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  1. A huge number of mods might cause problems with cross mod interferences and it might also refrain people from getting "just another install" to do this or that. On the other hand, some nice aircraft parts might be nice as well...
  2. Your telephone lines are not hidden in the ground? I knew about electricity being distributed by overland lines but telephone is new to me....
  3. As far as I get it FSE doesn't show the flights in operation, just the effects i.e. a plane appearing at a different airport? From what I understood of DMP you have that feature as you do not need to reset your server. So, an aircraft flown to airport B will still be at airport B once you come back (unless somebody took it away). Furthermore, DMP lets you experience other users operating their crafts. But I do agree, the FSE assignment system sounds interesting as it seems to make some sense from a logistical point of view. Much more sophisticated than just random "goto-commands" (Please correct me of I am wrong)
  4. Well, as a start Kerbinside may do to have some beta version running. If our goal is realism, though, we should get to gradually make things more realistic. Do you have KSP modding experience @MedwedianPresident? I guess that would help in redesigning the Kerbinside Airfields. That or adding new facilities. Anyways, the number of online users will be crucial as that figure will determine how far you can afford to spread the aircraft without things getting boring. I mean, if I never encounter other aircraft, why all this DMP thing? I can have that experience all alone. Rules? What kind of rules are you thinking off, @ZooNamedGames? Flight rules, game mechanics....?
  5. More than a week without updates? How am I supposed to survive that? Also what country lets its internet connections be killed by a storm? At least you don't have to pay your ISP during the downtime...
  6. Sounds interesting to me. Once enough users are using this server and the skies get crowded things get exciting... I am, however, not aware how the ATC part should be implemented. Voice chat is crucial and not a problem but the overview required for the ATC would probably require some form of extracting the vessel movement out of KSP/DMP and present them in some form of map overview. On a totally different note - what kind of runways/airports does Kerbinside actually provide? From what I saw in the screenshots on the mod forum topic it looks like some of those sites would need serious changes as some runways head directly into constructions (buildings, launch pads, scenery, etc) Also, I didn't see a single runway with proper designation not to speak of proper markings...
  7. Certainly. If you generate something with the aid of an algorithm you will be able to spot its mode of operation if your sample size is big enough. So asking for new planets should always go along with a great level design. There has been the idea of implementing this riddle into KSP which would have let you find the precursor civilisation's planet. We need something like that - probably in terms of a mod?
  8. No there's no flexing of the station upon loading - I have to say Squad improved that issue in the latest versions. Also activating SAS or MJ does stop the station from rotating, but doesn't really fix the decreasing orbital height. It could, however, be the bug that @Kerbal101 pointed out - gotta check that once I am back.
  9. Trim is off. I actually tried to compensate the rotation by adjusting trim but that does not work so I deactivated it again. Don't know how fast the station rotates as it is hard to count when two axes are actively rotated around. I would say at least 360deg within a minute. As I cannot access the savegame for the weekend I can't tell the orbital period but 20-22km Ap/Pe should give you an order if magnitude. Will try to move it to a higher orbit and then let's see..
  10. At least somebody who knows what a PAPI actually does :) Didn't want to mention that as there already was too much "not a simulator" talk. Also, I thought that having an ILS indicator somewhere might be nice as well. So far I am using the MJ runway marker to land but that one doesn't really give you a nice slope when flying manually. As for landing, I tend to use 27 when coming from orbit for efficiency reasons. When flying around the KSC I usually take the better option - i.e. I also land on 09. If testing goes wrong you can always use the extra long 27L/09R ;)
  11. Well in order to learn the basics such as "Landing on Mun/Minmus" I'd suggest to play in sandbox mode. Once you can repeat it regularly you can walk on to career if you do have problems with your funds. If you really want to know if you should buy the console version - I can't add anything the other dudes here didn't already mention: Try the PC version first. Things got significantly smoother in 1.1.X.
  12. A prison starts to make sense if you have a judical branch of your nation. A judical branch makes sense once you came up with some rules. For some rules you need a legislation which usually resides in a palace or a parliament. In absence of any legislation, law enforcement or even court yards, it is save to assume that Kerbin is governed by some sort of Anarchy. Well, or if you want to express it in a more positive way: That planet is governed by the laws of physics and you simply cannot violate those... Besides of that - why are you people coming up with things as prisons, torture and capital sentences..? It is a game about space exploration...duuudes...
  13. The inner two-stripe markers and the single one stripe marker are somehow close to the SPH taxi ways. Taxi ways are usually named something like "C","F2" or "AB" (pronounced Charlie, Foxtrotttwo or Alphabravo) and there are road signs at the intersections reading C, F2 or AB or whatever the taxi ways are called. Intersections themselves are marked by the yellow center lines (see here https://en.wikipedia.org/wiki/Taxiway ). So, no I can't imagine any way those landing zone markers should refer to the taxi ways. Also, there clearly are two-stripe markers referring to the landing zones, so re-using the symbol to refer to taxi ways would be a bit misleading. As if you drove with your car and didn't know whether the sign indicated a speed limit or the distance to the next city.... I assume, that most people, including the programmers/level designers at that time didn't even know what those markings were referring to and how they "had" to be painted on the runway... And concerning the runway damage caused by the landing gear - I heard of that, but haven't reproduced that behaviour. I normally "try" to land with vertical speeds below the destruction threshold of the wheels (below 11 m/s).
  14. And as you can see, the UK is not using the multiple stripe markers. Instead all the markers are replaced with one-stripe markers, except the aiming point which is still thicker than the other stripes. See also wikipedia https://en.wikipedia.org/wiki/Runway
  15. Why are they flying to Pol's Poles from orbit? Going there via a suborbital trajectory from the landing site might have saved quite some dV, since they need to cancel almost all orbital velocity to get to the Polish Poles erm Pollen Poles? Whatever, you know what I mean. As for Wonder Woman and Superman vs Batman: I always assumed, I was the only person to survive a screening of that film, @Torgo
  16. Got a station in Minmus orbit at an altitude between 20km/22km PE/AP. That station is experiencing some weird phantom forces and starts to rotate once you focus on it. Also its periapsis is oscillating, although decreasing in the long term. (trim is off) Heard that there is a threshold at which physics change from a reference frame which is centered on the celestial body (a co-moving rotating reference frame) to a reference frame which is not moving with the celestial body. At Kerbin that height is 100km which is why it is a bad idea to put a station at that altitude as it will experience such phantom forces. The station is at least rotating around two different axes at two different speeds. Now, I am interested in Minmus: At which altitude does the change of the reference frames occur there? Any chance it is 20-22 km? Well, or did anybody else solve this problem anyhow?
  17. I do assume the delayed publishing of KSP for PS in Europe is due to quality issues. Well or at least, a part of the problem. Point is Microsoft and Sony are kind of approving the software which makes its way to the console version. Now, if that piece of software is poorly written and doesn't work that's a problem - for Microsoft and Sony as they approved that software. If that happens too often, people will start thinking "Company XXX produces crappy consoles and the games published for their systems never work" and simply stay away from that console. So, in the end that would cut into the earnings of the console manufacturers. So, I assume Sony went to Squad and told them to fix the quality issues first. Probably Sony is now reviewing the fixes Squad provided (at least, that's how I would do) and deciding on whether that's enough or not. Companies are watching social media and are observing discussions on their products, especially once problems occur. These discussions are analyzed by marketing guys and they recommend to either publish additional information or not. If they aren't blamed for the errors they usually do not feel the need to act. If they are blamed they might publish some press release which gives new information to the discussion observed. Taking that into consideration, I think Sony is watching their fora and simply decided to put the release in the EU on hold. Consumer rights in Europe are better established than those in the US it seems. At least selling broken video games for consoles might lead to a huge PR problem which could cut future sales. So better not to try in the first place... On a totally different note: It is the holiday season in Europe, so the appropriate Sony guys might be on vacation and return in a few weeks. Once they read through their 538 emails in their inbox, they might actually have the time to take care of KSP...at least that's a potential possibility, isn't it?
  18. Certainly an interesting read. Always wondered how they came up with the new buildings,that do in fact look way better than the old constructions...
  19. Been playing combat sims since the mid 90s. Might give this a try once I succeed coming up with something that actually works... Oh, and linking the required mods might be an idea...
  20. Yeah it was the one of Danny2462. Gotta remember that name. ..
  21. Wasn't yhere a video from someone who 'stabbed' Jool with a few girder segments and somehow the vessel was moving at 8.5 c afterwards? Don't remember the name though. Maybe someone else does...
  22. Guess they are talking about the idea of recording the contents of a window? No idea whether that's a windows10 feature. Haven't bought any windows version since 2000/ME and I am doing quite fine. (Unfortunately I have to use something called Windows 7 at work which freaks me out)
  23. The numbers are the runway designation. They might be extended by a L, C or R (left, center, right) to uniquely identify two or more parallel runways. So 27L would be 09R if approached from the other end. No idea what happens if there are four parallel runways, though. All I know is that LAX gave them diffetent designations (6/24 and 7/25) although those runways look pretty parallel. Anyways, looking at the runway again, I realized the interrupted side markings close to the western designation. That interruption is the same as the ine used at the SPH. Right now I am wondering if there are/were plans to add a second runway, probably a 18/36 which would be great for launches into polar orbits.
  24. Yeah sure, but those pairs should be equidistant. I don't really care whether they are 500ft apart or not, but they should at least have the same distances. As it is now, the pairs of two stripes on the eastern "end" of the runway cover almost half the runway (17/42 center line stripes iirc) while the distance on the western end is just 7/42 markings.
  25. Yet that limits the maneuverability of the Kerbulans, while the Intreprid is not limited and can tranfser forth and back until it's over...
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