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specialopsdave

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Everything posted by specialopsdave

  1. I think a better approach would be this; when launching from the SPH, the player would be prompted if they wanted the supplemental takeoff ramp installed at the end of the runway. When disabled, a ramp model would be somewhere around the KSC, and the runway would be clear. Also, this would have to be a VERY late-game item.
  2. I have the same issue, and an almost identical error log. On line twelve, it says that it tried reading from 00000000. The crash happens for me when "Loading Part Upgrades", directly after Asset Bundle Definitions. My install only falls under the "modded" category because I have Kerbal Alarm Clock installed, and I can't imagine that adding more languages to the game would conflict with it.
  3. Option 2 would also be terrible on high-gravity planets, as some craft can take virtually no fall stress before Krakening
  4. Perhaps the timed experiments could be a difficulty setting (Moderate & Hard). I would like it a stock option.
  5. As explained in this video; KSP Experiment 12: Sequential Construction Drag modeling is based off of node positions. I propose that drag modeling be based off of the craft's colliders instead, resulting in more accuracy.
  6. If I overclock my GPU too much can the visual artifacting be considered fanart
  7. I use the Wheesley for mid-high altitude subsonic long range craft. Useful on craft with small wings, as I can land at a high speed and use the thrust reverser.
  8. I've never landed on Gilly. I've landed on TYLO, but not Gilly? Maybe that's just because I've only noticed one convenient Kerbin>Eve transfer window (but I've had two Kerbin>Jool), and I landed a probe on Eve, missing out on Gilly. I have a craft that can land on Minmus and the Mun in one launch, so how hard would Gilly be?
  9. Windows 64-bit, Steam I was going about my day, and I had just put a class C asteroid in LKO, and I launched up a mining ship. Capture was successful, but problems started when I started mining. My two Drill-O-Matic Jrs began to mine the asteroid at 100% load, and efficiency skyrocketed as they warmed up... But they didn't stop warming up until 780.4/500K, giving me 5% efficiency. I was confused, as it was being cooled by two large radiator panels AND two medium thermal control systems, but they didn't appear to be cooling anything, saying it was below 15% cooling. I tried troubleshooting and went into the Thermals section of the F12 menu and checked "Display Thermal Data in Action Menus", and I found something worrying. The panels didn't know there was anything to cool (I think)... I saw "AR:CoolingParts:0/0". Help? Also, an unrelated question, why is an asteroid's COM a cube? If you look inside of one... No screenshots at the moment. Related Quicksave & Craft Files System Specs: HP laptop with AMD A10-9600P APU @ 2.4-3.2GHz, AMD R5 Integrated Graphics, 1366x768 Display Resolution, 12GB of DDR4 1866MHz Dual-Channel Memory, Windows 10 x64 OS, Less than a month old. I took a fresh install on 1.2.2 and added saves from 1.0, but the problematic craft is completely new.
  10. I've just installed Steam on my new OS (Lubuntu [Lightweight Ubuntu] [Linux Based] from Windows 10), and started playing, when I decided to perform an experiment on ablation, and ran out of fuel during my maneuver. No problem, I'll just cheat; but I can't. It just toggles the aerodynamic overlay. Apparently, Linux thinks it's funny to just not let my alt key work in Steam games. Anyone know how to fix this? Specs: HP Laptop CPU/GPU: AMD E1-2100 1.0GHz Dual-Core APU w/ Radeon HD 8510 Graphics RAM: 4GB (3.45GB usable) DDR3 OS: Fresh install of Lubuntu 16.10 64-bit (came with Windows 8.1)(Also has Windows 10)
  11. Heading to Eve to plant a lander on it's surface. After one hour of work, I realized that I had failed to remember parachutes. Or landing legs.
  12. The space race would be so much quicker to end. They just have to find a guy who remembers the Saturn V blueprints, a little bit of testing, then BOOM; Soviets are destroyed (in a competition-based way, not literally).
  13. I play the B flat Trumpet (and a tiny bit of electric keyboard), but no proof.
  14. 7/10 Beautiful, well designed drawing, but sort of cliché.
  15. *Hopeful Voice* In the debug screen... Is that "Set Orbit" tab pretty much hyperedit? If so, you're pretty much installing HyperEdit and RemoteTech in one fell swoop. (Don't get me wrong: I do like it.)
  16. I hope that the Telemetry system will be a difficulty option.
  17. I know how to USE the Oberth effect, just not the exact numbers for each SOI. I just eyeball it, and it seems to work. In other words, I know that: Speed up at low point means higher high point, vice versa. (Yes, I know I'm over simplifying it.)
  18. Sin 1: I have never built a craft that can perform a good gravity turn without self-destruction upon booster separation. Sin 2: When I want more deltaV, I just put my heavy lifter on top of an even heavier lifter, and skip thinking about this so-called "gravity assist" idea. Sin 3: I often have payloads to Minmus that are SO heavy, I have to use an LV-N, which brings up it's own problems.
  19. Ah, I see! It was just a misconception on my part. I'm a chemist, not a physicist, what did you expect? As for the Moon coloration, I didn't understand what you were trying to communicate earlier. Sorry!
  20. Both types of tasks would require going on EVA, a problem I just mentioned.
  21. Read the rest of the post. The Pilot could be in control NORMALLY, like in the stock game, unless he chooses to share the responsibilities with others, such as the ones mentioned in my previous post. And what would you do as a non-pilot Kerbal? EVA? That would bring on the difficulties found in trying to make full-on multiplayer.
  22. Nice idea! Maybe, it could support microphone chat too..? Suggestions? : Pilot controls everything, and can choose to share responsibility of right-click menus (In-Flight), maneuver nodes (In-Flight), targeting (In-Flight), tracking station controls, maybe creating a craft for the pilot for when he returns (Kinda like instant craft file sharing)?
  23. Well... You would have to have Scott Manley-like skills to do such a thing SO perfectly.
  24. For the five-part-count limitation, are you willing to give some slack, so I can add six parts? Because I'm planning on adding an escape pod, and with five, I can only have one RCS thruster (Used to deorbit)
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