-
Posts
1,733 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by FleshJeb
-
What in the name of DUH did I just see?!
FleshJeb replied to NorthernDevo's topic in KSP1 Discussion
@JacobTheFoxx bool foolsDay = (DateTime.Now.Month == 4 && DateTime.Now.Day == 1); bool catDay = (DateTime.Now.Month == 2 && DateTime.Now.Day == 22); nyan = foolsDay || Environment.GetCommandLineArgs().Contains("-nyan-nyan"); nCats = catDay || Environment.GetCommandLineArgs().Contains("-ncats"); https://github.com/sarbian/ModuleManager/blob/master/ModuleManager/ModuleManager.cs- 24 replies
-
- 11
-
-
On that topic, I've noticed four different recent instances of people posting variations of "god damn". Now, I'm vehemently anti-religion, but that's considered awfully rude by a lot of nice people. Is it against the <bleeping> rules, and should I report it? Second question/statement: It appears the "no reaction images" rule went away. That's a darn shame; I'd prefer to have it back.
-
Sarbian thinks he's funny. He kind of is, but the only mod that ticks me off more is the virus that is AVC/MiniAVC. The only two hard-coded days I could find in the source for the current version were today and April 1. Come to think of it, I'm not running anything that requires Module Manager. Time to uninstall.
-
Engine Layouts and Stage Duration
FleshJeb replied to septemberWaves's topic in Science & Spaceflight
In addition to the other really fine answers in this thread, this should help: http://www.projectrho.com/public_html/rocket/multistage.php -
How does software "work"?
FleshJeb replied to Cheif Operations Director's topic in Science & Spaceflight
Because that's the meaning we've decided they should have. We decided that because it's convenient and useful.It might be more helpful to think of them as on/off, or yes/no, as opposed to 0/1. Computers (transistors) can only answer yes/no questions. How those yes/no questions are arranged in the physical layout, and what time order we ask them in, is how we assign meaning to the yes/no questions. I'll get back to this in a minute. This is correct. You'll notices that those on/offs are arranged in a certain order. The order allows us to count. We decided what the order means. How do we count as humans? By powers of ten (decimal). The number 123 = (100 * 1) + (10 * 2) + (1 * 3) = (10^2 * 1) + (10^1 * 2) + (10^0 * 3). This is actually completely arbitrary--We're just used to it. Instead of ten, we could use eight, or sixteen, or three. Computers count by powers of two (binary), because that's what they're good at. In your example above, we have (2^5 * 0) + (2^4 * 0) + (2^3 * 1) + (2^2 * 1) + (2^1 * 0) + (2^0 * 0) = 0 + 0 + 8 + 4 + 0 + 0 = 12. Your example would be a 6-bit number because it has six places where you can change the values. Perhaps it's only a 6-bit computer, and it can count from 0 (all bits = 0) to 63 (all bits = 1) Modern computers can handle dealing with 64-bit numbers. A very basic explanation is that they'll have structures, with 64 transistors arranged in a row, with wires coming out going to something else. Certain structures (arrangements of different types of transistors) in the computer can do math with the outputs of those wires, and the outputs of another 64 wires. That's a bit beyond me to explain well. You can also decide to say that 000001 means "A", and 000010 means "B", etc. Back to my earlier statement: We discovered that a lot of different types of problems can be broken down into yes/no questions, not just counting. That can be really challenging but transistors require it. They're incredibly dumb, but incredibly fast. It's kind of like the game Twenty Questions: Somebody thinks of something, and you have to guess what it is by asking a series of yes/no questions (up to 20). At each point you assign meaning to the answer they give. What are the possible answers remaining when you take into account the prior question. So, you use that to ask a question that helps you narrow it down farther. If you're good at asking yes/no questions, you can figure out what they were thinking of. Software is layers upon layers of this type of game. EDIT: @LordFerretYou ninja'd me hardcore, buddy -
Spaceplanes with other engines..
FleshJeb replied to gc1ceo's topic in KSP1 Gameplay Questions and Tutorials
@gc1ceo Just FYI, if you want someone to see your message, you have to quote or @ them like I just did. Good luck with your planes. Gav is definitely someone to listen to, although he has a very particular style, and there is more than one good way to build a spaceplane. -
@herbal space program Good experiment. I love seeing those in KSP. I strongly recommend folks also try the stock AeroGUI under Alt-F12->Physics->Aero. It’s highly informative when testing.
-
Remove The Not_Rockomax Micronode
FleshJeb replied to Aeroboi's topic in KSP1 Suggestions & Development Discussion
No: -
Around Kerbin in 80 days - Triop's adventure, a live blog.
FleshJeb replied to Triop's topic in KSP1 Mission Reports
Have you considered steering with the rear wheel only? -
What are some useful parts you don't use enough?
FleshJeb replied to EchoLima's topic in KSP1 Discussion
If it had the same crash tolerance as the rest of the structural parts, it would be useful. -
What are some useful parts you don't use enough?
FleshJeb replied to EchoLima's topic in KSP1 Discussion
I don’t use most of the rocket engines, since I’m an “everything but rockets” player. 5000 hours in the game and I’m recently relearning how to build and fly them. -
Around Kerbin in 80 days - Triop's adventure, a live blog.
FleshJeb replied to Triop's topic in KSP1 Mission Reports
There’s a reason all my long-range rovers are designed for crash-tolerance and self-recovery. It’s not a matter of if you crash, but when. The 0.625 MH structural panels are a game-changer. Redundancy helps as well. I’ve had rovers complete missions with half the parts torn off, and they’re still capable of driving. If you build with the expectation that your rover is going to be peeled like an onion, you’ll get much farther between having to run full replacement missions. -
Wonderful concept, beautifully documented, fantastic names for geographic features. I wish you fair winds and following seas.
-
SSTOs! Post your pictures here~
FleshJeb replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
@Korsakovski I checked out your catalog. You do nice work. -
@Snark Mapping standards exist for this reason. They’re based on intended usage and available technology. I’d source a whole bunch of stuff but I’m on the phone. I think a 5 or 10 meter grid would be more than sufficient if you or anyone else chose to attempt this project. As someone who has been land surveying for 25 years, I approve of arbitrary, yet sufficient standards.
-
Around Kerbin in 80 days - Triop's adventure, a live blog.
FleshJeb replied to Triop's topic in KSP1 Mission Reports
I would like to state for the record that the WiFi at the laundromat hates this thread. I’m really looking forward to using your bridges to do my own mission. (At some point in the far future) -
I agree with the advice to check the FAR thread. You could also try finding knowledgeable folks on one of the FAR fighter challenges.
-
Around Kerbin in 80 days - Triop's adventure, a live blog.
FleshJeb replied to Triop's topic in KSP1 Mission Reports
-
Triop, you filthy spammer, I'm out of likes!
-
Got to the choppa:
-
Crash on startup
FleshJeb replied to wartime's topic in KSP1 Technical Support (PC, modded installs)
Half at a time until you hit the problem, then keep dividing by half until you isolate it. That is, if the log doesn't make it obvious from the start. Based on this mechanism: https://en.wikipedia.org/wiki/Binary_search_tree -
That's a great build, but I'd be concerned about the giant magnet sitting under all the unshielded components.
-
ultimate shuttle challenge
FleshJeb replied to EeshSinGer's topic in KSP1 Challenges & Mission ideas
This is a very helpful resource for creating challenges: