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Nuke

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Everything posted by Nuke

  1. this is like the 3rd time this has been posted. they should all be merged into a big ball of gecko threads. actually that kinda sounds creepy.
  2. is it even possible to know how much of the volume of the event horizon is actually filled with 'black hole stuff' (for lack of a better term), and how much is empty?
  3. i rather like the way they went to so much effort to isolate the hv supply from the rest of the machine. even built a little faraday cage around the thing to keep the noise down.
  4. not really, where you have humans you have human nature, and human nature is not conductive to the notion of utopia.
  5. there were ionic air purifiers awhile back. i remember seeing a case mod that hacked one into a pc, the rig was set up without any moving parts. passive coolers on everything, even the hard drives were replaced by battery backed dram drives (this was before ssds). so not only did load everything really fast, it was also noiseless. here it is: http://www.inventgeek.com/Projects/IonCooler/Overview.aspx
  6. im the kind of person to not put icons in any of the obvious places. seems every time i go to organize something, the system needs to be nuked 3 weeks later for some stupid reason. i like to actually go into the file system and double click on exes. or somethings il just do a windows+r enter, type in cmd enter, then type d: enter, then type cd ksp enter, followed by ksp_x64 enter. the way i did back in the 90s (of course back then a d drive was beyond my price range). im not going back to 32 bit. 64 bit loads faster for some reason, gives me a bit better performance and all the glitches make it feel like it was 0.13 all over again.
  7. bagel (type irrelevant) + cream cheese = awesome! actually its pretty hard to screw up a bagel.
  8. i think remixes are protected in the eu, much the way parody is here in the us. the problem is the music and movie industry has a stranglehold on the democratic party through intense lobbying, and so can make anything it doesn't like illegal, including dj works.
  9. *does science* oh wait never mind i did something stupid. i had commented out the module a few versions back while i was having trouble getting the right version of firespitter.dll installed. when i uncommented it, i must have inadvertently deleted a line break so that this: MODULE { name = FSplanePropellerSpinner ... was like this: MODULE{ name = FSplanePropellerSpinner ... and that was enough to break everything/crash the game. i fixed it and it appears to be working now. sorry i wasted your time. at least thats one more bug i can cross off my todo list.
  10. having a station out in space might serve a few purposes, but if you are mining materials for example, it helps to live close to the job site.
  11. i assume by strength you mean amplitude. amplitude in this case depends on transmit power, how much amplification the signal has before being broadcast. its entirely possible they are pumping more power into the 98mhz antennae than they are into the 103 mhz antenna. to use sound as an analog, the 98mhz station has its volume way up. those two frequencies really close on the em spectrum and the waveforms would have very similar properties. im probibly not the best radio person, but i do know that when buying rf modules to look at both frequency band and tx power. more tx power more range. frequency is usually limited to a few bands, due to fcc regs, but can determine things like permeability of materials, data rate, antenna size, and other stuff.
  12. a small request: please make FSplanePropellerSpinner work with ModuleEnginesFX. im having to choose between cool particle effects and spinneh rotors and i want both.
  13. arm chips aren't nearly as fast as x86. yet. they might catch up to where x86 is now, but by then x86 will be even better. unless x86 hits the wall, then arm might eventually hit the same wall. by then everyone will be obsessed with mill architecture. i should also point out that arm has its niche in the low power portable sector, and x86 is a purely performance sector chip. se even with both processors at there theoretical pentacle, x86 is still gonna be the more powerful cpu.
  14. humans aren't totally ignorant to the concept of mega projects. probibly not one on this order of magnitude just yet, not to mention the 'on the moon' part. i just wanted to point out that mega construction is easier than moving or creating black holes. by the time we have the know how to do the latter, we would have already done the former (on the moon and other low gravity bodies). low gravity environments are actually the perfect place to do this kind of heavy construction. i dont expect to see this kind of stuff in my lifetime but i do expect that eventually we expand our capacity for permanent habitation of the solar system.
  15. it would be a relatively trivial engineering project to build large city sized centrifuges on the moon. i would build them under ground in circular tubes drilled out by tunnel boring machines. they would ride on maglev tracks at an angle such that the the natural gravity would complement the centrifugal gravity for 1g acceleration. this would require non planar deck space on larger modules. black holes are just overkill. you are talking a type one or two civilization to pull that off. survival on other planets/moons for an extended period of time is strictly a type zero problem, elementary for a type one.
  16. i did, and thats how i recognized the problem. if a 0.24.1 mod ships with a 0.24.0 dependance, and this results in mod-breakage, then can that mod very well be considered 0.24.1 compatible? i think not. as a modder i would never claim compatibility if installing it breaks something. think of it as a psa
  17. 3 times now ive downloaded mods that while claiming compatibility with the current version of ksp, dont work because they rely on plugin dependencies that have not yet been updated. i dont want to point fingers or name names, but i would like to ask mod makers to take a second to make sure dependent 3rd party plugins are also compatible.
  18. why do i have a feeling a certain insurance agency is behind this.
  19. we would detect a relativistic kill vehicle about 30 seconds before it hits us.
  20. gonna be keeping an eye on this mod.
  21. game is still complaining about firespitter.dll maybe its a 64 bit thing. or maybe it has something to do with this dll being 2 months according to 'date modified' yep, that was it, pulled the latest version from the firespitter download now its working.
  22. im just gonna wait till version 1.0 not sure i can take another game that isnt done yet.
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