r_rolo1
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Everything posted by r_rolo1
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Farewell Miguel Good luck on your new place ... and maybe, just maybe, you could go finish your Biochemistry univ degree
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How do I find out about Scott Manley Live Streams BEFORE they happen?
r_rolo1 replied to g00bd0g's topic in KSP1 Discussion
You don't find them, they find you Seriously, Scott streams pretty much when he feels about it and given that he has kids and a day job, that is quite understandable . That said, he seems to prefer to stream at tuesday night, San Francisco time -
Option 1 can be run in Hard mode, Option 2 can't
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
r_rolo1 replied to rbray89's topic in KSP1 Mod Releases
Ok, I came around to a most peculiar situation: I discovered Atlantis! Long story short, I was flying around to test the new water around KSC when I tried to land in the ocean. Then at roughly 150m of altitude the City lights appeared below my plane. Apparently this has a altitude cutout ( maybe 1000 m from the bottom of the ocean ) .See it disapear when I got airborne again: Any idea of how to fix this? -
Well, no matter how high the number you put there, the number of contracts will never be truly unlimited I have my own opinion about this issue, but that is quite a tangent to the subject of this thread That would actually be a good idea, but I doubt that the stock game will every diferentiate stuff by their origin ( mods OTOH ... )
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Indeed, we did, Red Iron Crown That said, I don't think we can actually have balance in all the game modes at the same time and it has been clear from the side of the devs that they prioritize balance in Career over the other modes ...
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Probably true. But, besides the fact that some people would prefer doing things that way, there is also the fact that, unlike the misleading adverstisement in the tier 3 of the Mission Control building, we don't get unlimited contracts and it is not exactly uncommon to have weeks or months in between fulfilling contracts in late game. In those conditions , this might be cheaper and faster than waiting for one of your contracts to finish to get a opening for another one
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Well, I should had said fully functioning vs completely non existant. The parts take damage, true, but that is not visible in most parts in both terms of functionality and performance ( IIRC the only one that shows diferences according to anything resembling it's state are the ablators and even then ... ) until they go poof.
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Now that we have something far more close of boats than previously, you can even mine somewhere else and transport it to KSC via ore/fuel tanker. KSC is even at almost sea level, so it would not even be hard to set that. Hum... I think I gave myself a idea
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Well, cantab was not defending cutting down the Mammoth AFAIK. He was just saying that the LFO engines of the 0.23.5 update were far stronger in comparison with the SRB of the same update and that even if the Mammoth was scaled back, that would still hold true.
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Well, yeah, true And neither the 0.90 or the 1.0 version were doing it right Again, all true. But the issue about this is not exactly that one, but the fact that apparently simply activating a engine via staging at the same time you decouple will destroy atleast the decoupler, no matter how low the thrust is. Like I said some pages ago, from what I understand of Nathankell explanation, this might be because of a improperly set inverse square law ( added to the fact that parts in stock are in a binary state of fully intact/completely destroyed ) giving quite high values of thrust damage to parts that are by definition very close to the engine nozzle ...
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Well, all of this discussion about the Vector vs the Swivel makes me remember other 1,25 m engine that is sorely underpowered ( compared with RL stats ): our dear friend T1, aka aerospike, that had it's thrust nerfed a long long time ago due to gameplay considerations that don't make sense nowadays. Everytime I see the thrust they have in game and remember the almost 1 MN at sea level of the real life XRS-2200 I shake my head in disbelief ... Well, on the Vector itself, I agree with the posters that say that the Vector itself is not ( that ) overpowered, but the transition between the early 1,25m engines to the more high tech and recent ones is way too abrupt. It would make sense to have something in between. EDIT: Oh, and the SRB we have in game are few and in general underpowered compared with the RL SRB. That also does not help
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Well, it is not that I disagree with you on the ullage motors, but the issue is that apparently engines at separation break stuff if activated , no matter the thrust they are actually producing​. If that is true, this is definitely a bug
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Well, Kasper told me before the update that the oceans in Eve had a diferent density of the Kerbin ones. So, I can add a question: what sinks on Eve ?
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Hum, Nathan ... stuff that falls with the inverse square of the distance gets infinite when the distance is zero Unless there is some detail that slipped by in this brief explanation of yours, that doesn't mean that every stage separation where the engine is activated at the same time than the decoupling will break stuff, since part distance is basically zero between the engine and the decoupler/docking port, no matter the exhaust damage the engine can actually do ?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
r_rolo1 replied to rbray89's topic in KSP1 Mod Releases
For me, it works OK on the light side ... nothing in the dark side. OTOH city lights are bugging again, covering everything in the dark side below 1000m, incuding the oceans :/ EDIT: Aparently a reinstall and a computer reboot solved the issue. EVE on my side is 1.0.5 certified -
What new science experiments would you like to see in Version 1.1?
r_rolo1 replied to Birdco_Space's topic in KSP1 Discussion
Well, I can live with the mystery goo with some ( aka a lot ) rationalization ( we just have to assume that the goo is a bio payload ), but yeah, this -
With console guys, I meant the various teams behind EECOM, FAO, FIDO ... I'm pretty sure that they , under normal circumstances, not even the chiefs of those teams would talk with each other freely. And even that is not true I think that putting MC inside a chatroom where everyone can speak would probably overload him/her if something unplanned happens or even in high stress load times of the flight , like the landing itself. On the PAO, IMHO ( and again I speak as someone that does technical setups for streamings in a semi professional way ( for churches , mostly ) ), I think that the video editing itself should be a separate task, especially if live ( less if we just record it ) and probably the video sourcing ( the person that will run the game for video ) as well. That would leave the communications with the exterior with the PAO, that by itself is quite a task. I think this would allow some interesting options, like the PAO having guests to comment on the events ( or to have various part time PAO ) and would also free the video editing to juggle various sources and filters ( say , to mute game sounds as needed ( in space no one can hear you scream ... or your rockets firing ) or to pass low res-like filters to emulate real received ( aka with some intereference ) SSTV signals while keeping the gorgeous full blown res videos for further post production ) ... this besides dividing the workload a lot
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Well, while I can't say for sure, my impression from in the Apollo missions in normal conditions no one could hear everyone. If I understand correctly, CAPCOM would be only element that could communicate bidirectionally with the ship crew, MC could communicate bidirectionally with everyone in ground crew, including CAPCOM, but the console guys could not communicate freely with eachother. That is slightly more complicated to set than two chatrooms, but it can be done if we really want to. On the PAO issue, TBH I think the biggest issue is that the PAO function is lumping a lot of tasks at the same time, some of them requiring beefy computers and a steady high speed internet. We are basically lumping in PAO the quite heavy tasks of communicating with the outside, directing the video/audio streaming/recording pretty much live, having a highly modded KSP in high graphic settings for video source and to resolve any technical issues that will appear inevitably in such high duration game session. That is a lot of stuff to juggle around ...