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KSP2 Release Notes
Everything posted by Nuke
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Skylon may fly this year, first SSTO spaceplane?
Nuke replied to Naten's topic in Science & Spaceflight
i never saw anything in the source that indicated it would. i think the op is sensationalizing. -
So... about resources.
Nuke replied to DoctorCruz's topic in KSP1 Suggestions & Development Discussion
i would argue that getting "shelved" is completely different from being "abandoned". in that its something that may be reconsidered further down the development pipe. im happy to use kethane in the mean time, regardless of its (minor) annoyances. -
KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
these three things should all be in a mod's readme file anyway. its not my fault if users dont read it. -
Skylon may fly this year, first SSTO spaceplane?
Nuke replied to Naten's topic in Science & Spaceflight
the whole point of the presentation is to build publicity and get investors on board. perhaps find buisness partners as well. i could imagine rolls royce being contracted to build the engines. rel by itself just has the capability to design and test the engine components, and possibly produce a prototype, but they will need to contract a manufacturer like rolls to take care of the mass production. then get scaled composites to build the airframe. i cant think of anyone in the uk with the knowhow to build it, given the exotic composites involved, so scaled is the perfect choice. of course that means virgin galactic will end up with a couple skylons -
Feasibility of fission fragment rockets
Nuke replied to Accelerando's topic in Science & Spaceflight
its essentially a fission reactor that you run in a constant meltdown state. fissile material vaporizes and is thrown out at very high velocities because of its insanely high temperature, giving you really high isp. cool stuff. -
EAS-1 External Command Seat
Nuke replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
at least fix it so you can put a kerbal in it at launch. first person view and working displays would be nice, but id be happy if i could put a kerbal in it without having to build a crew loading gantry into my ship. -
Feasibility of fission fragment rockets
Nuke replied to Accelerando's topic in Science & Spaceflight
i figure nothing irradiating everyone and forcing them to watch doctor strangelove clockwork orange style wont fix. this is one of those technologies you could probibly develop over the course of a couple decades provided the funding doesnt get cut and the protesters keep their nose out of it. in other words darpa probibly already has one sitting on a shelf somewhere. -
KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
thats why its hypothetical. i dont see it ever working. it would have to be a work of unattainable perfection, and even then it would be hard to get a large fraction of the community to use it. as a modder (a very oldskool modder at that) i am content to work without any unnecessary applications (i rather dispised being forced into unity), same as when im in mod user mode. only my readme file may stay users from their otherwise inevitable doom. i totally agree that the spaceport is broke, i believe i have released 4 version of my mod. 2 were uploaded to my google drive, one was successfully uploaded to the space port and another was up and was downloadable but its stats were not being tracked nor was it showing up in search results. of course thats what majiir's thread is about. this one seems to be more about packaging (though i admit the problems are somewhat interrelated). -
you are not going to be able to lead a group of modders if you are not one of them. at this point you dont even have an idea, and you want people to work for you, for free, so that you can massage your ego into believing that you accomplished something after letting others do all the work.
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i would do this, except i would not have buildings made out of parts, instead i would have dedicated building kits, that can be placed on the surface of a planet and then deployed. once the deploy animation runs its course the part would then be made static and would be part of the planet from that point on (it may be possible to demolish or dismantle so it can be reused but that is not a requirement). think of it as the way extraplanetary launchpads work, minus the slowness amd instability that comes from the completed base.
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KSP should require a Standardized Mod Versioning File
Nuke replied to Oddible's topic in KSP1 Mods Discussions
some of us modders are stubborn and dont like to be told how to work our magic. we would sooner see the world burn than change our ways. that said if someone were to hypothetically develop the ultimate package manager that makes mods stupid-easy to install and also came with dev tools for quickly making packages to the correct format. its possible that such a thing could become a defacto standard that everyone uses just because it makes everyone's life easier. such a thing would have to cover all the bases though. it would need to install dependencies, manage updates, then resolve compatibility conflicts and all the other things that can go wrong with an automated installer. so its a pretty big task on its own. even then you would still get rebels who like to do things their way and ignore it completely, or worse have competing tools that do the same job but dont work interchangeably. the only way i see this working is if squad or other community leaders took the reigns. -
How to make having multiple crew useful?
Nuke replied to CaptRobau's topic in KSP1 Suggestions & Development Discussion
i like the idea of kerbal classes and class based skills. you would have pilots, mission specialists, scientists, etc. a pilot is needed to fly the ship, but is horrible at science. your scientist gets more useful data than a pilot, etc. each would have their own set of skills. a kerbal can be leveled up based on his experience and use that exp to get skills. by having a larger crew you have a larger overall skill set at your disposal. it also makes you want to keep your kerbals alive. so it comes back to rpg elements. -
it doesn't matter what folder things go in. it all ends up in the game database anyway. you can find any piece of data you want with the url (which probibly gets resolved internally to a reference to make lookup faster). i think the problem is that there is a lot of subsystems in the game that still dont use all the features the game database has to offer. i would bet that bitmap management is one of those subsystems. but its just one of the millions of things on squad's todo list.
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lets turn mech games into crappy shooters! doesnt sound like fun to me. certainly not fun as ripping through your cockpit with a full lbxac salvo from my beatstick. a realistic mech is going to be a lot smaller. i think the area of the foot pad goes up linearly with the weight of the mech, that bug mech i posted earlier looked to have the foot size slightly bigger than of an elephant. i also noticed that the robots gait kept 5 feet on the ground at all times, but that may have just been for testing. and just look at what darpa is doing with 4 legged robots. nature really does give you your size limits for a biped, something equivalent to spinosaurus could be 20 tons and still get around on 2 legs. so im going to assume 20 tons per leg pair as an upper limit. so its going to be more like shattered steel (you are probibly too young to remember that one, it was a buglike mech game from the dos era).
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world domination
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depends on what optimizations. anything that would make the code hard to read, or would be hard to debug should be avoided until all features are fleshed out. then you can profile the finished product find the slow spots and address those. it is not time for that kind of optimization. but there are things you can. you could add some code to bitmap management to check for duplicate textures and remove the extra copy. and this might not be a coding problem, it could be an art assets problem. i can understand why bitmap management would take a back seat, especially since it works, and ksp doesn't break until you install a couple gigs of mods. i would certainly expect it to be something that would be resolved before ksp 1.0 comes out.
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take a log about 4 feet long, bore out the center. attach an oxygen feed to one end and a nozzel to the other. have fun. you can do the same thing with a piece of acrylic too.
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its only painted green because its a john deere
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there is another possibility for colonization, and that is work our way out into the oort cloud. there are supposidly a lot of pluto sized objects out there stretching out a lightyear or more. colonize objects one at a time in sequence and spread out towards other stars. its an idea for the post fusion world anyway. we could reach another star in as little as 30000 years.
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i just filled in the remaining space with 2 more parts, so thats six parts sharing one texture. now i just need to fill in said texture with more detail than a pattern fill.
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Why can't rocket engines be throttled / restarted?
Nuke replied to Comrade Jenkens's topic in Science & Spaceflight
pressure fed hydrazine thrusters could also be used for ullage, and give you a bit more power than cold gas. the pressure fed tanks usually keep the fuel in a flexible bladder inside a tank which is pressurized with helium or some other inert gas. to start it you just open a valve. once the hydrazine reaches the catalyst in the combustion chamber, it pretty much ignites instantly. You can start it as many times as you want. using a servo valve you could achieve some degree of throttle. you could also use a solenoid valve and cycle it on and off real fast with a pwm signal to control thrust. -
to be fair ive only read 2 books, neither delved very far into the technology. most of the tech info i got was from reading the archives in mechwarrior 2. neurohelmets are kinda cool, but i think ive read that is only for controlling the movement of the mech. your hands are free to control the weapon systems, targeting, firing, etc.