-
Posts
3,758 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nuke
-
plug pulled at the last minute, citing that their implementation blows up a lot.
-
business end towards the jets or in the orientation least obscured by the holder. of course its been so long since ive used an automatic dishwasher that i probibly am completely ignorant to the current state of the art. wouldn't be surprised to find uv lasers in there now. i have been using the same 3 garage sale knives for the last 2 decades. its funny because people keep buying me kitchen stuff for the holidays, birthdays, etc. a toaster (which i am not a fan of toast), various kitchen gadgets that waste space in the cupboards, more pans, but never cutlery. mom wanted to know why we dont have a food processor, i said, id rather have knives. some years later i have 2 food processors and no knives.
-
planets tend to be a lot fluffier than those simulated in ksp. if humans found that the atmosphere just stopped at 70km, that would be the line we use. in reality we use a more convoluted system because we have fluffy planets.
-
i am excited for the prospect of using ksp2 to heat my house. also interstellar flight is nice.
-
30fps* has always been held as the magical fps. but that may be because of the way a film projector works. it doesn't display the frame for the full interval, it only opens the shutter when the frame is in the correct position. for the rest of the frame interval there is only black. when we moved to video systems, a lot of shows started to have what has been called "the soap opera effect" (this effect is reduced on shows that were recorded on film and then transfered to video, compare st:tng to babylon5 is a good example). tvs, at least their crt anscestors, used phosphors to allow the frame to persist. so the frame was drawn and would slowly fade over time. you also interleaved 2 fields of alternating scanlines which swaps each frame. you are still blinking the frames, but for longer period of time. of course various flat panel technologies all changed that, and still do to this day. a frame can now persist for the whole interval with little or no blanking. persisting a frame like this makes the data get old the longer it lives on screen. gaming has also introduced a need to reduce the time it takes to scan out a frame. while you could reduce the time between the render call and the frame appearing on screen, you could simply let the frame persist. but if you can do that you have time to render more frames, and so thats what we do. this fills up the interval with new data, even if you are integrating your physics at a slower rate (interpolation tricks are used in this case). the whole point is to reduce the amount of time it takes to react to the game. vr has taken this to an extreme by racing the beam where a pixel is put on screen before the frame (or even scanline) has even finished rendering. human brain does not work with a fixed clock like your monitor does. i think the eye reacts with changes in stimuli as they happen rather than scan everything always. so when your brain gets around noticing a pixel changing, it could be at any point in the render process, a new pixel, one thats been up a few milliseconds. resolution across the eye isnt even consistent, most of your res and sensitivity is in the middle of the visual field. so i figure a good portion of the pixels that actually render never even make it to your brain. early film and tv, with its blinking output, kind of forced your brain to refresh by blinking, and i think that may be why film is considered "magical". ultimately framerates are used as useless marketing data on various technologies. the thing that really matters is the latency. how much you can live with really depends on what you are doing. vr needs to have very low latency to reduce motion sickness. esports also benefit to help player's reaction times. most other games on the other hand, such as casual games, it really doesn't matter. it does very little for video. when i buy a screen, i usually go for size, then resolution, then framerate. now doing 4k at 144hz, and i doubt it has really improved games, or video at all over the 60hz display i was running. *24 fps is actually the magic fps for cinema. idk why i said 30.
-
For Questions That Don't Merit Their Own Thread
Nuke replied to Skyler4856's topic in Science & Spaceflight
muonium as rocket fuel. chemically behaves exactly like hydrogen, but without all the damn quarks. so its lighter. oh, and the nucleus is actually an anti-muon so keep normal muons away. so hard to produce. and its unstable. but lets ignore all that. what kind of isp are we looking at? -
gpus are at least easy to get now. just not cheap. i got my cpu before things went crazy, unfortunately its kind of old now. mobo was painful. never figured id need to spend more than a hundy on a mobo, yet here we are with $200-300 mobos being middle tier. as far as ram goes i think ddr5 is still expensive. so i went with ddr4. totally agree about ratracing, its still far to early for that to be remotely viable.
-
i live in a fishing town but that doesn't make seafood any cheaper. its an overregulated industry unless you are a mcdonalds factory trawler. if you process in international waters you can circumvent a lot of regs.
-
so tonight we had lobster with fish sticks and tater tots with chedder biscuits. its an odd convergence and i regret nothing.
-
well i mined it on my old gpu, im on a 7900xt now. actually these new cards are terrible at mining, considering how much power they draw. efficiency is critical in the mining space. that might have been why gpu manufacturers nerfed their power efficiency and went all out on performance in the first place. and the best mining algo i could find only does 47 cents a day after power. i think my old card is still the better miner on the grounds that it draws a third of the power. i think it could have been a good arrangement, go all out on a $1k+ gpu and mine with it to pay for games and other upgrades. and we could have gotten away with it too if it werent for all the gpu hoarders.
-
rock hopping + breeding = slow colonization. the oort cloud may go out a lightyear or two and may overlap with another star's cloud. so instead of one long hop its a bunch of little ones. granted we have to find a way to make human life sustainable at every colony, but if you can solve that problem, then it doesn't matter where we go so long as there are exploitable resources. in situations where propulsion technology catches up to the human frontier, you get a big boost in expansion.
-
looks like bitrefill did the trick. i now got $50 on my steam account. glory to kerbalkind. what do you mean i still have to wait a week?
-
et tu brute? just waiting for bitcoin to spike... or crash.
-
i can imagine a system where there is a panel behind 7 of the tiles. this would be at the end of a landing structure that extends out the side., so the whole thing is covered and retractable. of course the extension mechanism is something that can go wrong. i guess thats why you go with a socket instead, but that seems a lot harder to land on. im not sure you could get the whole system man rated, at least landing legs provide a landing opportunity in an emergency, even if it would probibly result in the loss of vehicle if you used them. makes one wish for engines at midship, tankage forward and payload rear. engines at the rear seems problematic for a reusable landing. which is why apollo needed a separate landing stage, why we have had to use all kinds of airbags and skycranes on mars, etc, not to mention this crazy mechazilla catch system. lunar starship is going to need a different set of landing engines for final touchdown.
-
yea i thought about this. you would need a 6dof waldo to precisely catch each socket and guide in into a loadable rest position, all while the rocket is in a controlled hover. and you need the control system on the rocket to not freak out when a 6dof waldoes starts applying torque to it. it makes a lot more sense just to have a big i-beam pop out of the side. then maybe lock it down with a powerful electromagnet in the chopsticks. then you can worry about socketing the knobs.
-
For Questions That Don't Merit Their Own Thread
Nuke replied to Skyler4856's topic in Science & Spaceflight
thats a cool little easter egg. more elaborate than recursion that's for sure. -
could the starship get to orbit with 4 vacuum engines when launched with superheavy? i keep getting this idea to replace the 3 sea level engines with a single vacuum engine. this configuration makes more sense for one way orbital insertions. say disposable starship, on orbit fuel depots, etc.
-
flip is only $600k so its probibly not expensive enough for spacex.
-
keeping it in the vertical seems like it would pose a transport problem. the barges seem to work well but keeping the rocket in the vertical probibly limits transport speed by quite a bit. other than being a barge. but being able to ship the booster back to the launch site promptly, and being able to re-deploy the flip boats in a hurry for the next launch seems like a serious solution to the problem of launch cadence. there are lots of things you can do at sea by moving ballast around to keep the vessel in trim. however you cant just put a mechazilla on a ship and expect that to work, wave action will keep that from happening. immobility is probibly what killed the platforms as a solution, even though its possibly the most stable. barge stability mostly comes from being a flat bottom with a lot of deck space, but that doesnt work if you can burn through the deck. so whatever solution works the best, has yet to be determined. out of box thinking required.
-
curious about rp flip or something like it. supposedly a lot easier to move and very stable when deployed. i doubt there is enough space there for a launchpad or mechazilla, and its not self propelled so you need a tug. perhaps with substantial retrofitting or a completely new design (potentially self propelled to keep costs down). one advantage is once you catch the starship/superheavy, you could just flip the boat and store it horizontally.
-
this is either a lunar starship prototype or a tanker prototype. in either case it kind of makes sense you would omit the sea level engines. since it doesn't need to land it doesn't make sense to take those engines. on the other hand i doubt that this will be the initial test article. unless it could also be a dummy starship for super heavy testing. if they wanted to test without the added cost and complexity of having an actual starship in tow. anyone get a shot under its skirt, to see what kind of equipment it has? erm.