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Technical Ben

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Everything posted by Technical Ben

  1. Yeah. They just did a list of numbers in a database. They then adjust those numbers (to make a circle of co-ordinates). Then they get the graphics/game to read from the list. It reads the position of the planet. Then after each second (or game tick) you change the number (again, by the appropriate amount for an orbit). Then draw it there. You could put the planet anywhere this way.
  2. Yes, the mods offer some really nice aesthetics... but I also like these: and
  3. Yeah. Take everything a step at a time and there is little limit. By all means try to run before you can walk once or twice, but only for some "fun/laughs" and a lesson to learn that making a mistake in a game/while earning is ok. But mainly stick to simple and little tasks and goals. Launch a rocket. Learn what directions/controls do what. Add some stabilizers/fins. Get into orbit. Dock. Etc.
  4. There is a button to press to turn gravity etc off. Shhh... Don't tell. But it is useful for bug reporting, and can speed up the process exponentially. Ah, ninjas beat me to it. PS, thanks Moach for suggesting multiple installs. I currently do this with updates (full ones anyhow) as it's still Alpha so I like to test before loosing my previous install. If at all possible, an option to not load mods could help (command line?). Especially with the new mod/additions to the folder structure. I'm all for multiple installs (I'm an old fashioned folders arrangement for PCs ) but understand both the legal department and the way some software works (Windows "user" and "app" folders... yuk!) can change that at times. Thanks!
  5. You seem to have a bugged link there?
  6. Been playing a bit with MechJeb. I've discovered a little quirk where it allows automation of craft within the physics area. So... multiple launcher, landings and dockings etc available. Basically, anything a craft can automate, can be automated with multiple craft and little CPU use hit. What does this mean? It means we could ahve AI controlled Kerbals driving Rovers, flying planes etc. Think of the possibilities! While MP would be a nightmare to code (out of sync errors galore), multiple AI controlled flights, in tandem, seem to already work! Mainly, it would allow for multiple deployments, as is already done with some rockets. Or allow for better skycrane control (crane and lander/rover separate but working in tandem) as the skycrane needs to move out of the way for landing! Also, you could fly 1 rocket, while an AI flies a refueling tanker and meets up with you. Or have a Kerbal drive a rover to collect some crew from a lander. I'll upload the MechJeb videos if it's of any interest.
  7. I said the reason the GPU is at 100% use is because of a lack of an FPS limiter. The GPU just runs at full whack for games AFAIK, it runs full speed no matter what. The CPU will reach max usage only during large part number launches. The CPU use, and limit of FPS due to that was not what I was commenting on. I was commenting on GPU usage (and GPU FPS/refreshes), not CPU usage (FPS limited by game "tick").
  8. AFAIK the GPU hits 100% utilization mainly because it does not have a FPS limiter (I think KSP is set to 120fps default). If you set the frame limiter to 60fps this might help. Generally the game is not GPU limited.
  9. Moho. Definitely Moho... http://forum.kerbalspaceprogram.com/showthread.php/30970-Colossus-Interplanetary-Ship?highlight=collosus
  10. Thanks. I guess I forgot how far off it's orbit really was. Might try that one day Tw1.
  11. I always find uses for them... eventually. Even if it means landing them on the Mun as relics/stations. Even landed a station once.
  12. You can also make these with the new parts released in 0.21. As they now have quad couplers etc.
  13. I knew it had a strange orbit... but has it change with the 0.21 update? It's going to be really strange meeting up with that.
  14. Yeah... Even a single launched interplanetary craft is doable. Check this one out for an example: http://benart.www.idnet.com/StockZenith.craft
  15. The constant spinning bug is caused by clipping or 2 docking ports pointing too close (magnetize each other and they spin ).
  16. Then we need to bug the makers of PhysX to make an API for multithreading in unity.
  17. Then make it less random. Make it so that low speed collisions cause minor damage (1 or 2 panels of an entire array gone, lower output. Dent in can etc).
  18. Hard to see from just one image, but could work nicely. Might have a look at reducing the part count as well.
  19. Thanks for the update there Ferrit. I think the new update was released as I typed. Will look at the new ASAS (or whatever it is now ), and see if it works better.
  20. I myself do not add SAS or ASAS to stations as they can induce wobble (over compensating). But others might know how to tune them better.
  21. Thought I'd try a snazzy lighting deployment system for luna stations after seeing one of Scotts videos. If you have a larger central craft, you of cause get less spin and a more neatly deployed array. Decoupling at a higher altitude allows for a larger spread (max 2.2km of cause). You are required to put a mech jeb part on each section in the same order it is decoupled and hope KSP does not muddle the order. Press "land somewhere/at target" before each decoupling, and it should keep the MechJeb settings while still within physics radius.
  22. I will agree there. Either/both my voice and the choice of dubstep are both down to the limitations of what is available. I'd use classical music and professional actors, but the fees are prohibitive.
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