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Maddmatts

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Everything posted by Maddmatts

  1. There's one thing I know of that could make this idea crash completely. To combat the Kraken, Squad had/has used perspective tricks by shrinking/expanding the planets to simulate moving to and away from them. It works on a 2d screen but would be immediately noticeable in VR. It's possible they've changed this since they implemented it but I don't recall it being mentioned. Hopefully someone else can chime in.
  2. The signal was meant to be one piece of a larger puzzle that was never completed.
  3. Yes. I copied the files directly to a USB key so I can play the game on pretty much any computer I'm sitting at.
  4. I certainly remember days when there were only 7 parts total to choose from.
  5. I remember reading that the sound only activates now if you can get the camera below the terrain. But yea, the SSTV signal is just a curio now. It means little without the rest of the puzzle.
  6. For airless bodies I generally aim to overshoot, then refine the trajectory by burning somewhere between the horizon and retrograde. I usually try to kill all lateral movement relative to the surface by ~1km above the landing target. Adjust as needed during decent.
  7. There wasn't much for news; Firstly, he'll be on vacation for the next 2 weeks and Kasper will be taking over Squadcast in the meantime. Secondly, he's still under NDA for various business projects that he hinted at the previous week.
  8. DOE is pretty buggy sometimes, especially when you zoom out all the way. A few days ago it was showing me a flare of something orbiting Ike equatorially, but the orbit was so offset it was essentially doing circles over and slightly into Ike's surface.
  9. All of the stock craft were purposely flawed in some way when they were introduced. Squad left it up to the player to figure out how to fix them.
  10. You guys, there's a seriously easy solution to this if it's really that much of a problem for you: 1) Find liquidengineLV-N.cfg, open it with your text-editor of choice (usually notepad) 2) Find "Heat Production = 432" 3) Change the number to whatever you want. 4) Save file
  11. 5donuts, you are truly a Hoopy Frood!
  12. I never noticed they weren't producing light anymore. I was too busy watching the dust they now kick up close to a surface. I think I'm ok with that trade.
  13. Oh! I remember this story! We first found out about it when curious people were poking around the debug log which listed the names of all the objects that got loaded on startup. For quite awhile no one knew where it was until people starting getting near Ike. That's when reports of glimmering pixels were seen in low orbit but no one could seem to catch up to it. There were wild claims being thrown around that it would randomly teleport to different planets/orbits or that it defied orbital mechanics by being too fast/slow for it's altitude. Eventually, some clever guy wrote a plugin that pointed an arrow directly at it and hunted the boulder down. The dev that hid it there was not amused with this.
  14. When BadS=False, a Kerbal's expressions range from Happy to Panic-Town. When BadS=True, their expressions range from Neutral to Ecstatic. It is extremely rare for one of these Kerbals to panic. I remember there being a post from a Dev (Harvester?) somewhere explaining it along with the effects of the courage and stupidity stats better than I can.
  15. 0.7.3 was my first experience with KSP. It was recommended in another game's forum and members were competing for the highest altitude straight up. I played around with it for an hour and forgot about it. I picked it up again a few versions later when it was much more playable and kept up with it since.
  16. I found a tourist that must have had the BadS = true setting. She enjoyed the flight as much as Val did. I noticed that they also gain experience at the end of the flight. I wonder if Squad will use this later for better paying, and more demanding tourism.
  17. When I noticed that I immediately hoped for some usable ground/space telescope technology so we can actually use the R/D's observatories. Hopefully the 1.1 or 1.2 update will include something like that.
  18. I hope one of the upcoming puzzles will use an SSTV signal.
  19. Once again Max repeatedly, and frustratingly, reproduces the radial-decoupler bug and refuses to acknowledge that it's an issue. It's been around for so long now that people have accepted it as a norm and complacently build around it. There was a time when radially detached parts wouldn't slam into the rest of the rocket.
  20. It also looks like there's an NES sitting next to the TV.
  21. I'll be in Orlando that week so I hope I can get up early enough and drag myself to the KSC to see it in person! The launch is scheduled for 07:05 EST but I won't be surprised if there are delays.
  22. As someone pointed out in another thread, the numbers and letters on the science lab have ties to Mir and the ISS.
  23. I was watching the new NASA Morpheus test-bed video and noticed the landing pad was next to a sandy area with simulated craters and small boulders. Such a simulation park in KSP might be useful to test out rover designs or practice powered landings in uneven terrain. Although I recognize that this idea might only be relevant if terrain is given finer details in a future update. At the moment, the only real terrain hazard is slopes. Sorry if this was suggested before.
  24. Mantle reminds me of ATI's TruForm hardware tessellation feature way back when. A great idea, but their marketshare prevents it from getting widely adopted. Although, I think Mantle's concept is being included in DirectX12.
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