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Everything posted by sal_vager
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Well, maybe if you got a lock, the laser would be able to track it the same way a mouse laser tracks the surface you are using, it\'d see the surface move left and then tilt the laser left to follow it. Or a prettier way might be to scan left to right then up and down like the laser at the start of Aliens, that\'d get you your bearing and you\'d rescan if you lost contact. I\'m not sure really, how does a laser guided missile track it\'s target?
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A laser that returned the distance to the target would be useful, you could use it for orbital rendezvous when locked onto a ship or use it as an altimeter when pointed at the ground. If it were possible to keep other craft stationary and have the laser remain active on non piloted craft, this would make a very useful tool for lining up for docking.
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Trees and Mun rocks are off by default in 0.14.4, to enable them go to the Graphics tab in Settings and change the marked area as shown.
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Yes, I would like to book another flight.
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Mission control this is Radio Telescope Unit One, reporting successful landing at the secondary landing zone at sunrise, local time. Dish A and B are deployed and all systems are nominal, the crew is beginning observations and have delivered mealpak\'s to the crew of the zone marker vessel. A complete Imgur gallery of the flight can be found here: https://imgur.com/a/lHiSy#0 I had better mention, I have installed a replacement texture for the ASAS and I modified the bland gray fuel tank texture to make it lighter, I also changed the ugly green/blue murk on the sides to a much nicer coppery sheen, aside from this the parts are the actual stock parts, they just look nicer on my Pc Also, please re-add me to the bottom of the flight list.
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Okay I\'m commencing flight now..... LZ2 looks better suited to my craft.
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Okay I am happy with attempting a south pole landing, if in future the community base needs to be restarted again it will just be a fresh start for us.
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I\'m thinking the far south and far north of the Mun will be updated at some point, as currently there is a lot of (interesting) mesh and texture warping there. The valley LZ may be a safer option for the long term but the south pole is really cool and everyone should take a look at least once.
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This looks really good, I like that the beam can bounce off things, I was surprised by that I\'m looking forwards to seeing how this develops.
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
I\'ll have to try FlightGear again, it looks really good. Edit: Oh goody, PlayDeb doesn\'t seem to work and the version in the repo is 2.0 not 2.6, oh well -
rather than start telling you what you should be doing, I\'ll tell you about a flight I did yesterday... I was trying out the Failcan 3, a very wobbly rocket, and I hit the tower on launching, something exploded but I couldn\'t see what. I thought about aborting but the rocket was flying fine, and I looked through the sidebar but couldn\'t see what was missing, so I carried on. I reached orbit, jettisoned the launcher stage and boosted my Ap to 150km, as I was going to drop off the Durgun\'s service module as a kind of satellite, when my Pe was 20k I dropped the upper stage and tried to fire the Durgun\'s mini engines. Now I found out what blew up all the way back at the launchpad, I had 3 of 4 engines and it was impossible to maintain my heading with the off axis thrust, I was reduced to RCS only. I pressed on, Kerbin would have it\'s satellite, and limped slowly into a circular orbit, once there I unfolded the service modules solar panels, detached, and moved clear with gentle puffs of compressed air. Now to return in an unfamiliar craft with an unknown amount of RCS, I lowered my Pe to 35k and hoped for the best. Returning to Kerbin I passed over the ocean only to find myself with the possibility of a hard landing with no engine to cushion the blow, RCS was not strong enough to lift me so all I could do was watch and wait. Thankfully the hard unforgiving land turned into islets passing below, and I came down in a small bay, just tens of meters from a sandy beach, RCS on full just in case the chutes didn\'t slow me enough. Safely down, and with the sun just beginning to set, I ended the mission, it\'s always the most fun when things seem to go wrong but you still pull through
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If you find RCS isn\'t working for you, you can try my preferred method of using the main landing engine to control your lateral movement. After the deorbit burn, point straight up and engage ASAS (if you have it), use WASD to tilt very slightly in the direction of the green direction marker on the navball, you will reduce speed in that direction and the marker will move towards the center, indicating that you are descending directly downwards. If you fly without ASAS you will need to use capslock to engage fine control, and take a lot more care. I personally find RCS is not powerful enough, and I only use it for changing my angle in orbit and for orbital rendezvous.
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Behold : http://kerbalspaceprogram.com/forum/index.php?topic=10857.0 Just pop a few of these in the orbit of your choice then mine them for breathable air with this : http://kerbalspaceprogram.com/forum/index.php?topic=9763.0
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
So whats your current favorite planes to fly? In FS9 it was the Northrop N-9M and Spartan Executive while in FSX my fave plane was the Morane Saulnier 760 trainer jet. FU3 was a bit limited in what you could download, but there was nothing quite like the Stemme motor glider, it\'s a shame Flight Simulator didn\'t have a working total energy vario. -
How to see objects farther than 100km
sal_vager replied to douglasg14b's topic in KSP1 Gameplay Questions and Tutorials
Unfortunately you cannot see craft labels beyond 100km, and craft are not drawn at all until you are within 2km, this is part of the code and we cannot alter this from the options or the settings.cfg It used to be that all parts were rendered at any distance but this caused too much slowdown of the game, so now to see the distant craft we must use the map screen. -
Yeah keep them all in one file, the lag is only really bad when you get to 200m of the other craft and they come off rails. KSP deliberately doesn\'t load distant vessels so as to keep the game playable on slower computers.
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I don\'t mind what area is chosen, I\'m happy just to see the base develop But really, anywhere more than 200m away will avoid the major slowdown when ships come off rails, and it\'d be somewhat cool to be able to see the other base in the distance.
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
I can totally understand that, I had so many planes installed in FS9 I didn\'t know what to fly, most just never got used, so when I got FSX I tried to keep things simpler. I would only keep the best one or two planes of a given type, the highest quality low wing tail dragger for example, that way I could actually enjoy the game instead of getting bogged down with a dozen aircraft that were essentially the same. It\'s easy to download too many shiny new planes, but I was spending more time looking at them than I was actually flying. -
Here\'s how I do it. Going Up 0, Activate SAS and press M for map and raise the navball so you aren\'t fumbling for it later. 1, Launch at full throttle. 2, When you reach 12,000 meters, tilt right so the V indicator is on 90 degrees on the navball, halfway to the orange part of the navball. 3, When you reach 24,000 meters, tilt right again so the V is between the 90 and the line where the navball turns orange. 4, Go to the map screen and watch your Apoapsis marker, press X when it gets to 75,000 meters. 5, Coast until near to the Apoapsis marker, tilt to the blue/orange dividing line and fire your engines until the Apoapsis and Periapsis markers flip around, press X, you are now in a stable orbit. Coming Down When ready, point in the opposite way you are traveling ( the green marker with the X is pointing the way you came from ) and fire your engines until your Periapsis is below 35,000 meters.
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Is it possible to make a sprite in game just from the 3d data? I\'m thinking that rendering the mesh and texture to a backbuffer, then sticking that on a flat polygon facing the camera would not be much faster than mipmapping the texture and just rendering it as is.
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Does anyone know what\'s happening with the Mod base? I PM\'d trbinsc but no answer and no updates on his post either, maybe he\'s really busy but I hoped to have another go.
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Absolutely, I think C7 mentioned that KSP is limited by the 32bit architecture, having both a 32bit and a 64bit executable would be nice until 64bit was the norm, then 32bit could be dropped.
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You need an x64 processor, many computers still have regular x86 cpu\'s, it\'s a pain. I bet 64bit would be really useful but Unity3D is 32 bit, and even worse, PhysX isn\'t set up to handle multi threading, so all you guys with umpteen cores are really only using one when playing KSP. Some stuff gets offloaded to the other cores but the bulk of the work is stuck in one.