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KSP2 Release Notes
Everything posted by ARS
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What version of KSP that you have? Current version of KSP specifically programmed that the science from each instruments can only be collected once. Earlier version of KSP makes that the same science from a single device can be collected more than once, with reduced value for subsequent science activity
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Over heating/ crashing
ARS replied to Jorda2468's topic in KSP1 Technical Support (PC, unmodded installs)
My usual KSP playing setup to prevent overheat: On Laptop: put the laptop on top of the books on it's 4 sides to get clear air circulation. Grab a bedroom fan and point it on the gap beneath the laptop before turn it on at highest speed On Desktop: open the CPU casing and point the bedroom fan towards the motherboard before turn it on at highest speed Yeah I know it looks ridiculous, but I had to make do with what I got (all for playing KSP) -
The Best Mods To Make The Game Beautiful
ARS replied to KidFudyGX Labs's topic in KSP1 Mods Discussions
Ven's stock revamp Scatterer... Well, I had to take time to consider using it. It does makes the game more beautiful, and my computer can run KSP with it, but since I'm a type of player who's interested in more part mods, using it with part packs makes the game performance plunmets. I use it when playing stock. EVE, SVE, and others is a no go since my computer cannot handle anything more than scatterer -
Deepest Depth in Kerbin Oceans?
ARS replied to Kerbalwerks's topic in KSP1 Gameplay Questions and Tutorials
Would be interesting if the part pressure limit feature in difficulty option also affect the crushing depth beneath KSP oceans so it makes a more exciting submarine design -
Wait what!? They have a plan to turn the N1 into nuclear missile!?
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N1 rocket, or if you include weapon variety, then the V2
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Purposely trying to contain and control a series of reaction that burns violently using chemical mixture inside a tube of steel and metal casing while trying to keep the resultant product pointed at the ground using a series of expensive equipment, needlessly complicated precautions and other shenanigans to prevent it goes kaboom
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Doing tourist contract using SSTO with Jeb going EVA on orbit
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My wallpaper is the characters on my KSP forum avatar: Arusu Maria (White) and Arusu Marina (Black) Desktop wallpaper: Welcome screen wallpaper: It's like they smile at me like an AI everytime I turn on/ working with my computer (Well, they are indeed AIs in their story)
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I'm cutting an F4 paper into A4 to resize it, and I realized it feels such a waste to throw away the residual paper, so I draw on it instead:
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Is there a mod that can turn electricity into liquid fuel?
ARS replied to Flexico's topic in KSP1 Mods Discussions
There's one: Solaris Hypernautics. It's simple to use, since the resource flow is like this: Electric charge > magnetic charge > dust > ore > fuels Basically, you use electric charge to create magnetic charge to power dust accumulator, which gathers cosmic dust (it's slow, but passively gathers dust once activated, so you can leave it alone). Then a dust compressor compressed it into ore, which can be refined in ISRU into fuel. Just launch your orbital fuel station, activate everything and leave it alone. Every few weeks or months it'll periodically fueled up (depend on how efficient you configure the converters) not too cheaty if I have to say, since it's essentially (passive) orbital mining -
Black hole does glow when they are absorbing matter from poor stars that got on their way. Also, we can see stuff because light is reflected from them into our eyes. Black hole does not reflect light since black hole prevents light from escaping, thereby, no light being reflected back. Mind you, black hole gravitational force is so powerful it can bend light and create gravitational lensing. See this: https://upload.wikimedia.org/wikipedia/commons/thumb/0/03/Black_hole_lensing_web.gif/220px-Black_hole_lensing_web.gif
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Reentry means slowing down your craft, we're talking about a slowdown from 2000m/s speed into around 500m/s speed. Without engines to provide a means of propulsion to regain speed, are you really sure we can get as close to the ground as possible and climb straight back to the space 50-70km above, unpowered? If this is possible, then we already did this a loooong time ago because why bother building complex spaceplanes? When unpowered gliding can take you to space alone? Mind you, at around 50km above, atmosphere is so thin that it barely provides any lift whatsoever. Yes, at lower atmosphere you can gain altitude by gliding, but at higher atmosphere, you cannot do that since no air to provide lift. What you are talking in example is basically aerobraking, and we already did that on regular basis in interplanetary travel
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The Elkano challenge (all versions accepted!)
ARS replied to rkarmark's topic in KSP1 Challenges & Mission ideas
Making a rover heavier slows it's speed since the stock wheel have a limit of how heavy a rover could be before it can only drive slowly. My heavy rover weighs 15 tons and it's powered by 8 rover wheels. It's top speed is around 15 m/s (yes it's very slow), but it also makes it less likely to do any jump when it crawls along the hills -
Most graphic mods usually the most resource-intensive ones, being the first contender of CPU heavy mod. It's also the reason why KSP graphic is fairly simple, to make room for complex calculations while still keeping enough resource for making the game playable without overtaxing the graphic engine. The second contender is parts pack which contains a lot of parts since the game needs to load each one of them, so the larger the number of parts available, the longer it took to load. But even without mods, if your ship is complex enough, it's still able to cause your performance plummet
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Most of the triple A games right now has a price around 60$. Usually they have a size of 20, 30 to 60 GB. But you see, games right now is little more than glorified art graphic with a little bit of programming. For example, take most FPSs today, strip all of it's graphic and it's still basically the same storytelling first person shooter/ arcade like counter-strike or half-life (which back then does not reach a price of 60$). What makes games expensive today is mostly because of graphics. Back then during the early years of gaming, people focused more in gameplay than graphic. Today, people seems only care about graphic first and gameplay second. This makes games being expensive since you basically buying a work of art (and even then, developer still aren't satisfied that you pay for their game, so they had to make DLCs and other shenanigans to make you pay more) Now, back to main topic, KSP is a rare game (in terms of today's gaming trends) where it focused in gameplay than graphic. You had to appreciate the effort put by squad in creating KSP to have such a high replay value. Most game today is storytelling type, with insane graphic. Once the story is done (rarely it lasts for days if you play straight from start to finish), you're done. In terms of programming, for example, FPS, it's still basically hitscan programming, used way back during half-life era. Now take a look at KSP, what it lacks in story is compensated by the freedom of creativity, you can even make your own story. The graphic might look outdated, but you also must understand that KSP codes is very resource-intensive since there are many parameters that must be calculated, far more than most typical triple A game codes, while still keeping the game playable. Increasing the graphic quality of KSP DOES makes it extremely beautiful, but also makes the hardware takes a huge hit in terms of performance (as already demonstrated by most KSP graphic enhancement mods). Squad is not a triple A studio, and creating amazing graphic in videogames is VERY expensive. If you are bored with what KSP has to offer, there's always mods and community Back then I started playing KSP 3 years ago after a steam sale that reduce it's price to around 15$. Considering it's still cheaper today than most triple A games (which I usually delete after done with the story) and have a huge replay value, I don't see anything wrong with the price
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[FORUM GAME] Rate the avatar of the person above you.
ARS replied to mincespy's topic in Forum Games!
8/10 Mesmerizing concentric circles -
It's probably just recently, I mean literally. Since for whatever reason, it's year 1, day 1, 00:00:00 whenever kerbin came to existence and it's in a middle of a day on KSC
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The Elkano challenge (all versions accepted!)
ARS replied to rkarmark's topic in KSP1 Challenges & Mission ideas
I think as long as you didn't propel your rover even further in midair, it's still called rovering. Other than that, make heavier rover for low gravity world, they are less likely "going suborbital" when making jumps -
Kyahooo...ARS sisters here @NSEP?
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Uuuh... Kinda hard to remember, but I can still recall my memory during that time. I was traveling around the city with my family to visit naval base and get an up-close experience of entering WW2 submarine that has been converted into museum ship in the city (man, I visit that site again nearly 20 yrs later)
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Why are later developed probe cores less useful?
ARS replied to Phelan's topic in KSP1 Suggestions & Development Discussion
The larger probe core is still useful for me though, mainly to reduce part count especially since my computer can't handle high part count craft. They also fit neatly into lab module and habitat module, allowing me to send several station parts at once and construct them easily in space, since bigger probe core has reaction wheel sufficient enough to do orbital maneuvering. Their long range antenna and relay capability proves handy when doing faraway mission beyond duna. As for MK2 probe core, it has a special reaction wheel, it's pitch torque is higher than yaw torque, so it can be used to assist a craft in taking off (and extending ladders!) Overall, what I did is, smaller non disc shaped probe core is usually used for cheap slap-together satellite, backup control or as.... Well, probe! HECS and OCTO core is good for symmetry placement of parts. While MK2 is strictly for planes and pancake shaped cores (last 2 cores) is for unmanned control unit that reduce part count and aesthetically pleasant appearance that fit neatly into larger parts -
Well, start to stop too reliant on gadgets. What I did: 1. Learn foreign language by printing interesting articles in foreign language before translating it. That way, I feel motivated to read and understand the content, not just doing exercise 2. Use bicycle if you can. I will use bicycle everywhere I go as long as it's still within city area. Use public transport whenever possible 3. Recycle scraps into handcrafted stuff. This can give you idea to think creatively 4. Do speedrun or high speed gaming to train your brain into quick thinking 5. Draw something. Do it with passion, and draw what you like. Practice makes perfect 6. Design something. Any designing software is fine, whether it's 2D or 3D. I usually use AutoCAD 7. Get enough sleep. Sleep deprivation can lead to deteriorating memory Well, that's what I did
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Regarding OP's question, there's some things that I'd like to point out: 1.There's no precise boundary of atmosphere. There's no thin upper one and thick lower one. The atmosphere extend upwards and blends with space medium, making the question of thick and thin layer kinda not making any sense 2.Reentry does not work that way. You are in highspeed free fall state while in orbit, so when you are entering atmosphere, you did it at speed so high that the air molecules in front of the capsule doesn't have enough time to displace and thus being compressed. This compression generates heat so high that the air turns into plasma, which is what becomes a hazard to your craft. Sticking something outside your capsule, even if you are in orbit and it touches the atmosphere, won't even make it on fire 3. You cannot hang something on space. The rope that being hanged outside won't stay straight downwards towards the planet. Remember, you are in orbit, you still have orbital velocity, that does not mean your craft stay static and any stuff you throw outside will drop straight downwards. The rope would be trailing behind your craft. And even if you attach makeshift "parachute", it won't work since you are in orbit, there are not enough gases to slow your craft I assume that OP thinks that atmosphere is like water where there's a clear boundary between water and air above, and thinks as if you are on a hovering vehicle that cannot stop, so you throw a makeshift parachute into water and let the water slow the craft, pulling the vehicle towards water surface where friction can slow it down to a dead stop. Unfortunately, real life atmosphere does not work that way
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I only update my KSP when there's major feature or overhaul (such as female kerbals in ver. 1.0 or commnet in 1.2), other than that, if the update seems minor or not adding much, I won't bother to update (mainly bug fix patches. hey, messing with bugs in this game has it's own excitement too). Currently I'm still using version 1.3 and have no plan on updating to 1.3.1. Especially when a minor update forced me to reinstall every mods since they broke on new version