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Everything posted by Nuke
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scorched earth no humans
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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.
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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.
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im frum 'murica
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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
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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.
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why do i have a feeling a certain insurance agency is behind this.
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THEY are coming.... What would *really* happen?
Nuke replied to 1of6Billion's topic in Science & Spaceflight
we would detect a relativistic kill vehicle about 30 seconds before it hits us. -
gonna be keeping an eye on this mod.
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Nuke replied to bsquiklehausen's topic in KSP1 Mod Releases
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.- 786 replies
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im just gonna wait till version 1.0 not sure i can take another game that isnt done yet.
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first game i modded was probibly descent 2. it pretty much happened after i learned that there was a level editor. making levels was not enough, i had to edit robots and textures, and i quickly found tools to do so. in some cases you had to break out a hex editor and the descent file specs to get anything done. you couldn't do much with game logic though. then quake came around and changed everything. you could edit everything. every bit of game logic was done in a scripting language (quake c) and code was made available to edit. droves of other modders created all kinds of tutorials for everything. after that gamers pretty much demanded modding features in all new games. i modded other games, freespace 1 and 2, freelancer, ksp. each game varies in what you can and cant do, but its pretty much the same skill set no matter what you do. 9 times out of 10 tools will already exist for mod making. only time when you might not have those is when the game community is fairly new. i remember modding freespace back when the model converter was in a horrid state, you could add models but you had to hex edit them afterwords to make them usable. new tools came along to fix that though. however if you get to the point where you can model, texture, and code, you might as well just make your own game.
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i own a core 2 quad 9550 and while its a fine cpu. but newer intel offerings blow it out of the water. my i7 3770k runs circles around it, and that is getting old. id get one of the newer haswell chips, or if you can sit on your money for several months, wait for the 14nm die shrink. as for multiple cores, i consider it a stock feature. i dont think there exists a chip that is all about single core performance. a single i7 core will run circles around a pentium core of similar generation.
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its probibly not beyond the game's capabilities to run the physics on those parts on their way to the ground, especially if you use simplified physics on those bits. for example disable ship-ship collisions for those stages (after a certain distance) and do simplified terrain collision. you might flag stages with a recovery beacon part module (this can be a stand alone part or something added to some chutes), so that they follow special physics rules. anything that lands intact will be cashed in and removed from the game (though i like the idea of using biome and complexity rules to determine the percentage).
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there is another side of it too: jobs in space. space construction workers, technicians, satellite wreckers, dock workers, etc. an upper middle class person might be able to afford a lunar vacation, but a common joe could still go to space as part of their jerb.
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cheaper launches means you can afford cleanup missions, or to build salvage stations.
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i have a folder on my computer that is just a bottomless pit of photos containing nothing but cats. theres at least 10 gigs of them. i never look at them. i did get into them once awhile back when i was moderator on another forum, as an april fools joke (or maybe it was to celebrate the 1337th post on a long meaningless thread, idk), i felt an undying urge to edit everyones post to insert a picture of a cat, which went on for several hours. thats the only time those came in handy. fortunately ive only uploaded 2% of those to the internet.
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just because almost everyone has a camera today does not mean that almost everyone is automatically a photographer.
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ive had computers with fire wire ports, but seldom any firewire devices. i always figured it was kind of a fad or something.
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i rather like jo.
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#1 took awhile to get used to. i rather liked #2. #3 is ok so far. #8 wasnt around long enough to form an opinion about. #9 is really underrated, but i thought he was pretty cool. #10 was just great. #11's add rather annoyed me early on, but i kind of got used to it. the warrior (#10.5?) was just awesome. #12 has the same problem as #8 right now. il let you know about the #4-#7 when ive watched all the doctor who. its a daunting amount of material to go through.
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i have a feeling all we have to do to accomplish this is for squad to actually have officially licensed plush kerbals made, and sell them in the store. it will only be a matter of time before an astronaut takes one up.
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im actually going through classic who. currently on the second season of the 3rd doctor.
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idk, about these new movies. i have seen all the classic planet of the apes material. the new ones haven't really impressed me that much. the 2001 movie seemed to miss the point entirely. rise of the planet of the apes was a little bit better. im gonna watch the new one when i can, but i dont expect much.