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Lisias

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Everything posted by Lisias

  1. I respectfully but strongly disagree with your view. KSP modding is not a fractured mess. This is how we do things on real world - the alternative is confining yourself on a "Walled Garden". Walled Garden has some advantages, but it has also serious drawbacks, anyone with an MacOS on the last year can testify. The KSP launching cycle is messed - we know things break on every release, but everybody is acting as this never happens.
  2. WELL... I tried this again. I did a perfect takeoff from KSC, mimicking a airplane (just for the lulz!): Then I landed on Island, exchange passengers and did a beautiful take off: Everything has gone fine, I approached KSC using ILS, did all the circuit and then, on the final approach my son calls me with something important about his pre-register on college. Half to a minute later…. (open spoiler for animation): No one bought the farm today, so.. I guess this counts as a good landing. And…Yeah, I TRASHED MY RUNWAY AGAIN! Well.. Enough KSP for today. I'm going to bed.
  3. I managed to crash a blimp. Yes, you had read it right: I… CRASHED… A… BLIMP! On landing. On a freaking landing. At fabulous 2.5m/s descent in a perfect atitude. I misjudged the blimp's position (ILS? Who needs that bloody lines beeping on my cabin?), the front wheels touched the runway correctly, but the rear wheels where offset, and only half the starboard wheels took the whole weight, so they exploded - and then the gondola's back hit the hill's top, broke in half and the rest is history. The nose wheels survived, however.
  4. It's not a planet, so it's off-topic. But this thread made me remember an episode from The Twilight Zone, "The Star", where a Star that had gone supernova is being studied by scientist that discover a vault with the knowledge of a ancient civilization that could not prevent their doom, but could preserve what made them a civilization. The relation with an Earth event was a added tragic detail. Such a system would be wonderful for exploration and tech hunting - but, again, it's not exactly on-topic. But I'm happy by the remembrance - I loved Twilight Zone when kid (all of them, the old B&W and the then "modern" coloured new seasons), and this episode is probably the one that touched deeper in my heart .
  5. I took a Contract to rescue some climbers on a mountain. And made (another) blimp to do the job - why not? Perhaps we should do it on real life.
  6. There's something called "affinity". People do not cope with things they do not have affinity with. There're no guilty or innocent here, only people coping with his own interests. Of course, educated people have educated interests - the better the education, the best informed are the interest involved. Note that highly educated people can be evil, and terribly uneducated people can be good. Sometimes it's hard to tell good from evil. Don't be. You care, and it's hard to keep your calm when people gladly walks into a precipice. Just be cautious and do not care too much. They don't care at all. We "loose" you, we loose someone who cares. We "loose" them, there're hundreds to take the place.
  7. It worths to look on it - what I can't help, as I only use Steam to play KSP, Tomb Rider series, Elite and Rodina. Other than that, my gaming is on PSN. But I don't think this would help too much. The problem here is the KSP's "Bazar" development, while games in general go for the "Cathedral" model of development. KSP break thinks on every release, and there're almost a release every 6 to 10 weeks. It's just too risky (almost suicidal, IMHO) to allow mods being distributed on Steam and then, once a new release is made, facing the backslash of hundreds of save games corrupted because some mods got broken suddenly. Keep in mind that Steam can update your game silently - most gamers just realized there was an update when something break.
  8. Problem is…. Steam just doesn't allow you to block updates anymore. You just can't do it without some kludges that, frankly, makes the idea of maintaining manually a separated modded installment a walk in the park. Until further measures can be taken to prevent an automatic update to play havoc on the user's game, mods simply should not be allowed on Workshop. It's a receipt for disaster. You are right. It's not up to the mod developer to publish (and answer for) on WorkShop. Steam Workshop is Squad's "sacred land", it's up to them to guarantee everything works there. It's their name in the game. The only model I can think that can work is something like Debian do: there're the software developers, and they develop the programs without caring about distribution. And there're packagers, and these guys are the ones responsible for making things work fine once one "apt-get install" something. I don't see any other model working here.
  9. Dude, you saved my day. I don't feel alone anymore.
  10. A local Philosopher here use to say "Life is a scandal and a humiliation". Opposing them is futile. You can't reason with a door, why should work with them? Just keep a hygienic distance while trying to dodge the destruction they are bringing to our civilization. Sooner or later, Reality prevails - Natural Selection always find its way. Our job is to try to save some knowledge so the Next Civilization don't have to start from scratch all over again.
  11. Oh. I think it's time for a nice cup of coffee.
  12. Well, I'm impressed. You did a hell of a job. There're some very good mods depending on yours. Congrats. I'm fixing/deleting some very stupid mistakes on my fork so we can resync later, but you can give a peek on what I did/doing on the link above. Essentially, "back side" improvements to make development easier. One thing that can help is recompiling against the 1.4 DLLs - this solved some problems for me in other mods, and it's the reason I did it on this. I'm using 1.4.1 DLLs just to avoid unnecessary incompatibilities with guys that are stuck on 1.4.1 due 1.4.2 and 1.4.3 bugs. (hint 1.4.4 is better, but it's not there yet). edit: That DLL stunt should not be really needed, but since I was already bitten once, I'm playing safe to avoid being bitten again.
  13. We had better education at that time, that's all. We have an absolutely unprecedented access to better information nowadays. But our current education (i.e., the ability to use such good information) is a plain disaster. — edit -- I want to add to your list this little game
  14. My repo is your repo. :-) Let me know if I can help you somehow.
  15. You need this: However, too much memory can be a curse. Sooner or later, the GC WILL KICK IN and the more the memory you have, more garbage to be collected. Since KSP needs to run the physics engine each 20ms (IIRC), if by some reason the GC locks for too much time, the game crashes the same way. That's interesting. It's a long shot, but… Take the 5.6.2.1 binary from this place and give it a try: https://github.com/net-lisias-kspu/HLAirships/releases/tag/RELEASE%2F5.6.1.2 It if works, let me know. I`M NOT THE MAINTAINER, I did this for my own use. But perhaps it can help you.
  16. Yeah. Still have my copy. Nice simulator - but the U.I. was poor - need to buy a Book about the program in order to learn how to extract the information I need. I used to play this with a Graphical Programmable Scientific Calculator on my lap.
  17. It's not impossible, but on MacOS this is usually due some bug on Unity - what makes sense, as Unity is essentially a set of native libraries wrapped for Mono. Until the moment, all my issues are related to memory being exhausted somehow. Sometimes VRAM, sometimes HEAP. Note that memory don't need to be exhausted de facto, this can be a bug on the Unity's memory management. Give this a peek, perhaps it can be of use:
  18. Delete the following files and try again (this usually works for me under MacOS): PartsDatabase.cfg Gamedata/ModuleManager.ConfigCache Gamedata/ModuleManager.ConfigSHA Gamedata/ModuleManager.TechTree Gamedata/ModuleManager.Physics
  19. I "hate" this guy. Since I heard this music, it never leaved my head. And I don't even like piano that much, I prefer strings and metals. However… This music never leaves my head.
  20. Failed to break a personal record on speed, but managed to break my own record as lowest stable (and survivable) altitude flight. And managed to get some nice pictures too! (Valentina Kerman - I love this gal). AND YES, that brown circle is a bug. This should happen only on dirty ground. =P
  21. Yep. You was right. This airframe has still some juice to give. 797.17 m/s. Apparently, I managed to build an airframe that follows religiously the Sacred Way of Kerbol: MOAR THRUSTERS. The hard part is taking off… Geez... —— EDIT — — (revised) I made a little study about the elevons as lift surfaces. My conclusion is that they are not necessarily a better option. They provide less drag, but algo provide less lift. So just take the part that provide the lift you need (and not more), and you are ok. Since I'm going to heavier designs, I need more lift. And since with more lift, you got more drag, forget about drag on lifting/control surfaces: use parts that provide the lift you need (and no more). A better approach is to choose the lighter lift/control surfaces that provides the lift you need. Originally, I was trying to use the Delta Deluxe Winglet. It provides even more lift than the AV-R8 I'm using now, but its control authority is weaker and my craft became uncontrollable on high speeds. The AV-R8, besides giving me a bit less lift and being a bit more heavy, has huge control authority so it is the best option for my current design (I'm not claiming my design is the best). But the four AV-R8, by themselves, didn't made my craft to fly - I think that KSP's flight modeling (or perhaps SAS and auto-pilots) need a fixed lifting part somewhere to act as pivots. I choose the Basic Fin because it's the lightest lifting part providing the least lifting (even less than elevons), and so, with the less drag. I already had all (and probably more) the lifting on the 4 AVR08 I need - all I need is something to make the craft fly with her nose pointing to the skies, not the ground.
  22. Exactly. But Junos also loose thrust with speed - the fast you go, less thrust they give you. KER is absolutely a must have on this.
  23. Well, I'm low on money but managed to build a very nice rig: Dual Quad Core Xeon @ 3.13GHz, 48 GB RAM, a bunch of HDs on RAID0 and RAID5 (with data being allocated accordingly) and a nice RX460 with 4GVRAM. Everything was working fine, I was very satisfied with the thing - but then the GPU cooler failed. ON…SATURDAY… NIGHT. So I'm playing again on that expensive potato called MacMini, with that beautiful Workstation turned off below my desk. On a extended weekend, and Monday is holiday here. Yeah, spare parts only on Tuesday. Think on a very happy guy. This dude is not me.
  24. Here comes my Mark 3 entry. 785.83 m/s . Curiously, the max speed is always reached at 10 m altitude. Even on a step descent, I never reach the speed I get on level flight at 10 m/s. I imagine that I cold get some cm/s more by flying at 5 m, but that would be suicidal. Now and then the craft drops some meters and then climb it again, and 10 m is the altitude in which I didn't crashed. Yet. :-) This baby flies nice at 16.600 meters. I can reach 17.500 or a bit less without flame-out, but curiously I can't maintain the altitude. She is stable in the 16.600 meters (bit more, bit less). I think I'm reaching the limits of this airframe. It is too light, the Terminal Velocity is too low and so Gravity doesn't helps me on descents. I'm also unsure about the ideal number of Junos. On my previous designs, there was a point where increasing Junos decreased the max-speed - the extra kick didn't was enough to compensate the weigh and drag added. The number of engines for this entry could be probably optimized, but my time window for this entry just closed, so I'm publishing what I got. Craft on Kerbal-X.
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