-
Posts
5,063 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RealKerbal3x
-
Probe engine not working
RealKerbal3x replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
That's not timewarp, the timer being yellow just indicates that ingame time is running slower than real time. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
SN5/6 flew to around 150m, same as Starhopper. But yeah, a low altitude hover and translation over to the landing pad seems most likely. -
Okay, just wanted to confirm. Are you trying to use Stock Waterfall Effects with Restock? If so, that won't work and you need WaterfallRestock instead. It's also possible that you're simply not using an engine that has been configured for Waterfall, as Stock Waterfall Effects is a WIP and not all of the engines have had their plumes done. There should be a list of engines that have been configured in the Stock Waterfall Effects thread. Other than that, I'm out of ideas.
-
It's a GPU limitation, the Minecraft developers have upgraded their rendering system beyond what my integrated graphics support. I might be able to replace the CPU and solve the problem, since the CPU is handling all of the graphics. But considering that it's only one game that doesn't work anymore, and that I'm planning to get a more modern machine soon, I don't think it's worth it.
-
Being a big Minecraft fan (It's my second favourite game, guess what my favourite is), I was excited for the upcoming 1.17 cave update. And then today they released a new snapshot (or pre-release) that added a bunch of cool stuff, as well as upgrading the rendering pipeline to OpenGL 3.2 to support all of it. My trusty Lenovo Thinkpad laptop, which has served me well for many years and turns 10 this year (that's elderly for a computer), runs OpenGL 3.1. So this snapshot, every snapshot that will come after it, and the eventual full release of the update won't work on my computer I guess I should have seen this coming, and it serves me right for sticking with ancient hardware. I've already been looking into getting a modern desktop to play games without the graphics at minimum, but this pretty much makes it a requirement if I want to keep playing the newest versions of Minecraft. I guess I'll stick to version 1.16.5 for now - at least I can still play the newest version of KSP. P.S - I must say well done to Lenovo for building a computer that is still functioning after nearly 10 years. I doubt many laptops made today have what it takes to last that long. This thing is a trooper.
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
SN15 isn't getting a full heatshield. I'm thinking full heatshield and orbit around SN18-19. -
@Anonymous49 Exactly that. You've got way too much drag in the back. I don't think you need that many intakes, while I don't recognise the circular intakes you're using they'll probably be enough on their own and you should be able to get rid of the radial intakes and reduce your drag. You could probably also put those RCS tanks and batteries into a cargo bay to further reduce your drag.
-
Looks like 4 engines to me.
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
SN11 is on the move. -
Oh hey, I'm back in this krakenforsaken subforum again. @Fraston
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
It's bigger. They seem the same to me. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Next! -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
-
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Looks like SN16's leg skirt is being scrapped. Maybe this is for new legs. Edit: SN16's leg skirt is already attached to its aft dome. Maybe this was SN17's or something. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Yeah, sounds reasonable. If we take 40% as Raptor's minimum thrust (and that's a figure from months ago, undoubtedly they've reduced that since then) then two engines on minimum throttle produce the same thrust as a single engine on 80% thrust. And throttling up an engine is a lot simpler than starting a different one, so this should provide engine redundancy throughout the entire flip and landing burn sequence. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
-
I was just thinking of something like 'if x, then pitch up for y seconds' or similar.
-
What is the best mod you don't use, and why?
RealKerbal3x replied to Superfluous J's topic in KSP1 Discussion
I agree, the stock revamp process has been moving fairly slowly. But in terms of the actual art, I disagree with the way they proclaim that their work is obviously superior to whatever the developers can do. I think that should be left to the user's opinion. -
The Starship Landing challenge
RealKerbal3x replied to KingDominoIII's topic in KSP1 Challenges & Mission ideas
@KingDominoIII This is a craft I made a while back, so it might not *exactly* fit your criteria, but it does work! I wanted to make a video but the free version of Bandicam has a 10-minute max recording time and I usually spend longer than that crashing into the ground repeatedly. Liftoff on 3 engines. Engine shutdowns on ascent (yes, I did shut them down in the wrong order, it's fine) Transition into the bellyflop maneuver. The flaps can actuate to control pitch. Descending through 2km. Time for the flip maneuver! The two other engines have shut down, now making the landing burn on one engine (The gimbal on that single off-centre Vector has to work hard to keep the vehicle upright). Touchdown! I had plenty of explosions, but got no screenshots of them. -
@linuxgurugamer This is a really interesting idea. Do you think pitch/yaw/roll and RCS translation inputs would fit with this idea or would that be stepping into autopilot territory? Also, if you're taking suggestions for UI then I think some kind of flowchart-esque editor would be cool. I could see myself having fun with a mod like this