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Crampman

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Everything posted by Crampman

  1. There are already several examples of similar restaurations on cathedrals whose roofs had burn : Chartres, 1836 : Fire caused by careless workers, replaced by a cast iron structure. Metz, 1877 : Fire caused by fireworks, replaced by iron trusses. Reims, 1914 : Bombed by the germans during WWI, replaced with a concrete frame. Nantes, 1972 : Fire caused by a careless worker, replaced by a concrete structure. Why rebuild a heavy wooden structure that could burn again ?
  2. There was previous spire, built between 1220 and 1230. It was removed in 1786 because if was damaged. The later spire, built between 1853 and 1859, was taller and based on Orlean's cathedral. I don't really see the problem of rebuilding it.
  3. I don't want to say something stupid, but in such a scenario, with (relatively) short burns, is it really necessary to use such overpowered generators ? These generators would be useful only some a very short time, right ? Could a system with solar / supercapacitors be sufficient ? If you can split the burns into short ones, for example ?
  4. Nice collection of rovers, everyone, but back on topic : The idea I had was to create several types (or classes) on scatters, maybe with some rarity (like Type A are fairly common, but Type E is pretty rare, so you have to search for them), and you would have to use an experiment near to it, or towards it to detect its type, and get the science. Maybe a more sophisticated device could detect the types at some distance too. You could hop next to a scatter, but that would be more difficult than landing in a biome. Also, I beg to differ on real life unmanned rovers : they don't drive long distances. Opportunity drove over 45km in 12 years.
  5. Wow, thank you all for your answers! "useless" was a bit excessive, all I meant is that in a career gameplay, rovers only role is to go from a biome to another, wich can take a long time, and could be done by biome-hopping most of the time. And getting all the KSC science too. Hence the suggestion : give them a specific, optional, bonus. Like the space stations were given one with the Mobile Processing Labs generating science from data. Of course this would require some rework to the scatters, but that would no be a waste. I know you can do amazing things with them already, so why not give the opportunity to new players to see how fun they are ?
  6. Rovers are cool : they are complex to build, launch and land (and crash). But they are useless. Biomes are simply too big to be explored by rovers and biome-hopping is much easier anyway. Moving kerbals with a rover is pointless when they can simply fly with a jetpack. I have almot never used rovers in my games because I never found any use for them. I think there should be some reward for using rovers, something you couldn't do with a simple lander or a Kerbal. Why not using terrain scatters ? They have no use neither (and that's a bit sad too) - There could be some experiments that need to be done next to a rock, and maybe multiple rock types, each type yielding different science, like the biomes. - There could have ressources in it : using a drill on a rock could give much more ore, but il would deplete like asteroids, so you have to move to get more. These are just suggestions, but I think rovers need some love too. (Sorry if that was already suggested before, I did search and found nothing)
  7. Hello everyone, Since version 1.2.1 I have BSODs happening from time to time, in the VAB or in flight around 30mins or so. So far, it hasn't happened in any other game, and only with 1.2.1, so it should not be a hardware problem. The error says "Stop 0x00000101 A clock interrupt was not received on a secondary processor within the allocated time interval." I have a few mods installed, mechjeb, SCANsat, KW, near future stuff... I will try to reproduce the problem without mods, or with openGL mode. Has anybody have such a problem ?
  8. I still need to fix the parts in a non save-breaking way, but there is the fixed dll
  9. Should anybody interested, I did make this works with 1.0.5 : - First I had to get rid of the beacons models, since they seems to have broken meshes. I made clones of the techboxes, with the charasteristics of the beacons. - Then, I could not make any jump, no active beacons could be found. So I took the source files, gracefully provided with the mod, and recompiled them. Tadaa I could then revive the long-dead beacon network of my save !
  10. It does not seems that this mod will ever be updated, and, unfortunately, it does not work with 1.0.5 (The beacons won't show any UI, making them useless)
  11. I had some hard times trying to build bases before, tring different methods : assembling with a rover, an hovering crane... Many disasters later, I gave up. So, time for a simpler approach : let's assemble the base in LKO ! (This took so much time, that I don't have many screenshots of the actual building in orbit) The flying of the base was surprisingly stable, even if I took care to make the modules with a similar mass. The purpose for the base is to extract ore, make some fuel and use it to refuel the munar station. So, with the base landed, it's time to get the refuel shuttle, and a little rover to rescue the shuttle if it has to land at some distance to the base. Thanks for reading !
  12. All my games are installed on a Raid 0 of 2x 1TB velociraptor 10,000rpm hard drives Maybe not as efficient as SSD (theese things were still expensive when I bought this setup), but at least I can install a lot of heavy-disk-eating games, and load them at decent speeds.
  13. My last orbital science grinder : Required 8 launches to build, assembled in LKO, the station will probably stay there, even if it has engines and some fuel. (In the picture there is a cargoship docked with 4 KIS containers, and the last stage of the core launcher is still attached at the bottom) I know that a station with several labs is useless, but the labs are placed so they can be undocked, loaded with a science probe/ship, process the experiments, and re-docked to do the grinding. The labs can even be ditched and replaced if I run out of experiments to process.
  14. 1 released, 1 to go... @Hcube : I'm reading an altitude of 2700km, did you read the distance, wich is 13000km ?
  15. Last time I watched an ariane 5 launch they covered the separation of both satellites.
  16. The upper stage is really small... what is the ISP of the engine ? oO EDIT Found an ISP of 446s, not bad...
  17. I believe that their thrust just diminish when the get depleted, instead of just shutting down like in KSP
  18. Yeah, it was 9 minutes until stream... Oh, more terrible french accent... xD EDIT Other accents are quite routh too, so..
  19. I'm sorry, but I don't understand this romantic thing with Pluto. I mean, it's just a small icy, rocky ball, very far away... I'm still exited with all the very cool pictures we get those days, and I'm eager to see the next ones, but it's still an object among many others, yet to explore. Let's launch tons of probes to all the dwarves planets !
  20. Quick test results : - Very laggy, more than 3 modules, and the ship wont event load - With electric charge > 0, the lights are on (some of them, at least) but not blinking (with the latest RPM release) - When I set the electric charge to 0, the lights go off, but revert to on after 1 second or so, still no blinking - Very, very beautiful parts and IVA !
  21. This is my heavy station around the Mun (Assembled by many launches around Kerbin, then towed to the Mun orbit) Unfortunately, having multiple labs in one station is completely useless : you can only use one at a time... Anyway, it was fun to build...
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