lot like KSP.
  10. Question: If the planet's terrain changes - which easily happens with mod planets - will the ScanSAT maps automagically update, or will they keep the old data?
  11. Granted. The problem is, while it always does what you want, it never does it when you want. Iwishtherewasnosuchthingasaspaceandeverythingwrittenwaslikethis.
  12. Yeah, Transfer Window Planner is now up to date. Mechjeb has a transfer planner too. There are the stock methods to find launch windows with manouvre nodes. You can calculate the required phase angles and eyeball them or hold a protractor to the screen. So no shortage of options really.
  13. Seemed to work in this. Flew nicely, albeit twitchy, normally, then went wild when I took it down to stall speed. Although I don't really know how to recognise a spin. I find a fair few of my FAR aircraft are hard to stall simply because they lack pitch authority, and if you can't stall her you can't spin her. No such problems with the above design.
  14. If @GregroxMun changed the mass of the Sun, that would change the orbital periods of all the planets.
  15. As I see it the short answer: Don't trust the aero visualization. It's been known to show incorrect information in stock KSP, never mind FAR. And to be frank I find it of limited usefulness anyway.
  16. A workaround for a Kopernicus bug. Solar panels weren't working correctly with multiple stars, so Galactic Neighborhood makes them work like RTGs.
  17. The calculation relies primarily on the vis-viva equation. But practically, most of us use ready-made "delta-V maps" such as this one: http://wiki.kerbalspaceprogram.com/images/7/73/KerbinDeltaVMap.png
  18. I have encountered a bug where mouse clicks are displaced from where the pointer is. This happens if the game settings are for fullscreen with a resolution different to the display, which I get if it accidentally opens on my small monitor not my main one.
  19. Some Minecrafters have blamed the decline of the community on ... Curse. The same Curse Squad contracted out KSP mod hosting too. Probably one reason that was one of Squad's least popular decisions, along with Curse formerly spreading malware. And I'm familiar with the annoying-Minecraft-kids issue, by way of a Twitch streamer I sometimes watch who doesn't use facecam on Minecraft streams because when he does he just gets kids going "OMG how old are you!" all the time.
  20. VIRT stable at 6.29 GiB, RES at 3.12. And CPU pegged at 90-100% of a core, on a main menu screen, yay efficiency!
  21. Changing the coefficient of friction isn't altering the laws of physics, it's merely changing the type of rubber and tread on the tyres. But a zero value of it IS unphysical. Of course, whether the slider actually alters the coefficient of friction is another matter. doubt the bodged-up wheel physics even HAS that concept correctly implemented.
  22. Settled on the booster and ET design for my "shuttle", and got the whole shebang into orbit. I think the motto here is very much, If it looks stupid but it works, then it isn't stupid. And in fact this is inspired by a real STS concept, the Lockheed Star Clipper. Possibly a bit overkill on the DV front, it doesn't *need* to SSTO and can instead drop the boosters leaving a pair of small upper tanks to feed the orbiter's RAPIERs. But I took the whole lot to orbit to take a nice screenshot. And definitely overkill TWR for its planned mission of 5 tons to Serran, but that gives me room to uprate the thing in future or use it for LKO launches if I want.
  23. Well, I'd be disappointed and a bit embarassed if ESA lets the project down. One of the issues can be that every member wants its slice of the pie, and that's not usually the most efficient way to do things.
  24. Looks like really nice work. I may incorporate it into my current install. Compared to Uncharted Lands this doesn't completely discard the familiar terrain of everywhere.
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