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Deadweasel

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Everything posted by Deadweasel

  1. Isn't there a way to stream audio instead of unpacking an entire track to RAM first? If there was an expectation to apply some kind of realtime mixing or effects to the audio, that'd be a case for going back to raw, but otherwise it's just sucking down resources unnecessarily (in my limited-experience opinion). There's an open source audio API for .NET here, and my brain has distracted itself with visions of a simple player UI that uses the Toolbar000 plugin for simplicity of control as well. Do-able? I have no idea. I gave up on .NET long ago when the endless parade of revision releases began, so the best I can offer is ideas. >_>
  2. . . . . . . . . Dammit Jeb!
  3. LOL I had another experience with Eve myself, today. I have one of my Slipstream automated jets out there, and it has been stuck on the surface since the first landing, when the lower engine nacelles were smeared out of existence. Since then, I've made an attempt to get the heck out of there, only to discover the remaining upper engines easily overpower the ASAS, once the air gets too thin for the wings to be effective. At 20km up, the whole thing just wants to tumble. I was able to bring it back down for a (gentler) landing again, and there it remained for many game years as a landing beacon for missions that were never launched. I tried to recover again today, and ran the RCS fuel dry trying to keep her lined up long enough to break free of Eve's soupy atmosphere. Result: she's back down on the ground, now stuck permanently on the floor of a huge crater, doomed to weather away in lonely peace. Maybe its homing signal will still be active when some other curious, less impatient race happens upon it.
  4. Extremely minor call-out here, but in the README, the installation instructions say: "Extract the zip to the root KSP folder, overwriting the GameData and KSP_Data folders." I just wanted to point out that some users may actually have the option to merge vs overwrite, which will have drastically different consequences for newbies following the instructions to the letter. Almost all stock OSes will default to merging, but you never know what's out there these days...
  5. You can't just rename the files and expect the format of them to change too; they have to be trans-coded with a separate application. After all, renaming a .pdf with a .txt extension won't automatically turn it into a text document. .m4a is a MPEG (licensed) standard, where .ogg is a separate open format.
  6. It's great that there is music already, but now that everybody has already experienced it, there's no way to stave off the desire for more variety. I feel the track choices are a perfect fit, but this game has captured my attention for so long that they've gotten quite stale. Honestly, I think that rather than saddle the devs with the expectation to find new music, procure the licenses and include more static tracks in the game, why not add the ability to play tracks from our own collections, similar to the way GTA Vice City/San Andreas did (plop music files in a folder that the game can reference)? Yes, that may introduce another license issue with MP3 decoding in-game, (it's not really fair to expect every player to understand the details of transcoding to an open format like .ogg), but that would be only a single hurdle to overcome, compared to micro-managing the individual tracks from their end. While I'm thinking about this, it might be nice to actually have two independent playlists for flight or construction, extending on the format already present in the game. I did a little searching and found a plugin that provides the basics of the functionality, but it's a little clunky and requires a part to be present on the craft, which means it's only active during flight, not during construction, which is where a lot of players can actually spend more time during a particular session. EDIT: I just found Soundtrack Editor, which goes a long way toward implementing the suggestions above!
  7. I've noticed that a couple of the most needed info bits for parts seems to have been moved to the expanded info panels (right-click on a part in the list), and it's a little annoying. For example, engine max power is "hidden" there, as is the torque values for SAS/ASAS parts, which means I can't simply mouse over the parts to see them. I'd like to suggest some slight re-ordering of those values so that the primary values we most often look for are in the mouseover view instead. In my opinion, things like max temperature, crash tolerance and drag should be in the extended panel, not the main mouseover view.
  8. Oh man, hitting it out of the park with this one! Can't wait to try it out!
  9. Let's see... there's B9 Aerospace (fixes for .23/.23.5 compatibility issues here) Procedural wings Fueltastic (Edited and slightly cheat-y but allows for designs that aren't unnecessarily huge) Space Plane Plus (cockpit and crew sections) Aviation Lights Active Texture Management (helps keep RAM use at sane levels and improves game performance) To make this baby work somewhat realistically, I added fuel capacity to the engine mounts and crew compartment (like a centerline tank in an aircraft).
  10. Ran some flight characteristics testing with TranStar's latest HSOC shuttle entry: 108 "Shattersky" Quite the speed demon, she is!
  11. "Delta" can mean change, or more accurately in this context, "deviation". Delta-V indicates a vessel's total potential velocity adjustment capability. In other words, if you're moving at 1000m/s with a D-V of 1000, you have the potential capability to double your velocity or cancel it out completely (assuming you're burning precisely pro- or retro-grade). If you work with maneuver nodes, you'll see the estimated Delta-V value changing as you set up your maneuver. This is the amount of change to your current velocity that will be required to achieve the currently-set maneuver. Another delta reference we use in my line of work is "delta-E", which gives a numerical value to how far a printed color has deviated from the intended color.
  12. Don't know that it's anything you're doing specifically wrong, but qStruts have done that to me plenty in the past. Generally, I try to keep them inactive unless the system needs to be moving under power. Otherwise, they're left off, because I discovered this kind of thing happens all too frequently for my taste.
  13. TranStar's waystation, Kontinuum. Their latest shuttle design, HSOC-107 Peregrine, has brought the first four members of Kontinuum's semi-permanent crew.
  14. TranStar's newest shuttle -the HSOC-107 Peregrine- brought the first crew members to waystation Kontinuum. Kurt Kerman, the station's design supervisor, performs a structural analysis and snaps a few photos before boarding joining the others aboard. TranStar has already assigned him as project lead for developing dedicated, compact emergency return pods for the station.
  15. I'm having the same issue on a Nook tablet, but I didn't do more than flip through a dozen pages and try a few thread searches, so I didn't want to seem like a moron for missing something obvious. However, the only relevant match I could find had to do with forwarding ports, which is unnecessary on the internal network. I mean, I have a Linux box serving up a web app for the kitchen without the need to forward anything, so it shouldn't be necessary here.... right? >_> Even so, specifically forwarding Telemachus' port (8085) has resulted in no joy for me. Localhost works mostly fine (with a few weird camera focus glitches), but no other device seems able to connect. Interestingly, Chrome on the Nook gives me some error about a compression protocol being incompatible, but even requesting the desktop site won't allow it to proceed as expected.
  16. "Why.. won't... you... TUUURN?! Oh. Batteries. Right."
  17. Hello and welcome! Unfortunately, you've committed a dastardly and heinous error (not really) by attempting to link directly to files on your own computer. Nobody will be able to actually see those; you have to upload them to an online location instead. One host that folks here seem to love across the board for this task is imgur.com. Accounts are free, uploading is easy, and linking to uploaded pictures is even easier.
  18. Actually, it's "output_log.txt", and it's in KSP_win_xx/KSP_Data.
  19. [TABLE=width: 800] [TR] [TD]TranStar's newest shuttle, the HSOC-105 Starling, took its maiden orbital flight. The pilots were tasked to finally decommission IPEV Venture, returned to Kerbin and left in its parking orbit two weeks ago. After waking the dormant ship's systems and transferring any useful equipment, Bill and Richford set Venture's final course and returned to the shuttle to follow. While Bill maintained the shuttle's relative position as best he could with engines and airbrakes, Richford captured images of Venture's final flight. With its primary mission completed, the Starling shuttle turns skyward to make the sub-orbital hop toward home. [/TD] [/TR] [/TABLE]
  20. [TABLE=width: 640] [TR] [TD]I get it around the Mün, where a small lander craft has to work very hard to dock with the fuel station in orbit at about 20km. The lander just seems to be consistently shoved to one side, forcing me to compensate constantly with the thrusters just to keep dock alignment. Then, even after having docked, the whole ship will gradually try to spin off-axis, as if it were in atmosphere. and its orbit will become increasingly elliptical over time, resulting in an eventual escape from the SoI, or impact with the ground. Staged decouplers suddenly explode and zoom off-screen as if they had been ejected in atmosphere. There's some kind of drag force being applied here, and it never used to happen before. Worse, it seems there's no real answer for what causes it or how to fix it. I've seen responses that indicate any orbital velocity under 750m/s can result in this phenomenon (krakensbane), but that doesn't really make any sense to me, because that's above escape velocity from the Mün, and I've had massive multi-part ships orbiting anywhere from 12km to 50km up, moving at about 500m/s without issues before. Perfectly fine and stable for more than 2 years of game time Over 1 year in orbit without issues here, too. Now this one, much smaller and with a smaller part count, is experiencing the drag issues... Notice the periapsis of 14,214. It was at 12km originally. The elliptical orbit is my own doing, experimenting with getting up to 800m/s (before discovering that was beyond escape velocity), but now the PE has risen of its own accord due to whatever weird drag is being applied. :/ Even worse, the effect doesn't seem to be attached to any particular ship. When it first showed up, I had just assumed orbit about the Mün with this station The four landers are attached at the lower ends of the crew compartments. Originally, the plan was to fly out there, then assemble the station on-orbit with the landers, moving the crew compartments up to the lower four-way dock near the top. The landers are kept stable with a decoupler linked to the main vessel with a strut. It was when I initially staged those decouplers that I saw the weird "explode and zoom away" effect, followed by the landers all drifting away sideways. Even after I stopped their relative motion, they'd just eventually resume their sideways drift, accelerating as they went. Thinking the problem was with the ship, I sent the one lander with crew down to the Mün surface, along with another automated one, then de-orbited the rest of the vessel. Then, I went back to the VAB, re-designed the thing so that it didn't need to be assembled later, and removed the resulting extraneous parts, including the strut-linked decouplers. When I got back to the Mün with it, all seemed to be okay at a glance, but bringing the crewed lander back up, I saw it drifting sideways again. NavyFish's docking indicator was twitching badly; certainly far more than it should have been with those small and stable landers. Something has changed in the persistent file to cause this, I'm sure of it, but I'm completely at a loss as to what setting I should be looking at as a potential cause.[/TD] [/TR] [/TABLE]
  21. In that case, are there any versions of Quantum Struts installed and used on those ships? I had some a while back that seemed to just get "pinned" in space like yours seem to be doing, and it turned out that the struts were locking on the ground... from orbit. >_<
  22. I was going to call out a potential issue when warping through the 70km zone, but then your second flight flew through it normally first. The only common factor I can see between the two flights is that you use physics warp first, THEN time warp. So the question becomes: does it still do that if you don't use physwarp first?
  23. How does this even accidentally happen? Who knows, it's Jeb. >_<
  24. Jeb may or may not be lounging in Kalkutta, following the most unlikely of mission parameter deviations. Then again, it's Jeb, the master of mission parameter deviations.
  25. OFS-102 Valdez, currently hosting 4 Whitefang scouts and an OARS (Orbital/Atmospheric Return Shuttle). The stations are deployed where needed, followed by a TranStar cargo carrier that delivers and installs the crew pods and Herald shuttle dock (not shown in this image)
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