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Everything posted by swjr-swis
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Doesn't ring a bell based on your (very tiny) pic, but the Buffalo MSEV flatbed parts are sort of rover bodyish, shaped like a panel with a grid design and 4 attach nodes (solid spots?), and there are small and large versions. They're not exactly intended as separate rover body, and they're black with grey grid rather than white with dark grid, but it's the closest thing I can think of. See the imgur album, the black panels in the center.
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@selopeo O sea, dentro de Gamedata te tiene que quedar la carpeta Squad y la carpeta ESP, junto con el archivo de Module Manager. Eso es todo.
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A few issues with the idea: Pulsars are, as far as is known, neutron stars, which are formed after a massive star at the end of its normal fuel burn collapses and blows away the outer layers in a supernova. At that point in the star's evolution, there would not be a protoplanetary disk or planet formation anymore, and all but the most massive and dense objects in the system would've been blown away by the supernova explosion. Neutron stars by their nature emit most of their energy in the very high energy range, beyond the visible spectrum (in fact it is thought most of their energy is emitted in neutrinos). The pulsed beam is thought to be the result of an even higher energy process (think hard x-ray, gamma-ray). So the actual beam/pulse would be hard to visualize as it is not in visible light. The pulses are caused by two relatively narrow beams that rotate very rapidly at a small angle from the axis of rotation. The beam itself would be practically invisible unless and when one is directly in the path of the beam, even if one were observing in the correct spectrum. At intra-system distances, crossing the path of the beam would likely be instantly catastrophic to any craft, instrument or occupant, considering the vast amount of very high energy radiation/particles emitted. So any in-system observation of the beam would very possibly be a (very spectacular) one-time event. All that said: I'd be curious to see what an artistical mind can come up with to visualize this. I have my doubts about one posted on Wikipedia, but it gives an idea.
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To quote the wiki: So at least that changed since this thread was posted.
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Multi job title kerbals
swjr-swis replied to Buzz light fear's topic in KSP1 Suggestions & Development Discussion
The answer to which is always the red shirt.. I mean, the tourist. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
swjr-swis replied to Snark's topic in KSP1 Mod Releases
Translate and rotation gizmos are our friends (not food!). Not very much of the module needs to be visible to be able to click on it, and being surface attachable, it doesn't need to be in the default orientation either. I often leave nothing but the top of the red filter thing showing. All helps to minimize line-spoiling. Speaking of which: would it be a scary amount of work to add an indicator light to this particular module, and extend the new code to make that blink the same ways as for the science instruments? Reason is, while on the surface, it too is biome specific when it can run a surface scan. As a side effect, it would then conveniently have gained a light to find it in the dark... Yeah that's a nuisance, I agree. Although, when one settles the sat/ship orbiting in science-gathering mode, with UI open to catch them all, does one really need to do fuel transfers all that often while still gathering, or is that something that one tends to do after...? I do usually as well. In this case though, I'll likely still have the surface scanner UI pinned open to see the actual biome name, which, unless the blinky light is going to learn morse code, it cannot tell me. Reason being, that the one edge case you excluded (near-but-not-quite-zero science to be had), I personally still want to fetch anyway - it irks me no end seeing close-but-not-quite-100% reports in the R&D science archives. All that may sound like I'm complaining, but I'm really not! The stupidly large amount of time spent on the blinky light is appreciated. -
Reducing CPU temperature in VAB [solved]
swjr-swis replied to Cairol's topic in KSP1 Technical Support (PC, modded installs)
Be sure to thank Claw for solving this for you before you even posted about it. -
@linuxgurugamer Another pesky request for EEX to revert to stock behaviour in a specific circumstance: can EEX please, please obey me when I tell it to switch symmetry modes, or get a setting to stop it from forcing symmetry modes the way it does? Alternatively, if that is not possible somehow, is it possible to get some kind of master on/off switch to completely disable EEX and revert to full stock behaviour just for those moments when I need to do something that the stock editor is perfectly ok with me doing? Context and some frustration venting:
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
swjr-swis replied to Snark's topic in KSP1 Mod Releases
Something you could've avoided by using the new stock option in 1.1.x to pin a rightclick menu. Pack a Surface Scanning Module, and in orbit, rightclick once on it, and pin that menu somewhere. Notice the 'Biome: <biome name>' in that menu, which updates live. Voilá, easy continuous indicator of the biome one is flying over at any given time, to give you the heads up of when to trigger your experiments (something I usually place under an action group to do all of them at once). That said, I love the indicator lights. -
If we're going for symbolism, how about a statue of a Kerbal hammering a pitchfork into a rocket...
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What are your standard custom action settings?
swjr-swis replied to Wcmille's topic in KSP1 Discussion
These I have pretty much standard on all my craft, others depend on the design: 4. 'activate' science instruments (open doors of Jr/Goo, enable readouts) 5. perform science experiments 6. reset science instruments 7. toggle antennae 8. toggle radiators 9. toggle solar panels/activate fuel cells -
I clip. A lot. I consider it the equivalent of engineering devices unavailable to me in the stock game: cutting, welding, molding, etc. I figure since I pay full price for the parts anyway, it's nobody's business if I cut some and only use a section here and there. I do it to get my craft looking the way I have in mind, and to solve engineering issues. I gizmo. A lot. I've become very adept at creative part placement by crafty sequences of rotate, offset and rotate again, so I can place them just where I want/need them to be. Oftentimes, there's several parts in a 'row' that have to undergo a specific gizmo sequence to get the assembly exactly right, which makes me have to build 'backwards' and re-root a lot. It's worth it - aside from some specific cases where explosions ensue, it often helps the structural stability of craft. I just need to remember not to feed the gizmo after midnight. I design for stock physics. I have no illusions of KSP physics being bound to any other laws than the Kerbal universe itself provides, and so I design, build and fly/use accordingly. Any resemblance to 'real' physics I consider pure coincidence. No conservation laws were harmed in the making of any of my craft. Since 1.0.5 hit, a surprising number of my designs never went to space, nor were they ever even remotely intended to. I have perfectly good fun sometimes purposely NOT sending things to space, and I don't feel the slightest bit bad about it. There, I said it. Oh, and I'm absolutely horrible at naming my craft. 'TinyPlane17c' is perfectly adequate for me.
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Quantity doesn't mean much. Ask him how many games get played by NASA and other aerospace engineers/scientists...
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A stab at an MM config to add reaction wheel capability to the QBE: // Adds a weak reaction wheel to the stock QBE @PART[probeCoreCube]:FINAL { MODULE { name = ModuleReactionWheel PitchTorque = 0.15 YawTorque = 0.15 RollTorque = 0.15 RESOURCE { name = ElectricCharge rate = 0.03 } } } Paste into a .cfg file and place anywhere in GameData. It will need Module Manager, obviously. The strength (or weakness) of it will highly depend on what you add to this, as the mass of the QBE itself is likely to be just a tiny fraction. Edit the torque numbers to adapt to your intended use cases.
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Nighttime // Planes thread
swjr-swis replied to Choice // SLOTH Airlines's topic in KSP1 The Spacecraft Exchange
Your design, Rune? It prompted me to try make something similar in 1.1.2. Obligatory nighttime pics for this thread: Craft file included. -
Curiosamente, para un OVNI que estaba diseñando, al final he tenido que usar trenes de aterrizaje talla 2, porque a pesar que según la configuración las patas deberían ser muchísimo más fuertes, explotaban al tocar el suelo, hasta las más grandes. Haciendo de tripas corazón, como se dice, al final el diseño con tren de avión me permite despegar y atterizar tanto vertical como horizontalmente. Y por ahora aguantan la mayoría de los brincos.
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Kerbol/Kerbin/Mun alignments and eclipses are reasonably common events within Kerbin SoI, but they do sometimes make an event worth watching. Perhaps worthy of mention in this context.
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We launched a FunSat (Funeral Satellite) in honour of Lizzy Kerman, lost recently in Munar orbit during a mysterious accident while attempting rendevouz. As the FunSat was getting the first of a series of gravity assists towards her final resting place in the outer system, Kerbol, Kerbin and Mun cooperated in paying last respects with a fitting orbital dance.
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Over time, I've read a number of threads in this forum commemorating our fallen/lost Kerbals. More recently, while considering the purpose for the multitude of satellites we're contracted to launch into space, I started musing about potential companies and services that I have no yet seen mentioned. Moments later (and completely unrelated to my musings; I was paying attention, I tell you!), one of my Kerbals met her demise through a Rapid Unplanned Disassembly event during rendevouz around the Mun, leaving me with nothing but a piece of debris in orbit, without Kerbal or probe core but with undamaged solar panel, battery, gravioly detector and antenna. As such things tend to happen, the idea of a Funeral Satellite service came to mind. Subsequently, while playing around with the 'FunSat' design and launching a few iterations, I considered how one would present such a service. For your consideration, a possible future advertising campaign from a hypothetical Kerbal commercial venture:
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Enhorabuena con el primer vuelo de AEHK. Cuando editas un post, en una línea nueva, haz click en el botón 'Imgur Album' (extrema derecha, la 'i' blanca en cuadro negro). En el diálogo para detallar el álbum a usar, solo entra la última parte del URL (en este caso, solo '7td43'). Con eso, el foro añadirá el album a tu mensaje. Noto que pides sugerencias en cuanto al video. Creo que con las imágenes y el texto del blog se documentan bien las misiones. Lo que podría añadir un video es si quieres clarificar el proceso de diseño, o los problemas a superar para llegar al éxito de la misión. Depende de cómo quieras presentar el asunto, me imagino.
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Random (but surprisingly typical) Kerbal thought: Gilly's gravitationally challenged condition might actually make an ore tank cannon/slingshot a viable way of putting excess ore into orbit. Not entirely sure of the practical use of that, but then most of my actually built craft fall into that category as well.
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As an after-thought: just to clarify, I 'liked' you working on a solution. The like is not about the time frame, which I'm happy to wait on for you to find the time/energy/refinement as needed. You are doing a lot of work on a lot of mods I like, it is very much appreciated. Which reminds me: I've seen you have a Patreon account, but Patreon and me are not on the best of terms. I still would like to send a token of appreciation to your mod beverage account. Do you happen to have a PayPal I could ping with some jingles?