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Everything posted by Deadweasel
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Well, since the entire discussion of female kerbals is based primarily around conflict with an individual's interpretation of the game and its underlying story, then I would have to say that image is almost poetic in how it leaves the interpretation up to the player. Anyway, the POINT is that it's quite possible just make your own skins for the kerbal heads, and there are packs out there already that include more "feminine" hair styles, and yes, even lipstick for those who believe females of an alien race would perceive the concept of beauty the exact same way humans do. It doesn't really need to be said that that's an extremely narrow (and honestly ignorant) viewpoint in my opinion, but there it is, for those who desire it.
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Adding "ker" to everything gets old fast. That said, using k instead of c can sometimes "feel" appropriate, so I'm down with "kredit", "kash" or even "MasterKard" (most space programs don't actually hand over real money when paying contractors, you know!)
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[TABLE=width: 800] <tbody>[TR] [TD]For the love of... *smh* If it's really that big a deal (and all should bear in mind that the subject of female kerbals is something that is SPECIFICALLY called-out as being barred from suggestion), just go install the TextureReplacer mod already. Now those among the "girl power" crowd can have what they're clamoring for without trying to badger the devs into something they have already said they're not going to consider.[/TD] [/TR] </tbody>[/TABLE]
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What mods would you add to a Realism pack!
Deadweasel replied to Scorpians's topic in KSP1 Mods Discussions
*ahem* Yes. Also, NavyFish's docking indicator gives you more details than the navball-based solution, such as hard numerical relative velocities, as well as a display that's easier to interpret at a glance. I can use it to achieve almost perfect static station-keeping with another vessel, even if I'm not actually docked to it. To be fair, it is possible, if the navball is digitally generated in the first place. For example, SpaceShipOne's Tier One Navigation Unit (TONU): -
I think what would make the Science Lab more useful would be a fourfold approach: Give the lab the ability to give a proper massive boost to transmissions (with an appropriate power and transmission equipment requirement "penalty" to make planning more integral to bringing the lab in the first place). Instead of these ludicrous low returns, the thing should be able to transmit and yield 80% or better of the collected science. Otherwise there's no point to lugging that big heavy thing out there in the first place. Currently you still have to return it to realize a useful reward for your planning and work, which doesn't make sense. If it's a lab, it should be able to improve your results in the field, not just provide storage for information collected in the field. Give the lab the ability to generate MORE science based on the experiment data it's given. In other words, those other testing equipment results can be processed and factored to yield other information you couldn't get with individual experiments otherwise, giving the player the choice to transmit the results now, or possibly realize even greater returns if they put in the effort to collect more samples and data there before transmission. Equipment that yields basic numbers and doesn't rely on a material being tested (thermometers etc) can have their data transmitted for 100% from the craft to a nearby science lab, either in orbit or landed. Material experiments must be returned at least to the lab. If a simple crew report can be transmitted for 100% return, there's no reason a simple temp/gravity/pressure reading can't be, too. Returning the tested materials themselves to Kerbin results in even MORE science value, above and beyond that which you might have gotten from transmitting initial results or processing conglomerated tests in the lab. After all, it's kind of assumed that the KSC labs will be more fully equipped and able to wring out more information if they had access to the materials. There are plenty of real world examples where materials were initially tested on-site, but then also returned home, where further insights were discovered that could not have been revealed in the field.
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If you are warping when you change from one sphere of influence to another, it stands a decent chance of freezing your maneuver ability. Jumping out to Space Center and back will correct it.
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SSTOs! Post your pictures here~
Deadweasel replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I have no idea what was said, but.... good job, I think? -
Sounds like a conflict with another mod. Might want to see how it behaves when it's the ONLY mod installed. Also, yeah, "recently" in this case is not even ONE DAY. It's not like we can expect mod devs to just be sitting there waiting for updates so they can adapt their stuff to match in that short time.
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BTW: anybody else notice the resources menu looks kind of broken now? I mean, it works and all, but the GUI seems to have reverted to something much less polished than it had been.
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Actually, thanks for bringing up a really good point. I hadn't even considered that a lot of folks are going to be auto-nerfed by the Steam updater that rolls the new game version in place instead of creating a new installation. That's probably my fault for taking on the habit of creating a new folder for the game with each update so I can keep playing with the version I know works with all the mods, should I find it unreasonably restricting to play the new version without them for some reason.
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*shrug* Not seeing anything like that. Are you sure you're running the latest Firespitter update? Could there maybe be another mod that's conflicting and causing glitches? I don't put any mods into the game until I start seeing indications that they're good to go. Usually (and sadly), those indicators come in the form of the absence of posts that simply say "It's broken."
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To be fair, it does speak to the work that went into the mod when it can become one of the "must-haves" to make the game feel right. Not that it excuses the entitlement that some people display, nor the ignorance they place on a silver platter for all to see when they complain publicly about "their" mods being broken when they copy them over to a brand new release, but it does demonstrate how well it has become to be considered part of the stock game.
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Well, technically, Sol is a main sequence yellow star, so realistically it works either way. Most of it is going to depend the viewer's interpretation of "real" in the first place. Is it based solely on personal observation (which would be a notch for the white fans), or is it based on scientific facts that categorize its color as yellow? And to that point, how can anybody talk about realism when the discussion surrounds a fictional star that's too small to even exist in the real universe anyway? Okay, okay, I admit it: I'm just nit-picking for the sake of discussion. For my part, I think modifications look great, no matter what color they are! Actually, now that I think about it, I wonder if there's a way to change the ambient light color on individual worlds. Sure, Kerbin is earth-like, so the light is white. But what about Laythe or Eve? It might be interesting if other planets with atmospheres also had a slightly different spectrum of visible light within.
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Quite possibly the best Kerbal name I've ever seen
Deadweasel replied to jfull's topic in KSP1 Discussion
Pff, I'm going with his role in 'Armageddon'. -
May I recommend to the OP that he edit the first post to put everything into a list based on the information provided as the thread evolves? I doubt in two days' time, when this thread is at 23 pages, very many people will want to sift through the whole cotton-picking thing to get up to speed on what's what.
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No, it's not incompatible, you're just likely running out of RAM as it loads. The logfile will give you a hint as to what happened to make the game drop out like that, but I can almost guarantee it's lack of resources. I'm running B9 with KW, Novapunch and a glut of other mods, and it doesn't give me trouble. Try running the reduced textures for B9, or install the texture compressor mod and see if that makes a difference.
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Game music isn't the problem. Music I've written myself with commercial (royalty-free) samples is. The licenses for the samples indicate no commercial use allowed (for entertainment purposes only), yet there are a few "artists" out there who are throwing together crappy tracks using nothing but samples from the same library, plopping them into an album and offering them up for sale on Amazon, CD Baby and the iTunes Store. They then spam the living daylights out of their wares by creating entries on other music sites that point back to the sales pages. Apparently, YouTube doesn't look at the whole track, it just looks for anything in a song that sounds similar to anything else that's already posted up on the web for sale. If even a single little teensy sound is similar, regardless of how vaguely it might match something else, the video poster gets a Content ID match warning, which takes months to dispute. Meanwhile the whole video gets blocked in some countries because of it. Seems like unless you're Jerry Goldsmith and composing your entire background music tracks entirely from scratch for all your videos, you're an evil dirty copyright pirate who should be banned from the web. Meanwhile, other users are posting entire albums from mainstream artists and making money from the ads. Rotten system for sure. Back on-topic: I tried to send the third Sherpa at Duna (piloted by Jeb) out in an attempt to rescue Charlie. Because he was on EVA, the game didn't want to let me set him as a target, let alone even be able to see him in the map view for some reason. I had to install the Targetron plugin in order to get a successful intercept with the poor guy. I ended up with a successful rendezvous, but I had a problem to address. Charlie had no fuel left in his pack, so he couldn't maneuver to grab onto the Sherpa. Moreover, the Sherpa's cockpit only seats one, and has no automated control capability. Charlie needed to get in that cockpit to refill his EVA pack, so Jeb had to line up with Charlie, then nudge the ship forward slightly and immediately eject. Once the cockpit got close enough, Charlie could grab on and board to recharge. It sounds much simpler than it actually was to execute. Jeb bumped Charlie spinning away many, many times. Now all that remained was to decelerate from escape velocity. The problem is that Jeb's Sherpa had been on placed on operational standby due to damage during a previous flight: it was missing the command chair that was normally present on the design. However, since Jeb's Sherpa was the only one to survive the Breaker's assault on IPEV Venture, his ship was Charlie's one last shot at salvation. So, once Charlie's pack was refueled, Jeb re-boarded while Charlie snagged the ladder rungs on top of the ship. And then proceeded to slowly "slip" down the rungs. :| If I tried to engage the engines, even a tiny bit, Charlie would soon slip right off the ladder. I tried to just deal with the stupidity of it and just kept bringing him back, thrusting a tiny bit each time before having to bring him back to the ladder again. I repeated this cycle 20 times, and had only managed to shave 100m/s off their escape velocity, of which over 9,000m/s still remained. *cue rage-f9*
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Yeah I'm running into that too. YouTube's new detection scheme seems to be based on "finder's keepers", in that anybody who posts up something for sale at CD Baby containing a single sample similar to yours will get you a Content ID match warning. Between the Google+ fiasco and this, I'm about ready to give up on YouTube completely.
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If KSP looked that good, you'd get better framerates by downloading one of his images, displaying it on the screen, deleting it, then downloading the next.
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[TABLE=width: 800] <tbody>[TR] [TD]This week marked the beginning of stand-down procedures for the space program, in preparation for impending sweeping changes to the budget policy. Crews were recalled from their posts. Vessels that had been deployed on long term flights were now declared end-of-mission and scheduled for decommission, either by returning the vessels home if possible, or by intentional destruction if not. MISSION: OFS OKLAHOMA - Kerbin system The first mission to be addressed was that of OFS Oklahoma, a permanent staging and refueling station positioned in low Kerbin orbit. Oklahoma had served a crucial role during the construction and launch of the Duna Explorer mission, and was currently the temporary home of station manager and docking specialists Rayfen, Kersy and Kurt. Bill was also posted there, following his role in assembling IPEV Venture and the Journeyman drive sled for the Duna Explorer launch. Upon receiving the stand down order, Bill began the recall procedures by moving the Bouncer tug from the lateral port it had taken to the station's command dock, and disembarked to assume command of the Goshawk Mover, left at Oklahoma to be used as an emergency return vessel. Originally it had been planned to send up dedicated return pods to the station, but with the sudden funding reduction at KSC, they were now forced to rely on what they had available instead. Rayfen was ordered to join Bill aboard the Goshawk, and they were soon away. Their return proceeded smoothly, though Rayfen loudly lamented the incredible waste of fuel and resources that simply dropping Goshawk into the atmosphere in emergency return mode represented. Kommand advised that this was necessary, as Oklahoma could not commit her final maneuver with Goshawk still docked. Rayfen was only further angered to learn that a Goshawk CR -a ship capable of accommodating the entire crew of Oklahoma on its own- was to be sent up afterward to retrieve the remaining two crewmembers. For his part, Bill accepted the news in stride. He was simply glad to finally be returning home. With Kurt and Kersy safely away, KSC sent the final destruct orbit to Oklahoma, and the station's automated control systems re-oriented it to begin the deorbit burn. Final burn completed, the auxiliary RCS fuel supply was jettisoned, and the solar panels allowed to tear away during reentry. After a flight duration of more than four years (1358 days, 8 hours, 18 minutes), OFS Oklahoma final telemetry update arrived at KSC mere seconds before her complete destruction somewhere over the Azurean Sea. MISSION: AACT-108 Starseed - Joolian system Attention at KSC then turned toward a lone automated test mission deployed to the Joolian system. AACT-108 Starseed was in low orbit about Laythe, relaying sensor data from the rover probe it had delivered to the surface only a week earlier. Rather than expend further funding on payroll and other resources to return Starseed home, the decision was made to direct her into an impact trajectory with Laythe instead. Objections of Starseed's engineers and flight planners were successfully overridden by the argument that Starseed's final flight would still produce valuable insights into the composition of Laythe's atmosphere, and how it affected vessels that attempted to fly outright through it, rather than simply dropping down in a hovering configuration. Deorbit burn complete, Starseed turned and burned hard toward the ground, recording and transmitting every iota of data it could discern throughout its final mission. Impact occurred after a total flight duration of two weeks, three days and sixteen hours. KSC science labs are still working hard to digest the trove of information that AACT-108 had returned to them. The rover continues to gather data until its batteries run down in four months. MISSION: IPEV Karavel - Kerbin system Duna Explorer had been planned to undergo its first research team rotation when the recall order arrived. In fact, the outbound Kerbin flight to bring the replacement crew was cancelled only hours before its intended departure. IPEV Karavel had been assembled with the returned Journeyman drive sled, and the research staff brought aboard by the KSC's first automated crew transfer shuttle. With the stand down operations in full swing, the research team's flight was cancelled, but with the AACT program similarly mothballed, special measures needed to be taken to return them home. The complement of two DV-103 Sherpa IIs that had already been detached from the mission would be required to shortcut the team's return, but they had been allowed to drift more than 11km from Karavel. Somebody would have to go out on a dangerous EVA to retrieve the dropships. The team member most experienced in EVA operations elected to go, and he successfully made the treacherous crossing to the conjoined Sherpas. Safely aboard, he re-configured the control systems and began the slow return trip to Karavel. Once the awkward vessel had docked, the dropships were refueled, and the four of the six individuals on the research team began transferring to them. The maneuver would be exceptionally dangerous, with the returning team members using the Sherpa's external seats to return as many of them as possible with each flight, since the Sherpas would not be able to return to Karavel for the rest. The flight trajectories were exceptionally steep but slow, to prevent the passengers from being injured or killed by exposure to the thermal extremes of a normal reentry. The Sherpas were running critically low on power by the time they approached the space center grounds, but that had been expected and planned for. Both flights touched down safely, with all returning team members in good health and spirits, despite the cancellation of the mission they had been training for months to join. Despite the disappointment over their early return home, none could find fault with the execution of their flights, which concluded quite literally at the doorstep of the KSC's staff center. Meanwhile, a pair of automated Sparrow Crew Retrieval ships were deployed to recover the remaining two research team members from Karavel. Kerfred and Jercas would be remaining aboard Karavel as mission commander and pilot for the Duna Explorer crew recovery flight they would be executing soon. MISSION: Duna Explorer - Duna system The Duna Explorer mission had evolved into something of a mess, now including a veritable flotilla of vessels on its flight roster. Among the ad-hoc fleet were two cargo vessels, now unmanned but serving as additional comm relays to Kerbin. The LRCV Bruin A and B had been deployed to deliver upgraded rovers to the team on the ground, but now that their primary mission was complete, they were sent to self-destruct on Duna's cold and unforgiving surface. Bruin-A committed its de-orbit burn, then jettisoned its remaining cargo, effectively terminating the ship's automated control and making its trajectory terminal. Its course was planned to pass near the Explorer mission itself, giving the remaining ground team one last look as she screamed by, and providing tangible proof that the end of their mission to the red planet was marching ever closer. (The green indicator on the ground is "Bob's Beach"; a flag marking the first manned landing on Duna. The white indicator is the Cardinal Research Station and Sherpa landing pad, with one of the Kurb Burner rovers just to the east.) Bruin-A impacted at the floor of the Valles Cicatrix, 36km west of the Cardinal station. Bruin-B -a smaller version of its sister, followed suit shortly afterward on the same flight path. Following termination of the LRCV vessels, the time had come for the team members in orbit to assemble at the staging location: IPEV Venture. Charlie and Sonfry brought two of the mission's three Sherpas to take up positions aboard, and join Edcas, Donmore and Rodbree as they waited for Karavel's arrival to take them home. Unfortunately, an old nemesis had apparently been stalking one of the Sherpas. Charlie had no sooner docked and keyed into the third Sherpa's channel to signal the all-clear to approach, when Venture suddenly exploded. The Breaker had returned! When he returned to consciousness, Charlie took quick stock of the situation. Venture was gone. The cockpit had shielded him from the brunt of the explosion, but was now the only component of his own ship left intact. Checking the ranging scanners, Charlie's heart fell into his feet when he saw the aftermath. Very little of the rapidly expanding cloud of debris would be remaining in Duna's orbit. A great deal of it was impacting the planet, but most of the remnants of the once great ship were currently screaming away from the system on seemingly random escape vectors. Charlie himself was in a particularly bad situation. His cockpit wasn't just on an escape trajectory from Duna, it was set to escape the star system entirely! Duna was already frighteningly small in the window, so he knew he had to act fast. His comms were disabled so he couldn't call for help, but the ranging scanners gave him a means to connect with the computers of any other intact systems in range. He flipped rapidly through the scanner returns, looking for anything that included life support telemetry, indicating there were survivors aboard. He was elated to discover Sonfry's capsule, his Sherpa as thoroughly destroyed as Charlie's own. He connected to the capsule's computer and set its transponder beacon to MAYDAY mode, giving any potential rescuers a clear pointer toward a survivor. After another few minutes, Charlie found Venture's crew capsule, also completely stripped of any external systems or equipment. All three of the crew aboard were alive, but unconscious. He set their beacon, then located Jeb's ship; the final Sherpa that he had been about to call in to join them, before the accident. He changed the last Sherpa's beacon to include coordinates and vector information, hoping Jeb would notice and understand. Then, knowing he had to do everything he could to save himself, he disembarked from his capsule. He punched his EVA pack's controls and burned with all his might back toward Duna, trying to cancel his velocity enough to at least enter a stable orbit within the system. Minutes later, his pack fuel ran out. Though the connection was fading fast, he had time to retrieve one last telemetry update from his capsule's scanners. The news was terrifying. Charlie had done all he could to save his crewmates following the disaster, but now there was nobody to save him. Tears streaming freely, Charlie howled his terror and frustration, as he sped out into the void. [/TD] [/TR] </tbody>[/TABLE]
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[TABLE=width: 800] <tbody>[TR] [TD] Hay, that'll be enough horsing around now. Rein it in before this topic goes galloping off the topic, mmkay? LOL On that note: wut. [/TD] [/TR] </tbody>[/TABLE]