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Everything posted by Curveball Anders
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Most likely. I tried the demo (way back) and got very interested and but also extremely frustrated due to serious changes between the (then) demo and the (then) current game. (Changes to SAS I think). The only reason I decided to actually buy the game was that my interest managed to overpower my frustration. Too big difference between demo and current game can actually do more harm than good.
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Sent a craft from 75x75km orbit to kissing Kerbin SOI with gravity assist from Mün using 847 m/s dV. I was mighly chuffed.
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- Twice as long as half a piece of string. - Half as long as the average length of two pieces of string divided by two.
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Since I tend to do a lot of launches to a standard 72-ish 0 inclination orbit I try to make sure that no lifter stage stays in that orbit. Other debris tend to end up in very eccentric orbits (or heading out of SOI). So the only debris I have to manually clean up is scraps from sloppy agencies leaving kerbonauts stranded in low orbit But I have had both collisions and near misses when acting sloppy around my own stations and/or satellites.
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What is your favorite planet in KSP?
Curveball Anders replied to Kerbinchaser's topic in KSP1 Discussion
Dres, just because it's there. And it's a potato. -
Skill levels for various missions
Curveball Anders replied to Linventor's topic in KSP1 Gameplay Questions and Tutorials
I use a cheap cooler, like a Plexgear TwinCool. Gives both a nice slant and cools my laptoy. -
Same for me. SRBs burn out at around 20km, then main post breaking 70 and pre full orbit (automatic de-kesslerisation ).
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Flying an aircraft. I've tried a couple of times but stopped before I started to destroy monitors and other equipment in sheer frustration. Too many hours in "serious" flightsims has taken away any form of fun when presented with anything else. So I stick to ballistic rockets and orbital manoeuvres in the dark (-ness of space).
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In Wonder, He Sits Watching The Load Screen
Curveball Anders replied to zeineizoku's topic in KSP1 Mods Discussions
TLAs can drive anyone insane ... It should be noted that load time is depending both storage read time and cpu since the data read from the drive has to be unpacked and put in it's proper location. I noticed this since I have similar (but short, 60-80s) on both my main rig with HDD and fast cpu and on my old laptop with SSD and slow cpu. The first one hogs the disk with almost idling cpu, the latter hogs the cpu while the drive light just blips. Open up whatever cpu load tool that is available and check if it's pegged during load. If it is, getting a faster drive (and/or optimise it) will improve load times. (If it isn't then SSD's are nice anyway ) -
In any form of modern software development, no. Back (way back) when I was actually coding for a living we had long stretches of joy coding and then handed our master pieces over to QA. Who then spent loads of time picking our work apart forcing us honest coders to spend weeks or months fixing their nags. And then it started over ... In the modern world it's a continuous process. And while being a dedicated "Grumpy Ol' Git"(tm) I have to admit that the modern ways, like "Agile", makes sense ...
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I spend so little time with mods because I use so few: MJ since I hate repeating the manoeuvres over and over again. KER (I prefer KER's readouts). KAC for keeping track of launch windows. EVA Struts for strutting up docked modules on stations. EVA Transfer for refuelling landers with miscalculated fuel. (Haven't have to use it after the mishap that made me install the mod). Indicator lights for rescue/docking in darkness. [x]Science or similar so I don't have to track down menus with experiments. Then some others that come and go if I remember to install/de-install them.
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Hmm, I personally find that a bit scary. Luckily I don't intend to live for thousands of years
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Find a more serious employer. We had a 6 month procurement project involving all stakeholders (actually, everyone at the offices, including interns and consultants) before we selected a company to provide us with an excellent selection of good brews 24/365 (the NOC people was given extra attention due to their working hours). I might add that several of the companies we contacted got slightly confused when we went full procurement mode on them, including detailed service level agreements ... The company that won even created a special customer interaction website for comments and complaints just for us ps. The deal was only for our Swedish offices, but even the global management understood that good 'fika' is vital for a functional office. ds.
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Does you applying thrust limiter settings in VAB
Curveball Anders replied to Pawelk198604's topic in KSP1 Discussion
I only tune the thrust limiter(s) on SRBs. -
Mostly Windows 10 but Ubuntu 16.04 LTS on my travel laptop.
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4-ish, minus the posting of crafts and limited watching of tubers
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It's questionable if it's supposed to apply to all three paragraphs (but insert standard: I'm not qualified to say). I would assume that CC-BY is for Kevin McLeod's tunes, while the other two would fall under the same clause as the rest of KSP. Which in turn leads to the question if they're part of the IP that TT has bought ... (Oh, talk about novelty ways to de-rail a thread, Solly ...)
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From the readme.txt: Personally I love Stratejazz, it's so perfectly odd for the setting that for me it becomes 100% Kerbal
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Had 4 lost kerbonauts in LKO (pesky competing space agencies tend to leave their crew behind) and had just researched the 4 crew 'Hitch-hiker' module so I decided to design a generic quad crew rescue and return vehicle, aptly named "Quad Crew Rescue and Return". I eyeballed fuel requirements for up to 4 LKO rescues, ablator and parachutes intending to run some 'simulations' (as in try it and revert the flight on failure). To my amazement it worked like a charm, except having more than 2x the fuel needed. All 4 kerbonauts (2x scientists (yay!), 1 pilot and 1 engineer) plucked from their stricken capsules and the QCRR parked in a perfect 75x75 0 deg orbit for optimal return to KSC (a single burn to lower periapsis to 30k at 158.5 deg E normally works). Again everything works as planned, 25% margin on the ablator and splashdown within walking (or rather swimming) distance from KSC. Except that splashdown speed was 7 m/s, even with the remaining heatshield dropped, and the tolerance of the hitch hiker is 6 m/s ... The launch and the rescues had worked to good that I had forgotten to 'simulate' the landing of the untested craft ... So either declare the entire last session as a 'simulation' or use the last quicksave and leave the craft in it's 75x75 orbit and build a refined version to rescue the rescued kerbals. This time I remembered to test it, and managed to send 4 gawkers to Kerbin orbit and back without issues. Now just a single rescue, but with 4x EVAs. Already in my favourite return orbit I flipped retro and did my standard retro burn. Only to have the new return craft smashed to pieces by the old empty one ... Luckily I could declare that retroburn a simulation, reverted to pre-burn, nudged inclination and tried again. This time it actually worked and all 4 kerbals was returned to KSC, contracts fulfilled and everyone's happy.
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System Requirments
Curveball Anders replied to CJT's topic in KSP1 Technical Support (PC, unmodded installs)
I've been running KSP on a dinky old Lenovo W500 during weekends and vacation. (It's not that I'm a technological masochist, I just don't lug my main gaming rig around). Core2 Duo ([email protected]) 4G Ram and running on the discrete AMD RV635 gpu (Ubuntu 16.04 LTS). It's playable with all graphics at minimum and not too monstrous designs (and with very few mods). But nothing I'd recommend for anything else than tinkering on rainy days (aka Swedish summer ...). -
Does KSP simulate the the Magnus effect?
Curveball Anders replied to Drugged Plumber's topic in KSP1 Discussion
X-Plane Which is why I stick to ballistic rockets in KSP -
I decline almost all survey missions, unless they're above atmosphere or on the ground. Also almost all gadget testing unless they can be done on the ground or in space (the altitude and speed ranges makes no sense unless it's on an plane, and I don't fly planes in KSP). I accept all rescue missions since they provide me with cheap cannon fodder kerbonauts and almost all tourist contracts since they provide me with funds and can get bolted on to 'proper' missions. An optimised rescue/gawker design is amongst the first things I do in every new career save and later on I keep transit hub (and later hubs) in orbit to make the trips as efficient (and cheap) as possible (even if that means that some poor tourists might be waiting for months, or even, years in a tin can waiting a suitable seat). The only issue is that I quite often have to keep a sheet for all active kerbals. With where they are, what they are supposed to do and what they have done ...