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Everything posted by linuxgurugamer
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If you look at reality, concentrations can go even lower, down to single digit parts per million. But this isn't real like, it's a game. Anything lower than 0.001 is, in game terms, essentially 0.
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a hard Challenge
linuxgurugamer replied to Kroslev Kerman's topic in KSP1 Challenges & Mission ideas
Also, single launch or multiple launch. Is there any scoring, and if so, how is it scored? -
[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thinking about it, I think I can get some code from GravityTurn which will do most of what I would need to both do the maneuver and to set the maneuver node AND to tell mechjeb to execute it. so it's not a lost cause The background is actually the SOI, if you zoom out with the orbit, eventually you will see it change. -
The receiver would be deep space
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[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
If I grab the current orbit, I will only grab a single number ( Ap, Pe, or average) and assume it to be circular. -
[WIP] Infernal Robotics - Next
linuxgurugamer replied to Rudolf Meier's topic in KSP1 Mod Development
My fork includes the code as provided by Rudolf to @ferram4 in a PR. It does, however, include what's needed to ignore the IR stuff It's a quirk of the license. Rudolf did not provide any source, which was the problem. I've decompiled it, and have it fully working, but cannot release it since his code wasn't licensed, even though the original mod IS licensed under the GPL. It's an odd situation, and I had to ask the moderators for advice about it. I've asked @Rudolf Meier to make the source available under the GPL, but he is ignoring all requests. Which is a real shame, because it works very well once a couple of bugs were fixed -
[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, being worked on. Since you mentioned it, do you think having it be configurable for both the editor and in flight would be useful? This only deals with perfect orbits. If grabbing current parameters, how would you suggest it be done? Get the Ap? the Pe? An average? I suppose I could do that, but again, this is designed with a perfect circular orbit in mind. I thought about this, and didn't want to have to start calculating a circulization maneuver. I can see that becoming just a bit hairy. I was thinking of possibly having an antenna selectable, and then showing it's range, somewhat similar to Antenna Helper, although I have no wish to replicate that mod. And I'm definitely NOT thinking of a flyby mod at this time -
That's what I don't like about it. It may be technically legal, but it's on the hairy edge
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It's not simple, but it's mentioned on the page. You need to go to the Unity site, and somehow (I didn't bother doing this) register and specify that no info is to be collected. Like I said, I'm not thrilled with it, but don't really care too much about it. There are so many other way for information to be gathered, I'm not concerned about the minimal info they get from KSP
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There is an opt out, although I'm not thrilled with the way it works
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They don't scan your computer for that information, that's a generic paragraph. But when you register at Unity, they get some of that info. Specifically they could be reasonably getting the hardware configuration.
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[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thinking about it, it's really just a more advanced form of TransferWindowPlanner, instead of just 1, it deals with multiple sequential destinations. But it has to be easier to use, right now you do a lot of guessing before getting anywhere -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Assuming you are running sandbox, sounds like something is wrong with your install. I would need a log file for any other help -
[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I looked (briefly) into the FlybyFinder with an eye towards making it a native mod. But it's written in what appears to be a form of Pascal, which isn't a killer, but then looking at the instructions on how to use it just made me shudder -
[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's rather complicated. But there are these tools available: The Flyby finder is not updated for 1.4, although I think the values haven't changed. It's not a simple process, and takes time, I don't think an in-game tool would be worth it at this time. Flybys are not for "dummies", it takes time and patience to both figure them out and execute them -
[1.12.x] KSP Resonant Orbit Calculator
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm thinking about enhancing this with antennas and antenna range info. Re. the gravity assist planner, is there a web-based planner? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
Of course. Just by a happy coincidence, a new mod was released on Sunday which will do this for you, works with all planets and moons in the current game: It doesn't yet have the antennas and/or antenna range yet, but that will be a nice addition- 7,372 replies
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I still think you are changing too much. The ONLY thing that needs changing is @pyrolysisLossFactor = 6000 So the final patch should be just this: @PART[*]:HAS[@MODULE[ModuleHeatShield]]:Final { @MODULE[ModuleHeatShield] { @pyrolysisLossFactor = 6000 } } And only until @Starwaster comes out with an update to fix this
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I don't think we have any technology at this time which will last for millions of years, which is what (I believe) the OP was asking. Going into deep space, I think there will be several factors which will contribute to the eventual demise: Electronics eventually fail. They can be made more robust, but eventually they will wear out. Mechanical failure. No matter how automated and electrified, there will still need to be some mechanical parts Loss of power. Solar energy will not be available, and nuclear will eventually decay enough to be dead
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@Fengist mostly has it, although I don't recommend the ksp-avc site anymore. What I do is have the URL point to the raw file of it on Github. The KSP-AVC site is good to make an initial one, although I rarely bother anymore, I just write it, and then check the syntax on https://jsonformatter.org/
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You missed the point. The number should be 6000, but in the Corvus mod, @micha recently changed it to 600 after the new release of DRE, because he saw that in the new release. That was a mistake, and he said he will be reverting that. And it's ONLY the 1.25m, 2.5m and 3.75m stock heatshields which has the bug. So once you fix the one place in the one file for DRE and the one in Corvus, you will be ok. I've been testing this, and it is working well with all the parts I've tried so far
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