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KSP2 Release Notes
Everything posted by SAI Peregrinus
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It's on hold until the wheel changes stabilize, hopefully 1.2. There's not much point updating it at the moment when it's likely substantial changes will come then.
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Kerbol escape velocity is 94,672.01 m/s, so 10km/s can't get you interstellar.
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And that's why I save in separate files at each step when testing: so if I hit an issue my bug report can actually be useful. I'm glad it helped, TOT is a great tool.
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I can. The MAT file "14 Post Rendezvous Maneuver Optimization 3 (Manual)" in the .zip I provided will do so for me. Just hit re-run optimization and it will happen shortly (after 1 iteration).
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Trying the Solar System's Edge Tut. Went off the rails at the Rendezvous Maneuver 1 burn and smacked into Plock. Re-ran tut.Got a better incoming trajectory, but of course that throws the RMS input values way off. I continued the naive way mashing the optimization until I got an OK orbit, though of course running the RMS myself would have been far better. But since there's no RMS tutorial I tried to pretend I was new to the program and had only done the Laythe mission tutorial included in the KSP-TOT zip. A few times I got the error: There was an error optimizing the misson script: Subscript indicies must either be real positive integers or logicals. from the optimizer. Stopping it just before the iteration that caused the error & tweaking values helped, though a real newbie would probably have given up... I've linked each stage I went through below. https://drive.google.com/file/d/0B-c_PUlJR9sQdHFWek9iX2xkUEE/view?usp=sharing
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I used my existing knowledge of physics and engineering design processes to make learning the game easier. That gave me an advantage over other players who didn't have such knowledge. Clearly engineering degrees are cheating.
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I use Banksian names. As mentioned above, some are particularly Kerbally. The following are of my creation: Lapse of Sanity Bigger Stick This Is Not A Name Gesture Without Motion Look On My Ship, Ye Mighty, And Despair And some that aren't mine, but also not Banks': Gravity's Angel It's Character Forming The Problem with Inertia Winging It excrements Happens Figure Brooding on Madness And of course all the ones from the books, and probably a few others fit the KSP mentality well.
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I have NOT been having this issue. Placing and discarding parts causes no crashes. Symmetry mode makes no difference. I've got 229 mods with the following non-CKAN installed mods: FShangarExtender 3.4.7, Hooligan Labs Airships 5.2, OPT Spaceplane parts fork 1.8.1.1, S.A.V.E. 1.3.1-199, and UbioWeldContinued 2.3.0 And the CKAN mods as found at: http://puu.sh/p5bMw/4662daee3f.ckan On load to the VAB the game takes 8710 MB ram, messing around spamming parts and clicking through all the tabs for 10 increases that to 8725 MB or so, but it stops increasing and stays there. Entering all the buildings in sequence brings the memory usage up to 8895 MB. My Settings.cfg, mind the strange keybindings, I use a colemak keyboard: http://puu.sh/p5c3q/2d7f0fc414.cfg My Physics.cfg: http://puu.sh/p5c4s/c4774ca386.cfg My DxDiag: http://puu.sh/p5cgq/5ef2bbc16d.txt My GPU is an R9 290X, since DxDiag only knows it's an R9 200 series. Windows 7, 64-bit.
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It's called Space Engineers. That said, I have to side with Minecraft because of the redstone. But then I'm a computer engineer and I play with FPGAs for fun, so I'm biased towards Turing complete systems. I've not yet managed to make a computer out of rocket parts. (kOS is cheating, just like ComputerCraft is cheating and Verilog is cheating... Fun, fun cheating.)
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Yes, it's Viper mode. It's a pretty good vim. Also, there are addons for both Firefox and Chrome to add in either EMACS or vi keybindings. But then ^H, ^W, etc, actually work.
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I use a Colemak keyboard: So I remap everything. Even on QWERTY I prefer to map ESDF instead of WASD, so I use FRST here. It frees up a the Q and A keys to be hit by the ring finger.
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I swap between dual-joystick (2x T-1600M, left controls translation, right rotation, both have 3 axes) and keyboard + mouse, where the mouse is a Roccat Tyon & thus has 3 axes available.
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Is there a mod that you couldn't live without?
SAI Peregrinus replied to Foxster's topic in KSP1 Mods Discussions
KAC, MM, KER, or similar. But really, the only mod I refuse to play without is my flag. And that works with every new version without effort required! -
I use a pair of Thrustmaster T-1600M joysticks. They're cheap for the quality ($47 on Newegg ATM, MSRP seems to be about $50) and can be set up to work left or right handed. My hands are rather smaller than average, so the heel of my hand can't rest on the area designed for that and still comfortably reach the buttons. To fix that I thickened the handrest portion using 2-part epoxy putty (JB Weld) to form a better rest. It doesn't change the performance of the stick, I can reach all the buttons, etc. Left stick is for translation, right for rotation.
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I play with a sandy career mode. I start with a mod like Tree Toppler to unlock all research nodes, then I use the debug menu to give myself cash whenever I need it. I use the science points as a "score" system and the contracts for the occasional strange challenge / weird idea. So I skip all the grindy bits and effectively end up playing sandbox, but the science parts actually work and give occasionally amusing descriptions.
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There are a few other ways to answer as well: Have a ton of money, and hire the authors of the mods you want (or other developers with equivalent skills) to work full-time on them, allowing for fast updates. Have a ton of free time, and update the mods yourself. Buy Squad and get them to incorporate the mods you want into the stock game so they're ready upon release. Etc, etc.
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Culture-style names for most of mine. Some examples: Agorophile Lapse of Sanity Illusory Lie Just Like A Simile Indivisible Composite Echo of a Dissipating Dream Still Life With Supernova SSK(S(K(SS(S(SSK))))K) (λx. λy. x y x) (λy. λx. y (x y x)) The Change of Philomel Look On My Ship, Ye Mighty, And Despair If You Can Read This, You Are Literate Gesture Without Motion Etc, etc. Those names too long for the in-game interface get a reference number to my list, as do those with characters that don't show up properly (like the lambda calculus Y combinator one above).
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That and the v1.1 and the v1.1-FT share most of their parts, so differences/similarities between the wear on those shared parts will provide important data. They can always re-assemble the outer structure to make a museum piece.
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You know you've built a huge rocket, when ...
SAI Peregrinus replied to Jimbodiah's topic in KSP1 Discussion
When you hit EVA while sitting on the launchpad and your kerbal gets out on Eeloo. -
No, they're still illegal in the US. "No person shall circumvent a technological measure that effectively controls access to a work protected under this title." 17 USC 1201(a) It also bans "manufacture, import, offer to the public, provide, or otherwise traffic in" such technology. Oh, and this one is executable x86 machine code, if converted to binary form. More at http://www.cs.cmu.edu/~dst/DeCSS/Gallery/
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Liquid cooling lets you use a bigger heatsink than you'd be able to use with air cooling. All the liquid really does is move the heat from the CPU to the (possibly external) heatsink/fan, it's still cooled to the outside air. It tends to be louder than air cooling due to pump noise, and won't cool things any better if the heatsink/fan are the same size as what you'd have with air. In general it's not worth the effort. WRT AMD vs Intel, Intel has much better per-core performance, and KSP cares about single-threaded performance FAR more than multi-threading. So get the fastest single-thread CPU you can (hint: http://anandtech.com/bench/CPU/1028). Basically each Intel core is a lot better than each AMD core, but AMD can get you more cores for the same price, and most workloads for things most people do benefit from having extra cores so AMD is a good buy. But KSP is not most workloads, it's limited to a single core for the most demanding thread (the physics) and that's unlikely to change much soon. 1.1 might make it so different ships get different physics threads, but if you dock or build huge ships it will still need to be confined to one thread.
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complete resource-storage control
SAI Peregrinus replied to 123nick's topic in KSP1 Mods Discussions
I just use a Module Manager patch to add the resources I want to the procedural tanks I want them in. -
CKAN keeps crashing on start
SAI Peregrinus replied to capran's topic in KSP1 Technical Support (PC, modded installs)
In your KSP directory there will be a CKAN folder. Delete everything in there except the "downloads" directory.