

lammatt
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KSP2 Release Notes
Everything posted by lammatt
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Built and docked a booster + lander pack for my plane hoping to give it an extra ~4km/s dV so that i can fly it to Duna/Eve and return
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Hi, newbag here, are they planning to add asteroids?
lammatt replied to Dignity's topic in KSP1 Discussion
there was one called Magic Boulder but it seems they removed it a couple patch ago -
i still hv a copy of v0.12 which was the current version when i got it it was so barebone, and u couldnt do much beside going to the mun by blind guessing the ejection burn (no maneuver node by then) yes, the game is super good considering how progressively it improved over the years
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Kerbal's 1st law of mechanics - struts are your friend 2nd law: - large part count is your enemy
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you need not much maths / physics background to play this game some basic understanding of the Newtonian mechanics will be sufficient (high school level is good enough) ie... something about circular motion and kepler's law is more than enough this is from chemistry teacher and my math training ended in highschool and i only did take a few physics course in the university...)
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I dont know about Intel chips... but for AMD... they have a dedicated program to set almost everything; it's called AMDOverdrive not only you can set the voltages and clockspeed of the FSB and the CPU multiplier; you can also set the ram timings with it i expect Intel has similar things as well...CPU-Z hasnt much to play with
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crew manifest ruined it should hv EVA instead
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What are probes/satellites for?
lammatt replied to Richter's topic in KSP1 Gameplay Questions and Tutorials
Kethane or ISAMapSat or Remote Tech -
i know you can assign 2 sets of axis into one stick on some logitech's sticks and pads and you can switch between the modes
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no... it doesnt matter if you have a i7 8-core or 16-core the game engine uses 1 core only without multithreading your CPU load wont be high anyways because there're 15cores doing nothing and unless you are using nVidia's GPU which allows GPU PhysX all computers using other brand cards are doomed to use CPU PhysX
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again... the bottleneck of the game is CPU not the GPU... so... any working GPU is fine
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i think it's graphotron or so... let me check
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does the game load? or in other words...does you computer do anything after you doubleclicked the KSP.exe? if so... try to attach your log to SQUAD as well -- i know that feeling when you buy a game and you cant play it... i ran into the same thing earlier today when i bought sacred 2 and saints row 3 on humble bundle and they didnt load. because of a stupid PhysX engine problem. and i was so frustrated since i am using an ATI card...i was like WTF i am with ATI and they require PhysX? how am i gonna solve that? -- hope u get a swift reply from them here if not from formal emails
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WTF is... Terminal Velocity?
lammatt replied to cy-one's topic in KSP1 Gameplay Questions and Tutorials
for a freefailing object when mg = buoyancy force it experience a zero net external force and hence no acceleration and that particular velocity at which the buoyancy force cancels the weight is the terminal velocity while the buoyancy depends on density and the interfacial area and contact angle and other parameters... the terminal velocity is different at different altitude. -
i think i saw there was a mod which plots your flight data realtime during flights...(save the tedious job of data inputting to excel or microcal origin...leave it to the bots) you should try that out you may find it's cool too~ so that you can compare it to these two graph to see if you ascend matches these two.
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not really i think... a lot of the thrust is used to counter act the drag in the troposphere
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Roll or Yaw --- while most plane games have the gamepad or joystick X-axis mapped to roll i found it's indeed easier to a plane in this game with the x-axis mapped to yaw (you dont want to set yourself into a spin which is very hard to regain control in this game... do you?) i tried to have it the normal way in which roll and pitch share the same analog stick with a huge deadzone on the roll axis (but then the yaw control doesnt feel right when the ship gets into orbit...it's fine in the atmosphere; every plane game flies like that anyways... but in space it just doesnt feel right when you try to chase the velocity vector with your heading marker.) --- so here is my question do you set roll + pitch on the same stick or pitch +yaw on the same stick? --- i am now using pitch +roll (with a relatively large deadzone and low sensitivity on the roll axis) my pad has 2 sticks only...and i cant afford having the roll on another stick; because i want my second stick be mapped to the RCS translational thrusting
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or the B9's S2 Crew cabin too light? ---- i know hitchiker is a 4-man cabin while the S2 is for 2 only and the hitchiker has an IVA view but there is a 11fold mass difference (4.5 vs 0.4) one of the two has an OP parameter.
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Parachute not working on Mun??
lammatt replied to Knawx's topic in KSP1 Gameplay Questions and Tutorials
you cant use atmospheric drag to slow down if there's not an atmoshepre to begin with. -
commenting before it goes to the junkyard -- actually that game looks fantastic too
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they sell things at a pay-as-much-as-you-like price (yes you can donate as few as $1 for some awesome things) and you can split the amount you pay between 1.humblebundle 2.charity 3.the developer of the thing they are selling i dont think i should post the link of the site here because it's another business entity than SQUAD but if you google humblebundle it's the first return.