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Everything posted by T.A.P.O.R.
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Ha ha. Rover brakes need to be a lot better. [It's a bug actually]
T.A.P.O.R. replied to cephalo's topic in KSP1 Discussion
I've found that (on my installation anyway) the large wheels have no brakes and will not stop my rovers from hurtling down hill to their fiery doom. That is even from a standing start, gently lowered from landing legs. -
I couldn't get the PS3 to work on my compute, so I just got a flight stick. good luck!
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1.0.2 career mode a joke!
T.A.P.O.R. replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
How far did you get in career? It works fine for me, but I've put in the hours to get my pilots skilled up. -
I wouldn't have spent so many hours in it if it wasn't my #1 KSP Company of Heroes Red dead redemption Planescape Torment Fallout 1&2
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How would you describe the way you play KSP?
T.A.P.O.R. replied to DuoDex's topic in KSP1 Discussion
Currently Very slowly... while also absorbing TOS for the first time. -
My first issue was in a fresh install of KSP for 1.0 and is still in 1.0.2 The IVA's on the old parts had are all really low res, none of the sticky notes are readable and the navball (and other buttons) are all blurry. This doesn't happen on the revamped inline cockpit nor the science lab. Back in 0.90 I ran texture replacer but I deleted the entire KSP directory (twice) and did fresh installations for 1.0 Any ideas on how to fix it? The second issue I'm having is in the VAB, the buttons have become unresponsive of late. Sometimes it will select parts, other times nothing happens and once in a while there is a big delay before the part is selected. I'm not using heaps of mods, but I occasionally run into the memory ceiling. The mods I'm using are all up to date and are as follows: GHUD HGR 0.875 m parts KAS KIS KerbalEngineer MechJeb2 Infernal Robotics Radial Engine MountsPPI Taurus HCV StationPartsExpansion TakeCommand KAC I didn't notice the issue before KAS/KIS were installed, but don't know if they're the problem as I installed TakeCommand and HGR at the same time (I think anyway). I'm running win 64 bit, 32 bit KSP 8GB Ram on a slightly overclocked core2Duo e8500 @ 3.5ghz Graphics are 2gb GTX650
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Walking to work one day, it popped into my head as a great name for a band that nobody would ever hear. Later I put it to use as a scrappy blog about guitars n stuff.
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Cool, I'd thought that it was Rockby, just because you had so many consoles and at other places I've seen them, they're about 3 x as expensive minimum. I've never been out there though. I really should make the trip some time! Thanks for the tip on Truscotts too All the other stores that I know of suffer the Australia tax pretty severely.
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I'd never considered that embossing would need heat, I always thought it was some sort of pressing machine. Heat Guns much like spray paint, is all about keeping the right distance and movement to get your desired effect.
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My oven is pretty big, but I think the board might not even fit. Oh you mean a heat shrink gun? They're also designed to strip paint & are handy to re-flow solder circuit boards (a PS3 repair). I used to have one, but gave it to a buddy so that he could supercharge his coal fired barbecue Honestly, I'd used it maybe 3 times in 5 years. Don't worry about the name, its just the name of my thread, not my board
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More pics! Nice use of door handles, wish I'd thought of that. That supplier of yours wouldn't be out in Clayton by any chance?
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So.. I went to order the decals, but the seller is on vacation. Upon further inspection, you need to bake the decal once done! Can't see the lady of the house being particularly hospitable to such an undertaking.
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I suck as a pilot..... (mun landing problems)
T.A.P.O.R. replied to Fraggle's topic in KSP1 Discussion
Man, if I had the retrograde function when I first got KSP, I'd never have stayed up until 4 am in the dead of winter without the heater on not feeling the cold due to intense concentration. For context, I usually kip out around 9pm. -
For decals I'm using these rub-on wax letters. They look nice if done well, but can be super ugly if done badly. I've looked into the water slide decals from back in the days when I was making FX pedals, but couldn't get an affordable supply. Now that I've seen the link in your post, I might go that route as I have access to a laser printer As for exams, I'm afraid its nothing fancy like engineering. To paraphrase Scalzi "I don't have the math" No sir, its all about balancing financial ledgers. Should be ok, its not like its rocket science
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I've done one from Mun, but had to revert and try to find a dry place to land as my containers are apparently hydrophobic.
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Custom hardware control/switch panel - simpit WIP
T.A.P.O.R. replied to Mulbin's topic in KSP Fan Works
Now that is what I call a heartwarming tale! Had I discovered KSP before I constructed my workshop, things would have turned out rather differently -
Hey Thanks!, Another Melbourinan eh? Welcome aboard! I've stalled a bit because of cold weather and preparing for an exam. The weather has caused issues with paint drying unevenly, which has resulted in several sand & re-coat. Most annoying! I'm almost ready to apply the decals, but its a slow and painstaking task rubbing on one letter at a time.
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Hi Dimitrik, I don't think KSPIO will be able to give you that The opening post has the data that is already supported [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct VesselData { public byte id; //1 packet id public float AP; //2 apoapsis (m to sea level) public float PE; //3 periapsis (m to sea level) public float SemiMajorAxis; //4 orbit semi major axis (m) public float SemiMinorAxis; //5 orbit semi minor axis (m) public float VVI; //6 vertical velocity (m/s) public float e; //7 orbital eccentricity (unitless, 0 = circular, > 1 = escape) public float inc; //8 orbital inclination (degrees) public float G; //9 acceleration (Gees) public int TAp; //10 time to AP (seconds) public int TPe; //11 time to Pe (seconds) public float TrueAnomaly; //12 orbital true anomaly (degrees) public float Density; //13 air density (presumably kg/m^3, 1.225 at sea level) public int period; //14 orbital period (seconds) public float RAlt; //15 radar altitude (m) public float Alt; //16 altitude above sea level (m) public float Vsurf; //17 surface velocity (m/s) public float Lat; //18 Latitude (degree) public float Lon; //19 Longitude (degree) public float LiquidFuelTot; //20 Liquid Fuel Total public float LiquidFuel; //21 Liquid Fuel remaining public float OxidizerTot; //22 Oxidizer Total public float Oxidizer; //23 Oxidizer remaining public float EChargeTot; //24 Electric Charge Total public float ECharge; //25 Electric Charge remaining public float MonoPropTot; //26 Mono Propellant Total public float MonoProp; //27 Mono Propellant remaining public float IntakeAirTot; //28 Intake Air Total public float IntakeAir; //29 Intake Air remaining public float SolidFuelTot; //30 Solid Fuel Total public float SolidFuel; //31 Solid Fuel remaining public float XenonGasTot; //32 Xenon Gas Total public float XenonGas; //33 Xenon Gas remaining public float LiquidFuelTotS;//34 Liquid Fuel Total (stage) public float LiquidFuelS; //35 Liquid Fuel remaining (stage) public float OxidizerTotS; //36 Oxidizer Total (stage) public float OxidizerS; //37 Oxidizer remaining (stage) public UInt32 MissionTime; //38 Time since launch (s) public float deltaTime; //39 Time since last packet (s) public float VOrbit; //40 Orbital speed (m/s) public UInt32 MNTime; //41 Time to next node (s) [0 when no node] public float MNDeltaV; //42 Delta V for next node (m/s) [0 when no node] public float Pitch; //43 Vessel Pitch relative to surface (degrees) public float Roll; //44 Vessel Roll relative to surface (degrees) public float Heading; //45 Vessel Heading relative to surface (degrees) public UInt16 ActionGroups; //46 status bit order:SAS, RCS, Light, Gear, Brakes, Abort, Custom01 - 10 [COLOR=#333333] } [/COLOR]
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I found that the earliest fins are useless and caused more flipping than a finless design. The AV-R8 winglet seems to do the trick, though I find that I need fins on my upper atmospheric stages, otherwise any rocket with a decent payload tends to flip over before gimbals can correct it.
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I'm pretty sure that's been there since 0.23.5 One of my rovers died horribly not too far from one of these artifacts.
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I had seen the price in previous versions, but never connected it to the towel.