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Everything posted by fulgur
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- the number war
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The Truth Can Now Be Told - Mysterious Machines
fulgur replied to purpleivan's topic in KSP Fan Works
And the joke is in you? in + accusative = into in + dative = in dative (vobis) = to / for ablative (also vobis for that word) = by, with etc.- 193 replies
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- apollo
- totm november 2019
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Last question I promise (that's probably a dead-in-a-ditch promise but nvm): What will the bases be like? Actual bases with ISRU and habitats covered by massive plating? Just x-marks-the-spot [ALT]+[H] launching points? Kerbal Konstructs launchpads? And can we pretend to camouflage these bases? [Reaches for d20, performs Perception check...]
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OK! This is the official post containing Ussari (or S.P.U.M. or K.S.R.) craft by me! Find them here. This post contains two craft so far. I will add a couple of ground craft for my attacks on Minmus- and Mun- bases, as soon as I stop the stupid robotic missile launcher from exploding. Plus the other medium craft which I will make a picture for tomorrow.
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I have some questions! 1. Will ground bases be (a) allowed and (b) important? Is fuel particularly expensive? Would it be cheaper to mine it on Minmus? Will we be able to build ships on ground bases (either EL or [ALT]+[H])? 2. Do factions have assets (stations, bases, major ships) at the start of the war? Are these protected? Are there 'neutral' stations protected by treaty? Are these (& bases) protected at the start of the war? 3. Can we do Kerbin-based attacks to destroy the KSC? Please? EDIT: Yes we can! If so, can we pretend to destroy Woomerang, Baikerbanur etc? They are impossible to destroy. What about Heisenberg Airships by Angelo125? 4. Which mods are allowed? 5. Can we have secret plans? And action plans? I.E.: When war is declared, send space-fighters in stacks of 3 to all orbital assets. 6. There appears to be a gap in your line-up of spaceship names. You have fighters at less than 100 parts (but my fighters are twice that with their 16 5-part unguided missiles and 2x guided missiles) and then cruisers at more than 100 parts. What about my ships like the Stiletto or the upcoming Gladius? They're less expendable but I wouldn't call them a cruiser. A gunboat perhaps? 7. None of my ships have BDA (neither do panzer1b's), I can't handle it with my other mods. Can you make it a fair fight by adding lasers, guns etc, especially to tanks?
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The forum doesn't do image hosting, so it has to be uploaded somewhere on the internet, e.g. Google Docs or the traditional Imgur. You can do videos easily as YouTube does the hosting for that. Also, will there be any rules about ground-based warfare? What about using Extraplanetary Launchpads to set up munar missile silos?
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When We Left kerbin - Chapter Twenty: Epilogue
fulgur replied to Angelo Kerman's topic in KSP1 Mission Reports
Hooray new chapter! Oh no! Last chapter! Seriously, even though I don't get the plot 100% (what was the fate of the Norse-American aliens? And who was lost at Stargate Base?) it's been great. -
You just need to make it even sillier, to register as a joke.
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KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
So how do you work out the error? Am I doing it wrong? Because an error of 200m every 25000m is an error of 0.008, which is more than 0.00000001 or whatever your figure was. -
Voyage - The Final Warning (Chapters 34-36 And Epilogues)
fulgur replied to Ultimate Steve's topic in KSP1 Mission Reports
I'd like to help but, unless you want someone to design weird SSTOs, I'm not sure what I could do. I'm usually available though. -
Do you mean lifeboat? A lifeguard is the person at a swimming pool who stops people from drowning.
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KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
When did you say that? Also the error from your own example was 0.008! (0.2km divided by 25km). As well as this there is a difference in lat/long depending on altitude, because lat/long are based on degrees and that changes depending on altitude: Here you can see the extra distance. -
KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
Come up with a couple of ways of proving this: 1) If you change all values to floats, does the difference disappear? 2) If there is a difference which goes up with the distance, couldn't you test whether it has an impact on the game by asking the game for a projected Eeloo periapsis for example, and comparing it with the real value (what it says at periapsis)? Unless that's not the error. -
KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
Ah. So if that is happening, how can it be fixed? KSP runs on Unity. -
KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
Could you possibly tell me why my maths is wrong? I'm assuming it is but as I don't know why, perhaps you could enlighten me? Not being sarcastic. -
KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
It is quite a major difference if it does happen, because when doing interplanetary transfers, it could cause you to completely lose the intercept. Which would actually be a good way of proving this: set up an interplanetary transfer and work out the difference in periapsis altitude this would predict, and see if that does happen. Also Rule 2.2D (EDIT: as invoked by Gargamel below). -
KSP Math for distance is off?
fulgur replied to DoctorDavinci's topic in KSP1 C# Plugin Development Help and Support
If altDiffDeg is in degrees, and you have the distance in latitude/longitude (which is a flat plane I think?) why don't you use trig to work out the hypotenuse of the triangle? Sorry for the font, it was what I had on my computer. And sorry for the way that it smooths my lines. Also I'm not sure why o = θ^2 + a? Surely it should be Unless of course I've got the meaning of those values completely wrong. -
When We Left kerbin - Chapter Twenty: Epilogue
fulgur replied to Angelo Kerman's topic in KSP1 Mission Reports
So these are Norse American aliens? Love the flying saucer. But they are all going to die of some idiot sparking a war between the two nations. (Are they like WWII or like the Cold War? I'm still not quite sure). -
-99 - I'm slightly bored of this but I would be happy to help you design a SSTO or something similar. Also at 100 @ Aperture Science to get it added to the board.
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-97 - "It didn't happen though!" they say as someone ninja's them.
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-95 - "True but they won't be online" they say moments before someone jumps in.
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-93 - Of course if somebody does jump in that would be very annoying.
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-91 - Take it to -99 and give it 5 minutes.
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-89 - I do get up at around 6 usually so I have an hour of doing nothing at all before I have to do anything.
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-87 - I get up at about 7am no matter what, which was very annoying when I stay up late.
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