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Nazalassa

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Everything posted by Nazalassa

  1. I'd like to point out that, even if the fairing is open at the front, it's still shielding the stuff inside.
  2. Log 23.4 I finally got a 256 analog adder working! It's pretty straightforward. Two inputs, a carry in, a carry out, and the result. It can be stacked. I then connected it to the bus! So now we have a bus with three registers and some kind of simple ALU. How to operate it: well I already said how transferring stuff between registers work in a post above, so I won't repeat it. By default, the adder processor in enabled and the adder output is disabled. The result has the value of A+B. In order to transfer this result to the A register, here's how to proceed: Disable the adder processor, so that the result won't change; Enable, then disable, the adder output, to transfer the data from it to the A register (make sure the A register isn't reading from the bus); Finally, re-enable the adder processor. I also added the 'LDC' controller, which has the purpose of loading the C register with whatever's in it, when it's enabled (you'll need to set the value while it is enabled for the value to be actually loaded into C). This way you can load any register by transfering from C to it. By default the thing is disabled, but it can be left enabled (in fact, you should). Press '0', or whatever key is associated with AG 10, to toggle it. KerbalX: adder adder+bus After doing all of that I wonder how to actually execute opcodes. Maybe one KAL per opcode? That would play whenever needed and enable / disable KALs as needed.
  3. I made an analog 256 adder, it adds two 8-bit numbers (0-255) together. I then connected it to the bus, so I can now add the contents of A and B and store it into A. More info: https://forum.kerbalspaceprogram.com/index.php?/topic/214231-the-kerbal-kal-logic-computing-laboratory-wip/
  4. To reach orbit, I'll say about 7k to 8k m/s of DeltaV, although the use of a propeller can make it more like 4k to 5k.
  5. No, except if they make the code public or if someone buys it, but given the goals of T2 that's unlikely.
  6. Come on, Kerbals are obviously space bushes...
  7. GrAnTeD I wish for some animated surface scatters _New_page_
  8. I guess it's still being discussed right now...
  9. So, as I've not seen any master thread related to KSP2 tutorials... Now there's one. -- I just noticed something weird in the "How Do Rockets Work?" tutorial (screenshot from YT, thanks @Space Scumbag for the footage :) ): Is that Kerbin's south hemisphere? Because it really looks like Kerbin's southern hemisphere. This feels so weird...
  10. It's the circumference I guess, in which case, as seen many times before, KSP2's circumference calculator is completely drunk.
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