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ratchet freak
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Everything posted by ratchet freak
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Perfecting my airplane
ratchet freak replied to Daniel K. Eagle's topic in KSP1 The Spacecraft Exchange
there's also pastebin.com -
Wheels in space
ratchet freak replied to Yski's topic in KSP1 C# Plugin Development Help and Support
you might just not have enough downforce to get any grip -
Start in different eras
ratchet freak replied to NWM's topic in KSP1 Suggestions & Development Discussion
tl;dr allow option to skip early tech directly to space -
Cant orbit kerbin anymore
ratchet freak replied to Rayge's topic in KSP1 Gameplay Questions and Tutorials
during your ascent go to the map view and see how your orbit evolves, pay special attention to the apoapsis and where it is -
I know this falls under "Better/More interesting planetary surfaces" in the already suggested list but this didn't come up in the linked topics. Currently the celestial bodies are triangulated and texture mapped using a Equirectangular projection. This has the down side that the poles are very sensitive to distortions and a sizable portion of the terrain texture is wasted. Instead one project a skybox onto a sphere and use those coordinates to sample the terrain texture. This reduces the map projection artifacts, but requires 6 textures instead of only 1 (though they can be half the size without sacrificing details). EDIT to clarify I will show what I mean about the texture: This would be the resulting texture in the assets. as you can see with the meridians the distortions are minimal compared to a cylindrical projection.
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Radar Altimeter Part Please
ratchet freak replied to SeattleKCD's topic in KSP1 Suggestions & Development Discussion
use lights in the dark -
and defragging doesn't help a SSD at all
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Kesslerizer: Microdebris tracking
ratchet freak replied to LitaAlto's topic in KSP1 Mods Discussions
maybe some density sphere "bands" there will usually be more debris in your LKO staging orbit than out by the mun -
SSTO - flying procedure and build
ratchet freak replied to phemark's topic in KSP1 Gameplay Questions and Tutorials
You need to put the things in the cargobay in the SPH, hold down alt to turn off surface attachment to make it easier. Start with a docking port for maximum reusability If you didn't flame out during ascent then you have more than enough intakes and can go remove a few -
no that is normal behavior by the OS from pushing the thread across cores between timeslices, if you look at total CPU usage you will see around 25% being used
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Need help with RemoteTech2
ratchet freak replied to Broax's topic in KSP1 Technical Support (PC, modded installs)
I thought a EVA kerbal could activate antennas, either way no need for KAS the claw will work as well -
General small questions topic
ratchet freak replied to Funeh's topic in KSP1 Gameplay Questions and Tutorials
they get spawned when you accept the contract, They are essentially rendez-vouz contracts, once you get close enough you will need to press the [ or ] keys to swap to the stranded kerbal (swapping from map doesn't work) and put him in the ship for a safe landing -
How hard would it be to make a self-steering module, What I mean is that if the wheel isn't perpendicular on the ground it steers a bit "uphill" (within limits) This would make realistic bicycles possible without having to rely on reaction wheels. Because the front wheel will automatically steer into the turn and correct the lean.
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the requirement is for source available which is different from open source "open source" implicitly includes the right to fork a project and make improvements "source available" is just that, you can request the source code for personal use (inspection, self compiling) but that is where it ends, All Rights Reservedâ„¢ is not open source but (on this forum) source available
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Except that with a GPL licence you are giving crayons away under the understanding that the can do (nearly) anything they want with it and then you complain when someone is giving away your crayons that he snapped in half because he didn't like the the way the full-length crayon fit in his hands. Under GNU GPL v3 (under which FAR and NEAR are released) this is perfectly allowable.
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A funny thing happened to the aero parts
ratchet freak replied to numerobis's topic in KSP1 Discussion
what happens if you put the V upside down (or right side up as it were), do the small tanks flip over so the multinode is pointing up? -
Sharp Edges
ratchet freak replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
to me it looks like a exhaust of a high bypass turbofan -
Sharp Edges
ratchet freak replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
you'll need to include normals in the export, currently they are calculated per face rather than averaged per vertex