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Everything posted by Nuke
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i think north korean spies would have trouble recovering the materials from the faked lunar landing to produce the required propaganda space program, since no one in north korea knows how to pull off a fake moon mission. warning: this post is satire. i know if i dont say it one of you nuts will take it seriously.
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The computer argument
Nuke replied to Vindelle_Sunveam's topic in KSP1 Suggestions & Development Discussion
i dont think a new game should be officially supporting hardware/software that is a over decade old. ive pulled computers out of dumpsters that show less age. i have a machine in my shed that is about a decade old, and it doesn't play ksp very well at all. sure you can make it work for you, but if it is so far below the minimum requirements then it should not be the developer's problem. from a support standpoint i dont really think it fair on the developer that they have to support hardware that isn't even manufactured anymore. support for modest hardware manufactured in the last 5 years seems appropriate for this kind of game, considering the educational market (school computers are always old). quake's requirement was that it needed a floating point unit. a 486dx or 486sx with 487 co-processor. if you ran the game under dos it was kind of acceptable. problem was if you wanted to play over the internet, you needed to run it under windows, which pretty much doubled the memory requirements and slowed things down a great deal. -
How does a spinning station work in reality?
Nuke replied to WestAir's topic in Science & Spaceflight
for very large rings id just use tangential approach and landing. for this you just have to aim for a landing platform hanging under the ring. your approach rate needs to be synchronized with the station, but your final approach speed is the same as the tangental velocity of the station. for touchdown you and the platform are roughly going the same speed, you just need to hold position over the pad for a bit until the floor rotates up and the stations artificial gravity takes over. the pad can also be retracted up into a hold and the doors closed, so you can step right off the ship into a pressurized, gravitized, environment. -
Why is part loading like it is?
Nuke replied to katateochi's topic in KSP1 Suggestions & Development Discussion
the do not suggest list has its other side. that is squad has acknowledged the request, so there is no need to discuss it anymore. its their way of saying, ok we get it. -
just take your iodine pills and call me when/if you survive. [/north korea]
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the problem with shooting electrons out the back of your space ship is that your ship starts developing a positive charge, so the electrons that you shoot away tend to come back producing no net thrust. some types of electric engines also have this problem, but in reverse. positive ions fly out the back but that makes your ship negative, to keep the ions from coming back you usually have an electron gun next to the engine to fire electrons into the ion stream, so they meet up with the ions to neutralize them.
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Why is part loading like it is?
Nuke replied to katateochi's topic in KSP1 Suggestions & Development Discussion
^ i have to agree here. its kinda getting old to see threads like this pop up every month or so. its just cannon fodder for arm chair game devs. -
Finishing up NERVA - how long would it take?
Nuke replied to ScallopPotato's topic in Science & Spaceflight
that sounds more like something the chinese would do. they have the least problems with protesters. -
Finishing up NERVA - how long would it take?
Nuke replied to ScallopPotato's topic in Science & Spaceflight
when people ask "what good is a moon base" the first thing i can think of is "place to manufacture nuclear engines in an environment free of hippies". best usage scenario would be for a reusable transfer vehicle. isru would be needed to fill its propellant tanks. i think an ideal engine would be one that can run with a multitude of propellant options so it can top off its propellant tanks at almost any body in the solar system. -
i prefer to aim to for a massive ice dwarf sized generation ship built out of an actual ice dwarf. the reasons are: almost the whole thing can be used as propellant (thinking nerva or mpd) some of it can be used to fuel fusion* reactors to power life support/engines any remaining materials can be used to build and maintain infrastructure or simply thrown overboard its easy to build tunnel complexes which protect passengers from radiation plenty of room inside and on the surface for habitation and food production * fission can be used but it is unlikely an ice dwarf would have very much fissile material on board, so this needs to be pre-stocked prior to the voyage.
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its a device made by people who dont seem to understand how physics works, yet are convinced that their contraption is a breakthrough. it has been patented, and has been tested (and confirmed) by a shady lab in china. in other words its a hoax.
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movies where ships approach planets directly rather than on an orbital trajectory.
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if we cant have on deck refueling, per part recovery bonuses should be something like this: recovery from water 50-70% (salt water is corrosive) recovery from land 70-90% (omg the dents) recovery from designated landing area 90-100% (we can use that again) these might be set on a part by part basis. a structural part might be more recoverable than an engine. one use parts like srbs and decouplers would have different recovery values if they have been used or not. recovery of consumables is on a per unit basis, 100% value of anything left in the tanks (though this can be adjusted per resource, you might have oxidizer boil off and get a lower recovery percentage).
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Just got a ram upgrade from 6Gb to 12GB, more mods here I come!
Nuke replied to WindShieIds's topic in The Lounge
ive probibly been running with 8gb since 2005. the 3 machines ive built since then all had 8gb. i've yet to find any reason to go beyond that much ram. one thing i noticed while running ksp on linux64 is that many plugins were unstable to the point of being completely unusable. you might be able to pile on parts packs with impunity but some plugins just refused to function, and any parts that depended on them just wouldn't work. or worse they would just crash the game. -
A cool idea i just had
Nuke replied to montyben101's topic in KSP1 Suggestions & Development Discussion
you know you can re-init the database from inside the game with the alt+f12 menu, its still slow but not as slow as starting it up again. -
then there is this little thing called confirmation bias.
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i dont know the credentials of the person that wrote the test. it could be someone with a phd thesis on the subject, it can be someone living in their mother's basement who writes online tests for a living (these are not mutually exclusive scenarios though ).
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for best results rough up the lens on the leds with some sand paper. powering your leds from usb is easy. according to usb spec you are supposed to short both of the data pins (this tells the host controller that you are just using it for power), then you are able to source up to 500ma@5v. since most ir leds have a voltage drop of about 1.5v, you can power about 3 in series off of usb, but i usually do the leds in parallel each with its own current limiting resistor. usb is kind of overkill for this application, i personally use a rechargeable lipo cell.
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match the socket and fsb clock. most mobos have a qvl that will tell you what hardware it works with, cpus, memory, etc.
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im the type of personality that looses interest after reading the first question. these tests are always a load of crap.