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Technical Ben

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Everything posted by Technical Ben

  1. I use Windows Movie Maker or FormatFactory to re-jigg (not actual technical term ) the video size, resolution or frame rate when required.
  2. Nice. Reminds me of some of my smaller tugs. Currently working on larger ones, and low part count means they don't look as nice.
  3. Hmmmm. Could I program an entire Duna mission with this? As in, set it up, leave the PC (recording ) and come back and it's all done?
  4. The Giant Kerbal would be more of a secondary figure. Concentrate on the current design, and add the other later.
  5. Ok. My opinion? It's hard without a mod. Why? The mode editor AND the projected trajectory bounce like mad. Making navigation very hard. Modded dials/displays do this much less or not at all. So with those, it's much easier. (I did it with MechJeb ONLY for dials, not for automation and will upload a tutorial on it on request). PS, here is me docking: http://youtu.be/f1d5gA4JuO0
  6. I'll try setting up a solar probe (no idea if I have the DV for it right now) and video an attempt at a rendezvous. Both manual and MechJeb assisted.
  7. Having some ships as "historical" or "built" could work as well. Recovered ships would be limited to their current design only, with additions. Just as the ships in orbit can be docked, but cannot be modified. This way you could have a reusable ship similar to the space shuttle that can have minour additions, but for a full change would require the dollars of cost for a total rebuild?
  8. I think it's be better to have a hospital and the "imagination" that Kerbals are near indestructible (no war, not afraid of rockets etc explained by this).
  9. Wait... how? What? Lol! If you upload the craft to that (or give a small explanation) I'll make a video of it for you. I'm currently working on the heaviest lifter I can imagine. I'm so close to getting it right it hurts. I've had 1 or 2 "almost" successful landings so far, but they usually end up with at least 1 leg falling off or the fuel running out at 25m from landing. PS, it would appear that the "infiniglider" effect is giving it a boost, as I doubt it's configuration outputs 4500m/s-dv. :/
  10. I know discussions of this are frowned upon... ... but, this video got me thinking: http://youtu.be/mxpVbU5FH0s Moons and asteroids get "trapped" at L4 and L5 anyhow. So would it not be ok to add a moon/asteroid to land on at these points for Kerbol and Jool? At least then a stationary base can be added and no game physics is broken (planets are on rails, not simulated).
  11. For those complaining about "why": A heart, you need one. For those complaining about "10 year olds". A life, you need one. For OverTheHill, wow! Love it! The artwork is superb! If it helps, Lego do a curved block, some small. I can only find a large version at short notice. I am sure they do a 1 block high one too. It may help with the building to fit the Kerbal + hat in a pod. http://www.legos.tabacaria.com.pt/ImagesParts/round/1X2roundvs01.JPG
  12. Go back and read your post. I see posts like this on every consideration. There is at least 1 contradiction in your reply. "Vessels are loaded if they are at less than 2000 meters from you" and "but it mean a lot of work from the devs". If we already have it in game, the physics calculation could be set to a proximity of, say, 100m. Which is a single variable change and not a lot of work. (Actually it would be even better to scale depending on the speed of approach and the size of the object. While this takes a little more work, the variable can be replaced with a "class" that checks first if the craft is within 2000m, then it's speed, then it's size, then outputs "run physics yes/no". ). It's an idea, and it takes roughly the same amount of effort to implement as most ideas do. PS, mostly it's down to waiting till the right time to "optimize". As refactoring, changing engines, changing artwork, changing levels, changing gameplay all mean new and different methods and requirements for optimization. So until more of the game is settled, it could be wasteful to polish the parts that will be replaced later on.
  13. Jet fuel does not evaporate when up there. Most other fuels (Hydrogen/Oxygen for example) would evaporate or need massive cooling to keep liquid. :/ "Jet fuel" can also be made into quite nice rocket fuel.
  14. If only we could harvest the power of lies! Infinite energy! Although, truth may be more powerful. Moar infinite energy! "Processes or articles alleged to operate in a manner which is clearly contrary to well-established physical laws, such as perpetual motion machines, are regarded as not having industrial application." That is possibly the best quote ever.
  15. If it is water I'd try to drink it... quickly! Glad to hear he was okay!
  16. There are many exploits like this (for example fuel pumping center of gravity shifts, as Scott Mainly demonstrated). But they are so small, and soo fiddly to achieve that the only one I can see being patched out is the infini glider.
  17. That's a really good example. Anything short of an asteroid reducing earth to a Mars, and we can survive it more easily than actually going to Mars. In fact, due to manpower and resources on earth, we could survive being reduced further than a Mars like planet and still "survive" more easily than trying to ship it all to Mars. Well, based on current tech that is, so still true for the near future.
  18. For the sake of the life of the volunteer, I hope they do not attempt to succeed or fail, as in both instances it results in death. I keep a firm belief in the idea that we don't leave any Kerbals behind! (Or humans!)
  19. I use "Construction pods" which are often little more than 2 ports, an RCS tank, some power and a core and of cause a MechJeb. With those I can shunt things back and forth. If it's something bigger or further I add some liquid engines, but those are often docked to the section I'm launching, and then scuttled/re-entry burned on completion.
  20. While you may call those basic functions, they are missing from 99% of other games. So it might be a big ask. :/ Still, would love to see it, just currently not expected.
  21. I think some of the term is "refactoring". It's not impossible, and some has been done already (scene loading, memory management, etc). Physics is another that, if it's a "class" call, etc, can be offloaded to a different API, engine or whatever. Hopefully Unity will either add support, or some where down the line Squad can program/integrate/extend support themselves/through a 3rd parts app.
  22. "Better signposting" would be a more polite answer than "learn to read". Ball, throw, so others can catch. Else no one will wish to play a game with you. Or in this instance, converse on a board where we can post our experiences, strengths and troubles we find in the game.
  23. Perfect solution: Load a "Super duper launch camera view" so that on load, the game pauses, zooms in, and the fairings puff, open and the part floats out dramatically. Basically, if it's not a bug, make it a feature!
  24. Love it. Would be nice for more parts like this (as stock ).
  25. I have an AMD PII x4 too. What clock and what FPS do you get under linux? Under windows, with 4GB ram, I get around 25-30 fps with 50 odd part ships. I can launch and fly 100 part ships with around 15-30 fps.
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