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Papa_Joe

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Everything posted by Papa_Joe

  1. Papa_Joe

    Past 50k!

    I feel very fortunate to have been a part of this community. Since before the days of mechjeb, before the days of Mun, before the days of earth orbiting the sun, since, well you get the picture. I also feel mixed emotions. Gone are the days of intimate contact with the developers on the forums. irc aside, we have grown to the point that it is just not possible for that kind of intimacy again. I will miss that. But, here are the days of massive growth in features. All the hard work to lay down a fine framework is paying off with the speed at which new features are now being added. I've always said "do it right the first time, or you will be doing it over and over". Here also are the days of greater "customer" demand, as the game starts it journey from indie concept to mainstream popularity. In my eyes that popularity is assured with the many cool things we can already do. Sorry for the book, but it certainly has been a ride to 50k.
  2. I had mentioned this a couple of months ago, and even offered to write the code, given a snapshot of how squad is instantiating the window. I agree wholeheartedly.
  3. I just received a patcher update notification.... (Verified with pristine .16 standby copy)
  4. One of the things I thought about in response to the "rails and time warp" issue, was to create sandboxes, much like what Squad currently has planned, but to keep everyone in their home star system as a sandbox until "first encounter". Then you become part of the larger community, where local time no longer applies. You keep the physics model currently in place, and simply "encapsulate it" so you can manipulate home systems and keep everyone in sync at the next level up. This way, everyone can evolve at their own pace, and the "galactic community" is then evolving "in real time", like an MMO. Should make for an interesting solution.
  5. Thanks for this Mu. I\'ve been wanting to get into plugin dev, so this will be awesome. I\'ll share when there is something worth sharing.
  6. Why do they have to be rouge... couldn\'t they be blue, or gray or black? (sorry, couldn\'t resist... used to be a rogue player in wow... always was a pet peeve of mine.)
  7. I\'ve done that when there are not many items floating around, but there is another alternative. In the persistent.sfs file, all debris are marked with '_debris' in the Vessel name. You can simply remove all vessels marked with this and you can clear your space. As always, be sure to back up your persistent.sfs file before you perform any maintenance on it.
  8. That is what I meant. I was not very clear. Before .13, each part was affected by gravity. This caused bad frame rate issues. As part of the optimization, Harv changed it to the ship level.
  9. If I remember correctly, this WAS the case before .13. Harv and crew changed it, because it increased the computational time significantly (meaning low frame rates). So, with that said I\'m guessing the answer is no.
  10. Papa_Joe

    Hello!

    Well, been playing with KSP since version 8.x, and I love it. At version 11.1 I decided to try the Sun challenge, and managed to get there (13,560,000M+) and get back to Kerbin with stock parts. I did not make it to the landing area tho. (close, could see the landing area from about 1000 m up). I picked up the 12x4 experimental when I read about Mun?! I decided to see if I could at least orbit and return. First attempt I orbited, but ran out of fuel. Second attempt, I orbited and performed a transmunar injection to Kerbin. Unfortunately I again ran out of fuel. Obviously, it is time to break out some astrophysics calculations to better time the injection burn. 800,000m PE just wasn\'t going to cut it. If I had waited on the burn a bit longer, I would have nailed it with fuel to spare for De-orbit. Anyway, looking forward sharing with everyone and seeing if I can land and return. I\'d love to see a docking capability so we could keep the orbiter (with fuel to return) above the Mun.
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