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Papa_Joe

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Everything posted by Papa_Joe

  1. What I have considered is a tool tip based addon that allows you to transfer consumables between parts or groups of parts/consumables within the same vessel. Right click on the part, and click xfer, then click on the target part and select receive... tank full, no cheating. Or cheating if you select the option. It would also really be cool if you could have a list of parts to transfer between and when you mouseover the list item, the part highlights on the ship and vis versa. Is that possible?
  2. Interesting question. I suspect the mod community will have something to say in this arena. With mods like kerbcity and procedural this and that, I can foresee a complete transformation of the game, as if it was an engine. Imagine the possibilities. I like the idea of a galaxy, however small. It would be almost endless in it's possibilities. Even it it was say 1 star system at a time. Science unlocks the next and the next, etc. That would make science continue to have value, and mods to overcome each challange associated with travel at that scale would be easily incorporated into the tech tree. I can even foresee a "standardized" tech tree agreed upon amongst the community for those that would like be part of such a group, that includes all the mods that desire to participate . I can see that tech tree evolving, even as we see it in the development threads. I can even see mod makers using this "standard" as part of their development basis... Mod makers could then collaborate with each others projects using a common group and tech tree basis. Mods could get pretty powerful this way. We are already beginning to see this kind of communication as the more popular mods are facing compatibility issues with each other...
  3. May or may not be related, but I saw something like this issue and realized I had SmartASS activated... seems SmartASS overrides any maneuvering... can be annoying when you are trying to figure out why your ship won't rotate 180 degrees when hitting circularize... One time I went to land, and went into a 3 million meter orbit...
  4. Papa_Joe

    Do you think?

    The biggest reason of all... natural resources (like precious metals). some other heavy hitters... - science for near body base establishment and permanent presence. Lots of science in that. - tourism - colonization ( tho this one will take great political will... ) I see the commercialization of the moon within 50 years. I only hope I live long enough...
  5. I just finished reading an article on the interwebz here: http://www.charpan.com/gravity-in-relation-to-dark-matter-a-brief-discussion It it the author discussed an alternative view of gravity and dark matter. In my soul it feels right. I would propose that it goes further. Iirc, The current thinking is that the big bang came with equal parts matter and antimatter. Immediately after this event, most to all of the existing antimatter "disappeared" and is assumed to be annihilated in the event and post. Lets turn that on its ear for a moment. What if antimatter never disappeared at all? What if antimatter had a previously unknown property of repulsion to matter? It is well known what happens to matter when it comes into contact with antimatter. However, all our testing has been at energies high enough to create antimatter so we can observe it.... if that is true, then we are only looking at it's behaviour at extreme conditions, just as we are looking at matter at extreme conditions. At ambient conditions, its behavior would likely be much like matter, only in repulsion to matter. So, here is the source of dark matter, and the source of gravity... the natural repulsion of antimatter, aka "Dark matter" In other words, gravity is antimatter pressure. Thoughts? Edit: I found another article that supports my theory, and efforts are ongoing to prove whether matter and antimatter are repulsive. they will be using anti hydrogen in the testing. Link: http://news.nationalgeographic.com/news/2011/08/110831-dark-matter-proof-gravity-quantum-theory-cern-space-science
  6. Another use is commercial. Once you have gained the capability to gather certain data, you could sell it. This would help fund your program. Also commercial data needs could drive missions to gather more data. Good examples are mapping, imagery, and KPS (Kerbal Positioning System)
  7. Consider this: at 1 month you learn to see. at 2 months you learn to move your head. at 3 months you learn to notice sound and you move your head towards sounds... by 12 months, you have mastered your head, torso, legs, hands, fingers, arms, and balance, to the point the you have gone from not seeing to walking. You also have figured out the concept of speech by this time as well... that was a massive amount of learning in 1 year. You have been learning all your life... might want to embrace it
  8. Really, a yellow card? I've been following this thread, so I know you have been very "aware" of licensing. I've seen your efforts to be compliant, so I'm sure that saddens you. My sympathies. Thanks so much for this mod. I've seen good reductions in memory use, and improvements in frame rate with my large 1000+ part space stations and docking maneuvers with 200+ part vessels. I was getting maybe 1-2 frames per second. Now more like 5-6.
  9. Since I was alive in those days (almost), I will vouch for that. It was a method to slow typists down. Even then, I knew people that could to 130+ WPM easily, no errors on those old mechanical typewriters. You may not think much of that, given how easy it is to type on a modern keyboard. On the mechanical typewriter, you had to STRIKE each key ( which had parts attached to it so it had a bit of weight) to get it to go fast enough to hit the paper before the next one got there. Speed only came with the use of greater force of the keyboard. man... it was tough... Sorry, off topic. I could see where this would be useful for playing ksp on a tablet. Good show.
  10. I just want to say thank you. This mod is a "must have". I've been aching for just this type of tool. Station building across the solar system is tedious with constant switching to map mode and back, and focus switching to rename vessels as you are assembling stations. A real time saver. This could be "the tool" for quick craft management tools in game. Thumbs up!
  11. Awww... Yes, I did notice. Yes, they were funny . It is a known issue, so I didn't think a comment added value. I'll add one here so you know I've been paying attention to your contributions.
  12. Thanks for reposting this. I just now went thru 60+ pages of this thread trying to glean this information. I thought I had read what you stated earlier, but simply could NOT find it
  13. These images illustrate the potential of KSP. I'm thinking full IVA with space stations, arcs, bases... yadda yadda... Cant wait... better start building myself...
  14. I'm downloading it now. Looks interesting. Brilliant Idea. Lots of potential for linking this with other mods. 1 suggestion. Front Door. While admittedly unfinished, I suggest you reconsider your pivot points so as to "hide" the pin assemblies underneath the walkway. In essence, "just flip it over". I realize this means reworking the door joint, but I think the result will be better, you think?. Maybe make it tri-fold as in a "Z". I definitely see your hard work, and look forward to seeing it finished out with improved textures. That is an undertaking in itself though, I know. Keep it up. Looks great. PS One other suggestion: Add to Spaceport
  15. If This helps, I've initially tested Robotic Arms pack and it seems to work with .21. I have a 592 part space station with 4 of the canadarms. works very smoothly and no wobble. I do have ASAS on this station. May be my imagination, but frame rates seem to be up...
  16. Update: Robotic Arms Pack works with .21 very nicely. I have 4 or of them on a 592 part space station. They work great without Capslock...
  17. I have confirmed that Robotic Arms Pack works with .21. Yay!
  18. This has been discussed in another thread. The Modders DO NOT get early releases (unless they also happen to be on the experimental team). Even if they did they would be bound by NDA.
  19. Harv mentioned he was working on a save game updater. No promises mind you, but he thinks he can convert ~ 90% or so... save a lot of space stations in his words... If I had to guess, I'd say the closer to stock your save is, the better the results...
  20. I've not used Flight Engineer, but I do use MJ. MJ also includes a Vehicle window in the VAB during assembly. I use it when building my rockets, as it contains the TWR info as well. I've not really noticed lag, but I do use a higher end machine now. I use B9, FAR, MJ and Lazor I've also just started using Procedural fairings by e-Dog. Awesome mod.
  21. I understand you are asking a specific question. The answer is, imho, no. A pull configuration by it's very nature is limited in the mass it can carry based on the limitations of the docking ports. Could it be made to work? Of course, but why? A pull config is definitely more part intensive, for no gain. A push configuration will allow you to concentrate your mass near the CoG, and compress the connections, as opposed to expanding the connections. Compression reduces flex to some degree, and the concentration of the mass near the CoG increases flight stability. Long ships will by nature flex a great deal, so reduce your height by building out. with drag, there are diminishing returns, so a balance should be struck for boost. My heavy lifter pushes ~ 100 tons to a 600km orbit and then performs an orbital transfer to any planet desired. I'm not using nukes, and it is almost all stock, (MechJeb) Interplanetary station building simply demands it The design could be improved to lift ~ 50 more tons without significant redesign. the current end result is ~ 50 tons to station in orbit around another planet, using mainsail engines. Boost is 5 mainsails. Orbit insertion and Interplanetary transfer is accomplished with 1 mainsail. Orbital tug has 4 small engines for rendezvous & maneuvering, and lots of thruster fuel for tug operations and docking. I typically add thrusters to my Station payload modules, as it makes docking more precise with heavy payloads, and provides for station maneuvering. Push is definitely the way to go.
  22. I've not messed with any of the docking mods, are they "worth looking into? I'm really thinking of mun type missions where you have a lander and a command vessel. I certainly can do the "Kerbal shuffle" to xfer to the lander and back, but I really am looking forward to actually being able to hear that "thunk" of the seal.... *capture* *Roger. Good seal*
  23. Think Apollo 13, and their entry interface burn.... ya, I want to be able to "do it the hard way".
  24. There you go, sal, trolling me already. Naw, you are right, YOu can move it to Off topic if it is not too much trouble
  25. This is a thread about docking. There have been many threads that have been hijacked by the "docking" word. There has been a fair bit of flame, in both directions. Since those of us that are VERY excited about docking do not really have a voice in the other forums, I decided we needed on here. Rules: - This is NOT a rant thread. Docking will be implemented when Squad is ready. - No Trolling. We all know that docking is not here, is partially implemented by modders and that not everyone wants docking as bad as many of us want it. - you can talk about anything docking. History, mods, desires, possible implementations, experiences, etc are all encouraged. Personally, docking will be the "holy grail" of the game. It makes a space program "real" to me. I watched the Friendship, Gemini and Apollo missions in real time.
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