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Kobymaru

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Everything posted by Kobymaru

  1. Hey guys, there has been a major update to the UKS, MKS-Lite, and Kolonization mods by RoverDude. The folder structure changed and needs an update, and in the way that the Mods are in the CKAN repo now, they break peoples installs. Would you mind merging this pull request? https://github.com/KSP-CKAN/NetKAN/pull/2939 Thanks!
  2. Turns out, my troubles were due to a missing 000_USITools. Deleted the old one, forgot the new one... Ooops. I do have antother question, however. Are there USI-LS-only recyclers? I can't seem to find any new parts, and the Nom-o-matics don't have them and now the consumption on vessels without UKS-parts is awkwardly high.
  3. That actually helps a lot for understanding, thanks! I tried reading the original research paper, but those diagrams in weird phase spaces that I've never heard of were a bit too much for me By the way, turns out it's not just those 6 Objects that considered. They also considered 5 other objects, those were approximately perpendicular to the other ones and also fit the math (so they claimed, I wouldn't know).
  4. So basically, it's not that Planet X has ever encountered those rocks, it's more that it flung out everything on the other side of the system, where itself is supposed to be. Correct?
  5. Hi! First off, I know that there is another thread about the possible 9th planet, but I feel like my question would get lost in the discussion. If the mods think this should not be a separate thread, please merge it. I will refer to this Article here, because of all the "popular science" articles, it seems to be the most detailed: http://www.sciencemag.org/news/2016/01/feature-astronomers-say-neptune-sized-planet-lurks-unseen-solar-system So apparently, planet hunters have found evidence of a ninth planet, based on the orbits of other celestial bodies in our system. If I understand correctly, they found 6 bodies with highly eccentric, for which the periapsis lies in approximately the same region of space, which appears to be close or "on" the plane of ecliptic. Pic: Ok, but that is already the extent of my knowledge. How is this indicative of another large body? I assume, it was some sort of gravity assist that knocked those objects far out. But why would the gravity assist cause those objects to have such a similar periapsis? Is that some sort of "intersection point"? What could have been their previous orbit? Also, why does the "suggested Planet X orbit" not intersect the other orbits (or at least not near their Periapsis?) I want to believe, but I'm a bit lost with the orbital mechanics. Could some smart people walk me through, here? ps.: Here's another pic, with some more details:
  6. I gotta say, I'm having a rough time porting. Maybe I can make ends meet eventually... For the people who say "BUT IT SAID GAME BREAKING!!!" Well, that's fine and well, but if I would start a new save every time Squad or a modder releases a bigger update, all my saves would consist of about one Mun landing. I need to keep my save even when things like this happen.
  7. The whole point of showing the launch and the landing of the stage is to demonstrate the ability to *reuse* rockets. Landing it is a great feat, but it's only half of the deal. They also have to demonstrate that the thing that comes down can be used again. Let's just hope nothing went wrong at the test firing...
  8. Wait, what? I didn't know that. So what happens if you timewarp 68 years? Does the Sun collapse into a black hole? Or rather a white dwarf?
  9. Azimech, your work will never cease to amaze me. Btw, are you the coaxial-rotor guy, or was that someone else? Also, how hard would it be to stick the whole thing onto an oversized "rover" and use the torque for propulsion? Not saying it would be useful, but it'd make things even more amazing.
  10. Hey Kuzter, when your craft tipped over after splashing down, ehy didn't it explode? That always happens to me. Or maybe it used to happen before 1.0.5, I haven't had a long ship splash down in a while.
  11. - Cluttering space with debris is discouraged, but: - Deleting debris is forbidden! Everything must be properly (physically) deorbited. With the advent of my very first Heavy SSTO, I have started to harvest valuable parts of derelict ships in LKO, to return them for funds. - No crewed launches without a launch-escape system. (Does not count for planes, obviously)
  12. You are right, that's nothing for Squad. Interesting! Not my current playstyle, but it could work for some people. However, if you already write "sell fuel to get funds", the chance is that all of this is gonne become very, very grindy. You see, for us Pros, it is not really. For a new player, the learning curve is already pretty steep. With your changes, the learning curve would turn into a brick wall. See, this is where I disagree. All of what you want basically happens before the current game as it is. So a player goes through your part, finally gets into space and then ... well, then the game is as it was before. You see the problem? Time spent before getting to space is finite. Time spent in space is infinite. It doesn't really add to the game long-term, and turns a "space program" into a grindy, tedious, ground-crawling operation on kerbin, where quite frankly, there isn't that much to see.
  13. 81% memory in use. 0 MB physical memory [1522 MB free]. 0 MB paging file [2209 MB free]. 0 MB user address space [127 MB free]. Soo... It used absolutely no memory? Or KSP-32bit used 81% of my 8GB system memory? Or KSP used 81% of the allowed maximum memory for a 32-bit process? I'm confused here. Thanks, I installed it and I will try to keep an eye on the values.
  14. So you guys liked it still better than Episode I? Are you sure about that? Prepare to get your world rocked: Your world has been rocked. What about now? Do you still hate Episode I? Anyway, I agree with what most of the people say. For me it wasn't just a disappointment because of the over-hype that comes from Star Wars' legacy, but simply because it was not a good movie. Honestly, if you had not seen or heard about Star Wars before, would you consider this movie anything more than average? For me, the most annoying things were: 1. It's just like A New Hope. Like, why make a new Movie with the same plot? What's the point? 2. EVERYTHING WAS SO GODDAMN EASY. Never used a lightsaber? Survive in a fight with a force-sensitive, trained Sith Lord. NO PROBLEM. Completely untrained in the Force? Let's use this Jedi Mind trick (that she's never heard of btw) on this trooper. NO PROBLEM. We just squinted at this Death Star 3.0 without having any intel, but now we know exactly how to blow it up, where to strike, what their defenses and their strength is. NO PROBLEM. Former storm trooper was in charge of the sewage system, so obviously he knows how to turn off the shield generators. NO PROBLEM. Former storm trooper claims he knows everything, let's just believe everything he says because one rebel pilot says he is his buddy. Oh, we just made up a plan to blow up the "exhaust port cover". Of course we know exactly where to strategically place dozens of explosive charges to blow it up in just the right way without looking at any plans. NO PROBLEM. No failsafe? Again, a reactor with no safe shutdown mechanism, that blows up up from a few tiny proton torpedos? For the third time? NO PROBLEM. And many more. 3. Nothing is explained, at all. I know, I know, we don't need another boring explanation about a trade dispute between the republic and the separatists. But still, JJ left us completely hanging about the background. There wasn't just too little, there wasn't any. And "it's explained in accompanying books" is just not good enough for me. 4. All of what you guys said.
  15. Hi! "Recently", I am having frequent crashes on Scene changes from and to the KSC view. I don't have hard numbers, but I would estimate that launching/reverting to editor works about 5 times, then it crashes. For me that is more or less reproducible, and is getting increasingly annoying because it really breaks immersion if you have to start up KSP 2-3 times during one play session. I have quite a few mods installed, but I assume still less part mods than other people. Obviously, my first thought was "those #!@& memory leaks! stupid #!@& unity, stupid #!@& 32 bit". However, I would like to check if it *indeed* was a memory related crash. What are the signs of such a crash? Does it say "out of memory" somewhere in the logs or in the crash report? I certainly couldn't find it. If the crash is a mods fault, is there an easy way to figure out which one it is? Because quite frankly, I'm not about to do a binary disect with a Bug that happens sometimes, sometimes not, but when it happens it takes an undefined amount of actions. My mods: an example crash: https://dl.dropboxusercontent.com/u/1414175/ksp/2016-01-05_153106.zip Regards, Kobymaru
  16. I suggest, that we merge all threads in the "General KSP discussion" into one single thread. It will be great, that way, there will only be one single thread, everything will be in one place. Because of that, every new Member will immediately find all the Information about KSP, since there is only one place to look at, anyway. Sounds right? No? Well, I didn't think so either. Merging all threads into one thing is a terrible idea, because threads become cluttered, it becomes impossible to follow conversations about different topics. The threads become effectively unsearchable, because every search will turn up an overwhelming amount of seemingly related posts. But for some reason, what is pretty obvious for things like "General KSP Discussion" or "Suggestions and Development Discussion" doesn't count for the Mods section. I suggest that you look at the following threads: http://forum.kerbalspaceprogram.com/index.php?/topic/37449-105-tac-life-support-v01121-12dec/ - 3100 posts http://forum.kerbalspaceprogram.com/index.php?/topic/51142-1051-05-4-dec-3-2015-environmentalvisualenhancements/ - 5400 posts. http://forum.kerbalspaceprogram.com/index.php?/topic/19321-105-ferram-aerospace-research-v01554-hoerner-12115/ - 12000 posts and the winner, with staggering 13700 posts: http://forum.kerbalspaceprogram.com/index.php?/topic/72032-105-usi-kolonization-systems-mksoks-03112-20151109/ All of these threads contain an incredible amount of posts. They have a lot of users, and people have a lot of questions. And the problem is: they have different questions. Often enough, those questions are absolutely independent from each other - but still, they have to be posted in one thread, because the only thing they might have in common is that they use e.g. FAR. This leads to interleaved discussions where topics can get left behind, an unnaturally active "main thread" that someone has to follow, and worst of all: a completely and utterly unsearchable thread where new users are being reprimanded for asking a question again, that was asked 58 pages back, where a search would have turned up a flood of unrelated posts. So what is my real suggestion? Ask the thread owners of the biggest threads, if they want to make a subforum from the thread. Make subforums for them "purge" subforums with little activity, by hiding them from the default views and instead moving them to some sort of "subforum for old subforums". Modders with "Mod-suites" like Nerteas NearFuture or RoverDudes MKS/USI should have a subforum for themselves. Question 1: Would this be feasible? Question 2: Do people agree that this is a good idea? Question 3: Are the Moderators willing? Question 4: Are the Mod-developeres willing?
  17. So if one antenna has a range of 100 Mm, the other one 10 Mm, then RT root range is sqrt(1000*10) Mm = 31,6 Mm; and in real life, it would be... 100+10 Mm = 110 Mm?? So even RT root is harder than in Real Life?
  18. Hey RoverDude, I have a few missions currently in planning. Does this change mean that it will cut all current mission durations by a factor of 15? Is there any way to prepare for that? Or is the only way to get all Kerbals back. Also, is there a timeframe for this change?
  19. Could somebody repost the most recent Dev-build of NFE? It seems that the Dropbox link is down.
  20. Could RoverDude's USI Reactor config work you, potentially? He is the guy who wrote it, after all...
  21. Note that Nertea is currently furiously hacking on NFE, so we might see a fixed release sooner than later. However, there seems to be some frustration on his side. Could RoverDude's core temp wisdom help him, questionmark?
  22. So how does one actually pronounce @KasperVld? I alwas thought it was "Kasper Vlad", like "Vlad the Impaler", but I saw a Squadcast where Dr_Turkey made the same mistake, and KasperVld said that he was incorrect. He did not mention the correct spelling, however. Does anyone know how to pronounce it and what it stands for?
  23. Thanks for the explanation! So in order to be eligible for the contextual station contracts, do I need two previously launched stations? Or do I need to fulfil the milestone "twice"?
  24. Nothing will happen, you will be either inside or outside the SOI. Unfortunately the SOI system is a bit buggy, and the actual SOI size is very fuzzy. KSP can think that you are "outside" if you are not, and it can think that you are "inside" when you are outside. This has happened to me many times, where I put a satellite "just outside" the SOI (with very high precision), and after a few high timewarps with another ship, the satellite had an encounter and got ejected. So in short, you will simply go out of the SOI sooner then expected, then back in, then back out, then ... until at some point you stay on one side of it.
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