Jump to content

Alshain

Members
  • Posts

    8,193
  • Joined

  • Last visited

Everything posted by Alshain

  1. Walt wears the hazmat suit, who is definitely named for Walter from Breaking Bad. Gus looks like a construction worker for some reason, but while that may not be Gus Frink attire, it's not Gus Grissom attire either. Offensive to whom? It can't be you because it has nothing to do with you. It can't be Gus Grissom because, well, I don't think dead people can be offended. So who exactly is it offensive to? I think people just need to stop being offended by every little thing.
  2. So, I'm assuming Hottest and Coolest are self explanatory. Critical part is the most vulnerable part to structural failure. This means, that part is currently the closest to being at risk. Critical Thermal Percentage tells you just how close, at 100% it's a gonner. Note: Just because a part shows up doesn't mean it's close to death. Even on the launchpad the system picks a part to display, you have to compare to the percentage. You can also compare it to the actual temperature which is displayed in current/maximum format. Flux is the rate at which heat energy is transferred in specific methods. Internal Flux is the generation of heat by a part (engines/drills). Convection Flux is heat energy spreading through the air molecules, this includes atmospheric heating during re-entry. Radiation Flux is the heat energy radiating out, this can be augmented with radiators. There is also conductive flux, which is transferring from one part to another that it touches, however KER deals in craft, not parts, so this isn't available. With Flux a positive number means you are gaining heat and a negative means you are losing heat. So, with that in mind if your combined Flux (Internal + Radiation + Convection) is negative, your overall craft temperatures should decrease, positive and it will increase. Flux values are a good way for determining just how much radiator you need to offset internal heat for things like drilling or long burns with a nuclear engine. However this requires you launch the craft to see the values so unless you are planning to revert or are doing some HyperEdit testing, they may not be that useful to you.
  3. KAS is pretty light weight. The plugin is pretty efficient at what it does and even if you add KIS, the parts are pretty small and have minimal texturing. You shouldn't have any issues with just those two mods.
  4. We choose to go to the moon and do the other things, like land at this very specific place at this very specific trajectory and if we fail I'm going to pull all of NASA's funding - President Kennedy (in an alternate reality where he cared about how they got there rather than just getting there) Seriously, there needs to be some sort of justification for this. In the KSP context you have companies paying you to do things. You have to ask, what reason would they care how you accomplished the goal, as long as you accomplish it? I can't suspend disbelief enough to think a company would say, "send a man to space, but make sure he land at this trajectory and no other or you have to pay us". It just doesn't make sense, how would you work this into the space agency management theme of the game?
  5. Ok, now that I've gone and looked at it, I don't think the Admin Building "Gus" is in any way a reference or a tribute to Gus Grissom. Look at Gene Kerman, it's an obvious reference. He's even wearing the famous Apollo 13 vest! Gus Kerman in the admin building looks nothing like that. If it were intended to be a reference, they would have put better effort into it. Honestly, I'd say given the other admin characters, it would more likely be a reference to Gus Fring.
  6. The gradient was by biggest complaint over why they didn't match. If it wasn't a seamless fit, like I couldn't tell it was 2 parts, I didn't want it. But the nose cone is a much sharper gradient, if placed on the cockpit it would look as though it is changing the slope angle of the cockpit and it would be very apparent. I honestly don't care as much about the point.
  7. Lol, I didn't even know the individual Kerbals in the admin building had descriptions. I never use the admin building though.
  8. Call me blind but where are you seeing this line?
  9. I was only against due to circumstance. In order to gain my support it needs the following be done. 1. Add a new nose-cone shielded mini-docking port that would match the cockpit and provide aerodynamic shielding when closed. 2. Replace the textures on the Small Nose Cone and Avionics hub to better match the cockpit. I could tell from the images even before it was released that they were not a match in shape or texture, people in the thread didn't believe me and said I was wrong, they were identical... but as you can see I obviously have the better eyes. Had Squad been willing to do these two tasks, I would have welcomed the open ended nose, but otherwise I want to keep it how it is.
  10. It depends on your initial TWR. With a TWR from 1.4-.1.6 you will find, starting with a tilt will turn much too quickly. You will want to build speed before beginning your turn. OTOH, If you have a TWR around 2.0, starting at a tilt will not turn as quickly so it will work just fine. However, starting with a TWR of 1.5 will get you further, as the SRB's will not burn out as fast and the acceleration difference is of minimal impact.
  11. I've been considering solid/control fin stages recently, though I never bothered to do it in the past. Now that the thrust limiter actually affects fuel consumption (finally fixed in 1.0) I would expect it to be a lot more worthwhile. All you really need the fins for is to start the gravity turn after all, then you don't really need control at all.
  12. There was a mod for that, it hasn't been update for the latest version unfortunately. I'm not sure that it really needs to be updated, but it will need to be once PorkJet's rocket revamps get added in.
  13. It's just a translated version of the PS4/Xbox Trailer.
  14. I don't understand why a new building would be required for this, I would see it as an extension of maneuver planning. Maybe I don't understand the idea.
  15. @ZooNamedGames Except 1.2 is probably nearing completion now. Why update it to 1.1 at this point. Best educated guess (based on past experience not including 1.1) is we should see it in a few weeks at most.. Unity 5.4 was finally released, so maybe a bit longer, but upgrading minor unity versions shouldn't take that long.
  16. Lol, I was looking too. But I was searching in the tumblr cause I thought it would be easier to find. You win!
  17. I don't think the 2nd Generation Mk1 was made by PorkJet. There was an intern that made a few parts just after PorkJet was brought into Squad (I don't remember his name). PorkJet was still busy tweaking the Mk2 at the time. Generation 1 - Chad Jenkins aka @C7Studios Generation 2 - Hugo Generation 3 - @Porkjet There was a Mk3 cockpit he started on too but I think it got scrapped before making it into the game.
  18. I can't agree until we get a stable version using U5. I do think it will be eventually, but right now 1.0.5 is a better version. This is a really really old thread btw.
  19. I think you are confused. The demo is based on the full game, it uses mostly the same code. Very few bugs would be introduced just from adding demo restrictions. Bug fixes to the full game would affect the demo, assuming the bug affected something available in the demo, and assuming they updated the demo after fixing that bug. There isn't really much need for a lot of specialized testing on the demo.
  20. I don't understand your logic in the first sentence, but the demo is definitely 1.0, not 0.18. I installed it to find out. 15 days to play doesn't work on a game that doesn't leave any trace behind when uninstalled. KSP is DRM free, it doesn't write to the system registry (or other OS equivalent) so all they would have to do is uninstall it and reinstall it and then you have 15 more days to play. Copy out your save files first and why buy the game at all? The way they are doing the demo now with a fully locked down executable that doesn't even include all the part files is the best way. As for the 1.1 testing, it clearly didn't work as well as they had hoped as indicated by the worst release we have seen. I'm not sure if we will really ever see them try that again after the 1.1 disaster, but hey I guess anything could happen.
  21. I don't have time to do the challenge but it seems to me the first step is to locate the deepest part of the ocean on Kerbin. You continue to accelerate as you ascend so the deeper you are, the faster you will be when you breach. I'm curious if KSP will recognize underwater terminal velocity.
  22. Well the OP didn't say anything about being usable
×
×
  • Create New...