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Everything posted by prestja

  1. Correct me if I'm wrong here, but I believe when it comes to maneuvers, "impulsive" means that over a long period of time, the maneuver can be considered an "impulse" because it takes a short amount of time to impart velocity on the vehicle. A non-impulsive burn would be a Brachistochrone trajectory, because it's not a short blip of impulse but potentially a years-long burn.
  2. I'm sure all of us would understand if you left the vacuum barometer text as-is, no pressure!
  3. Those procedural radiators are looking (puts on glasses) pretty cool
  4. In what ways will these improvements be applied? Will colonies have full background simulation even when out of focus?
  5. Either's fine by me, but good to see you on the forums again! FYI there are two withstanding issues: debug mode was disabled in my last re-compile, and Kerbals in EVA mode do not receive planetshine. I'd fix both, but I've been unable to compile DLLs with Visual Studio on my new machine for some time.
  6. Help a layman astronomer out here - what type of star did we see in the last video?
  7. Looking at the GameObject hierarchy, we can confirm KSC-2 and Island Airfield launchsites, as well as several easter eggs.
  8. Thank you. Will be updating that this weekend, hopefully. Thanks for the report, I haven't even attempted to spin up PlanetShine in 1.12. Will take a look soon.
  9. That's the default, I believe the nozzle extension is for vacuum operation.
  10. @KSPStarcould we get some more specifics? That is to say, specific impulses for atmospheric and vacuum flight?
  11. My fireworks are usually unplanned, but this is great too!
  12. Brachistochrone trajectory planner, please and thank you.
  13. No worries. Those of us familiar with version control understand the frustration of a feature working before the last pull request.
  14. I know we're focusing on the terrain right now, but look at those new landing legs! Edit: And the IVA view!
  15. I'm very excited for this. Terrain resolution changes in KSP1 were the number one cause of stutters. Unity Jobs is fairly mature and enjoyable to work with. I wish the Entity Component System framework was more mature, there's a clear use case for PartModules where MonoBehaviour just doesn't cut it.
  16. DOTS is far from production-ready. It's still a preview package and there are occasional game-breaking API changes, and I believe custom serialization is still a pain.
  17. I'm impressed. Those are some excellent design decisions. I hope to hear more about KSP2's optimizations in the future!
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