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ThatOneBritishGuy...

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Everything posted by ThatOneBritishGuy...

  1. You mean Sketchfab? I use Adblock Plus and it works great for me. No idea what you mean by IE.
  2. Fengist! Have you seen this? We now have an actual reason to send subs to other planets (or at least we will soom^tm). Time to recreate the 2045 Europe submarine mission in 2015! Also big congrats on the merge. As I supporter of this mod from (almost) day 1, I've watched the mod since the beginning and I'll say with certainty that this is the largest step forward you've taken since release . Best of luck to both you and ID.
  3. I need this in my life...... Like..... Badly................. Really badly..................................... I can already see it... Configs for a subterranean ocean on Eeloo... Yes.......... Yes..... YES!.......... YES!......... YES!........YES!!!!!!
  4. Yup. Good luck on this one. With any luck it'll go better than.... *muffled screams followed by gunshot In all seriousness though it's looking pretty good so far, let's make sure it stays that way.
  5. FWI, you have both the old and the new engine texture in the respiratory.
  6. Ah, I see. Guess I'll just have to work out some other way to keep efficiency on the high side until the next release. I'm sure I'll figure something out
  7. Just adjust the configs to your likings. Go make Potatus orbit Sarnus, or Keelon, or even Kerbin XD. All it takes is a bit of text editing.
  8. Ah yes, that'd probably be it I was trying to multiply it by the drag coefficient and for some reason left it as SHIP:SENSORS It was supposed to be 0.008 * SHIP:MASS * SHIP:SENSORS: PRES (Approximating terminal velocity) Thanks for the help, I really appreciate it. I'll edit this post if the script works or not (though I think I got it from here).
  9. Hey all, sorry to bother you with something so trivial, but I'm a new KoS user. So I read through most of the basic documentation and felt that I could make my own script now. Of course, I went ahead and stole some ideas from the tutorials, but after many hours of extensive testing, my script still won't work. I've practically torn my hair out over this but my script keeps throwing some kind of error midflight about '*' not being a valid parameter specifically on THIS line: . I know this is probably really trivial, and I seem like a total newb asking for help here, but I'd really like someone to take a look at my code and tell me exactly what I'm doing wrong. Thanks in advance for any help. Clearscreen.SET Circalt TO 90000. SET Targalt TO 100000. SET Deorbalt TO 20000. SAS OFF. SET POP TO 0. SET X TO 1. WHEN SHIP:APOAPSIS > Circalt * 1.05 THEN { PRINT "Apoapsis has reached circulization altitude.". PRINT "Waiting for apoaps.". LOCK THROTTLE TO 0. } WHEN SHIP:ALTITUDE > Circalt THEN { PRINT "Circulization altitude reached. Starting Burn.". LOCK STEERING TO SHIP:PROGRADE. LOCK THROTTLE TO 1. } WHEN SHIP:PERIAPSIS > Circalt THEN { LOCK THROTTLE TO 0. PRINT "Optimal orbit achieved.". } PRINT "Counting down:". FROM {local countdown is 10.} UNTIL countdown = 0 STEP {SET countdown to countdown - 1.} DO { PRINT "T- " + countdown. WAIT 1. } PRINT "Throttle to full.". LOCK THROTTLE TO 1.0. WAIT 0.2. STAGE. Print "And we have liftoff!". LOCK STEERING TO HEADING ( 90, 90). WHEN SHIP:ALTITUDE > 120 THEN { PRINT "Rocket has cleared the tower.". } WAIT UNTIL SHIP:ALTITUDE > 500. PRINT "Starting Gravity Turn.". SET atmvel TO ((2 * SHIP:SENSORS:GRAV * KERBIN:MU) / (SHIP:SENSORS * SHIP:SENSORS:PRES)). LOCK accvec TO SHIP:SENSORS:ACC - SHIP:SENSORS:GRAV. UNTIL SHIP:ALTITUDE > 70000 { IF accvec > atmvel { LOCK THROTTLE TO X - 0.1. SET X TO X - 0.1. WAIT 1. } } UNTIL SHIP:ALTITUDE > 50000 { SET targetPitch TO MAX( 5, 90 * (1 - ALT:RADAR / 50000)). LOCK STEERING TO HEADING ( 90, targetPitch). } WHEN STAGE:LIQUIDFUEL < 0.1 THEN { PRINT "No liquidfuel. Attempting to stage.". STAGE. PRESERVE. } WAIT UNTIL POP = 1. SET SHIP:CONTROL:PILOTMAINTHROTTLE TO 0.
  10. So I'll just post here with a new pic and the information that the model is now finished. Cheers
  11. Thinking of it, any chance of some sort of small early version of the launch clamps for the Bumper? I believe the real one had something along the lines of this:
  12. Have you thought about just 'faking' a model using pseudo-random numbers? Changes in weather in an active ships vicinity would be stores in the persistence file, and there'd be a chance of a change in weather at a particular point at any time, with initial conditions depending on a value predicted by the system based on the overall map, while the weather in locations outside the active ships vicinity is generated randomly at the start of each save, and updated every 30 seconds or so with a certain deviation (and thus determining the wind direction and intensity of active craft)? This would mean you don't actually have to simulate all that stuff, reducing the amount of data usage to more feasible levels. Hurricanes, tornadoes, etc, could also all be simulated with pseudo random numbers. Have a tiny chance of one occurring and when it does, slowly change the model of weather in the area affected, and then eventually deteriorate it over a randomly generated period of time. KSP is still part game after all and most of us aren't meteorologists. We can do with a bit of faking. It is far better than nothing after all. To summarize, my proposition is to 'fake' the weather model using procedural generation, thus avoiding the ram-void this mod would be if it simulated an actual weather model.
  13. I just read everything from the start to now. I must say, you sir know how to make comics. I'll be following this thread to see where the story goes.
  14. I suggest putting it closer (A LOT closer) to Keelon. That way there's a believable reason for the lava: Tidal Heating. This game is supposed to be based on science after all. The extremely dense properties of Keelon, and the high gravity environment would be enough to create those oceans if I'm not mistaken. You might also want to increase the feathering on the edge of the oceans, to make it look more smooth. Kinda like shores of molten igneous rock.
  15. Heh, well it's certainly far better than my attempt even in it's non-final state lol. My praise to the artist.
  16. Looking at your Twitch I assume you got your logo? If so congrats, it looks great .
  17. So uh...... I hate to double post here but I think a month and half of nothing warrants some progress report. If you have anything to show that is. No pressure of course.
  18. The pictures smell like Universal Storage to me!
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