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Everything posted by beabop
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Granted. Your airfield gets attacked by the Emmerian air force, leaving your fighter in pieces and you a quadriplegic. I wish Shuttlecraft Systems had survived KSP 1.0. I never did get my white kite VTOL SSTO certified.
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I just had an ugly error, where CKAN removed half of my mods: Now, I can't find half of these in the network. Most of the missing ones are under "Filter (Incompatible)". Karbonite Plus is missing entirely. I had been running 1.02 mods on 1.04 just fine before this. I think what happened was I removed a mod that needs ModuleManager, ModuleManager got removed and then - to my great surprise - the mods that depend on ModuleManager (most of them). I think the Changeset only showed me two mods. Sorry I don't have more information, it was over so quick. When CKAN blows up on you, how do you recover? The way I can think of is to install all the mods in a 1.02 KSP and copy GameData over - with the downside that I'll have to upgrade each one manually, the old-fashioned way. I also had a time where CKAN got into a state that couldn't start, and I ended up having to delete registry.json - which meant I had to reinstall every mod to make it managed by CKAN instead of autodetected. How can you rebuild registry.json? I would have liked to be able to give CKAN permission to delete autodetected mod X and manage that mod.
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Ah, apologies, I forgot to light the flambé. Waiter, there's a thing that goes "nyar!" in my soup! It won't stop!
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Gets in a fight over a necktie. Inserts business suit and combat boots.
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Granted. I hide it in your morning coffee (or tea or water). I wish for perfect hair.
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Gets one of those little chocolate bottles of liqueur. Insets one of those little chocolate bottles of liqueur.
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7/10. Poorly lit, but love the cropping and the frame you grabbed. Is he floating or walking up the side of the image? Is he underwater? In freefall? On Eve or Laythe or Kerbin? It's art.
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Oh wow, and I'd been using RemoteTech this whole time!
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That's terrifying
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Depending on where you are in orbit, a certain amount of thrust and Isp will be optimal. The ion engine orbits I've seen are this crazy patchwork of turning the engines on and off. Specifically, your exhaust velocity, thus Isp, depends on your grid voltage. Power is limited to what your solar panels can make - grid voltage times exhaust current (it's a charged flow) can't exceed this limit. So at max power, you trade off Isp for thrust. All ion engines can do this, which makes VASIMR less impressive. Also, you tune your power plant size for the mission. There's no point in saving fuel if you end up needing a greater mass of solar panels to do so. Specific power (watts per kilogram) is what limits ion engine Isp.
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What is this war? Kerbals are peaceful explorers. (Were until that monster Bahamuto came along.) Yeah, I think it would be cool if not visited planets were a pixelated blur in the tracking station. There's a boolean for visible on CelestialBody objects IIRC. It shouldn't be a big mod.
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[WIP] Diaspora - interstellar kolonization mod
beabop replied to beabop's topic in KSP1 Mod Development
That was the first thing I did when I got the mod idea. I had a blast! I was just like early hard career, except instead of never having enough funds, you never had enough propellant or RocketParts. I think interstellar delta-vs naturally make you cut weight until you have the bare minimum to start with. Yes, that's what Extraplanetary Launchpads does. Since it's technically cosmetic, it's my second order of business. The build I have of DevHelper actually does this by accident - when I check the VAB, I end up in a blue skybox where I can edit craft but can't save, load, or launch. I just have to figure out how to do it on purpose. Well, I think you'd want to know what you're getting into before leaving - interstellar flight is *hard*. An exoplant-finding PartModule would be cool to add to all the telescope mods we have. Ways to do this I've thought of, ranked in ascending jankiness: Unload planets, reload them from config. Serialize planets into temporary binary file, unload them, reload from binary file. Move planets to float.MaxValue, limit camera zoom, and hope nobody launches from Kerbin. (This is the first thing I'm trying.) Restart KSP with different Kopernicus config. I really hope I don't have to do this. Games with custom planets and mods (which this game mode would need) take forever to load. If you understand Kopernicus really well, please tell me what you think! -
Gets fried chicken. Inserts pre-flight checklist.
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Granted. It gives you the runs. I wish I had self-discipline.
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KSP Interstellar Extended Continued Development Thread
beabop replied to FreeThinker's topic in KSP1 Mod Development
Now that stock has conductive, convective, and radiative heat models, do you think it's worth it to switch KSP Interstellar to those, kind of like how stock replaced Regolith and the Open Resource System? -
[WIP] Diaspora - interstellar kolonization mod
beabop replied to beabop's topic in KSP1 Mod Development
Yes, though the idea is that you can launch a starship from Kerbol in career mode. I guess starting with a starship (from a list that comes with the mod) could be a new New Game option. I could post such a save this week. My main worry is memory. Kopernicus planets must all be loaded at the monkey load screen and even only a few star systems worth of planets will probably max out a 32 bit install, when you're only ever going to use one system at a time. I have a functioning UI, part module, and multi-"star" mini galaxy. I spent Sunday pretty much just reading Kopernicus's source and the KSP API. I hope there's some native way to unload planets or Kopernicus comes up eve with something. Otherwise, I would try to write a serializer for planetary bodies (which means finding EVERY field needed and cleaning up every single reference to them), cache the unused ones to a binary file, then reload them when needed. -
Receives Taco Bell. Inserts morning routine.
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Granted. You get kidnapped by loony fundamentalists and put in atheist conversion therapy, where you're too busy to think about such heathen things. I wish I could get a job in the space industry.
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Granted. But you get murded. Your lawyer, being so ethical and competant, would prosecute your killer and win, but the police can't find the guy. I wish the KSP API was well-documented.
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Gets kethane. Did you know that's what you get when kerbals fall into a recycler? Inserts a low-resolution planet.
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It's amazing as is! Forget polishing it, we want moar pages nowwwww
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Syntax Highlighting for .sfs and .cfg Files
beabop replied to NathanJang's topic in KSP1 Tools and Applications
I for one would love an emacs lisp and notepad++ version. -
Cool looking planet! It would be pretty cool to make a biome that you can only reach by flying low through the canyons and put water resources in them. That blue though, it clashes horribly with the tan. I think you need something less saturated and I think either greener or purpler. Something translucent and shiny too, but I don't know if that's really hard to do.
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I have some questions, that I'm sure other beginners have. What is the name of the language? Did it exist before, was it invented by Squad, or was it extended from something else? Does documentation exist? Can you link it? In what order are statements evaluated? What are the types? When is a variable visible to the script? Are there any hidden name dependencies? (E.g. Maybe modules have to start with "Module"?) What do all the symbols (*, ~, #) mean? I added what I've been able to figure out to the wiki page on configs. Assuming some comprehensive but impossible to find community documentation doesn't already exist, I'd love it if you could add your answers directly there.