-
Posts
159 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tfin
-
It isn't/will not have been Squads memory limit to do anything about. It is entirely due to the version you're using being based on 32-bit Unity 4.x. You can find the dev team's blog at http://kerbaldevteam.tumblr.com/ Check there for Tuesday posts that talk about what they're working on.
-
The numbers I used didn't actually come from the wiki. Where I quoted it in the first post was meant to establish that I wasn't making up the numbers. In fact, the ones I showed don't even quite agree with what I used. Specifically, it shows 66.23 months in a year, while I used 66.22 (66.21998296). The big difference, where it matters, was the information that 6 hours was a synodic day. After you said that, I checked, got full sun-up at 4:13, warped ahead a bunch, and watched a lack of sun at 4:13, and for several minutes after. Because I'd stopped on a sunrise eclipse.
-
The numbers I used didn't actually come from the wiki. Where I quoted it in the first post was meant to establish that I wasn't making up the numbers. In fact, the ones I showed don't even quite agree with what I used. Specifically, it shows 66.23 months in a year, while I used 66.22 (66.21998296). The big difference, where it matters, was the information that 6 hours was a synodic day.
-
Ah, so the wiki is VERY wrong.
-
I hadn't considered that, but we have the fact that the kerbals observe sidereal days (sunrise being later every day until a sunrise is skipped) as evidence that they might well not observe synodical months. Even if they don't observe the year with such accuracy, you would expect the same consideration be given to the day as the month. Given the differences observed in Earth calendars (there are a few which observe leap months, note the drifting of the Chinese New Year that just began), I expect both methods might be used by various cultures.
-
So, you want them to get this one nearly right, and then abandon it? Seriously?
-
Mostly yay? My previous issue: ... is caused by -forced3d11, used to save some RAM, so I won't be using this mod for the time being. Turning it off fixes the problem: ... but I see two command pods that were skipped. Just FYI. I'm guessing, based on your previous posts, that you're still skipping the engines for now, and that that includes the RCS thrusters, since those are not done. It looks like you've just started on the structural parts, I see some masked but most not. OK, work continues, NP. But I see these parts: ... The three black ones are ore tanks, then there's the two pods, and the two that I have GUI elements up for, one skipped tank and one with the color applied wrong. Overall, I appreciate the work, despite having to pass on actually using it.
-
That was only in reference to the lack of real seasons, because I used the word "season" to refer to a group of munths smaller than a year. The groups only exist due to the 11th-mun skip in the 6-7 munar rythym. As Snark says, they see the motion of objects in the sky. The apparent lack of non-aerospace industry indicates that kerbals are drawn to the sky, so they see these things. The extra day corrects not just the length of the year, but also the position of the Mun, which these munths try to stick to. Of course, there's the matter of Kerbol rising a little later every day, until the point, after a year, that a kerbol-rise and -set has been skipped, but since we see that they use a 6-hour day, they must accept that.
-
There used to be a Kerbal Calendar mod. I don't know just what it used as its periods. As per the wiki: The Kerbal Calendar (The Kalendar) A Kerbin year is 426 days long. More accurately, it's 426 days, 32 minutes, 24.6 seconds long. (9203544.6 s) The Mun orbits Kerbin every 6 days, 2 hours, 36 minutes, 24.4 seconds. (138984.4 s) (Remember for these that a Kerbin day is 6 hours long.) Kerbals don't have weeks, as they would be less than 2 days long each (an Earth week is ideally one Moon phase, though of course it isn't, quite). There are 66 (66.22) Munar cycles every year (a month is ideally a Lunar cycle). A Kerbin munth is 6 days long. Or 7. In an 11-munth cycle, the length of Kerbin munths would be 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, repeating six times through the year, for 426 days, tracking the Mun as accurately as division into days allows. (Note: starting from 0, the first munth would be the 6 from the end of the last cycle, but this can be satisfied by starting the first-ever cycle 1 munth early.) For want of a better term, this would create 6 Kerbin seasons of 71 days each. There are no seasonal differences as we know them, due to the 0-degree inclination and axial tilt, and the perfectly circular orbit of the planet. We can theorize that these are the primary divisions of the year, akin to our months, with munths being similar to weeks. Leap Day Earth leap years are every four years, except for years divisible by 100 and not divisible by 400. (This will change slightly in about 784 years.) There are 1944.6 extra seconds, or 32.41 minutes, in each Kerbin year. 12 of these would be slightly more than a day, by 28.92 minutes. Since you never want to have a second Leap Day in a year, and it would happen fairly often, the kalendar would be amended with an extra day every 11 years, neatly echoing the 11-munth seasons. Now there is an extra 0.1 day being added every 110 years. 426 * 110+10 = 46870 426.09 * 110 = 46869.9 So every 1,100th year would skip this Leap Day. There is a small remainder to be dealt with still (numbers were rounded here), but that can be left for Jeb the 11000th to work out. Alternately, some kerbals prefer leap munths.... Unfortunately, I don't think the current time tracking in the game accounts for the leap day. Maybe it needs a mod.
-
Most mods need to update for every version. This one may make those updates take longer, because everything has been rewritten. You should make a copy of your KSP directory now and play from that, so you can keep playing while building up a modded 1.1 install. Yes, you do this even if you normally use the Steam install, because there are no checks in place; it's just like a normal install and can be anywhere on your system.
-
My first (new career) station contract is for a 5-kerbal station with 2000 units of LF. I feel the need to add proportional oxidizer to that, since I don't (yet) have pure-LF engines capable of reaching space. I have to go to the moon first just to unlock the stuff I need to do this.
-
Been gone for years now. Not much chance we'll ever see that get updated. It would need, at this point, someone who could recreate the functionality of this in a new mod. Or we just keep watching for updates from other people. I tried selfish_meme's download as he linked it, and got nothing useful out of it. The parts that were affected were solid black, and others did nothing.
-
I used them at 60km+ shortly after reentry heating was introduced, and they worked then. Then I found the Inline Ballutes mod.
-
Yeah... I've currently got a contract to build a station for 5 that has 2000 units of LF aboard. I see no reason to send up liquid fuel without oxidizer, so at 45/55, that's... a lot of fuel. I've only unlocked the smallest docking port, and didn't even have 2.5m engines when I got the contract. I guess doing it will trigger more fuel-shipping contracts.
-
Mods in Stock
Tfin replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
Contract Window + for the sorting and hiding of contracts that may not apply to the current mission, and a better display of them. [x] Science: some would rather have ScienceAlert's buttons, so maybe not. Better Burn Time feels like a bug fix, really. I can't see a reason for it to not be a stock feature. The same goes for Kerbal Joint Reinforcement's physics stabilization. -
CoM in front of CoL. Balance with full tanks and empty. Bug: If your wings are attached in front of CoM, make sure the control surfaces on them are also in front of CoM, or they'll work against you.
-
New booster per mission or re-use previous designs? What do you do?
Tfin replied to Sovek's topic in KSP1 Discussion
Playing Career, I'm still unlocking better-suited parts every few missions, so I do a couple tourist contracts, launch a satellite for the communications network, fly halfway around the planet for a survey, and then make better craft to do those next time around. I noticed my 14,000-fund 4-tourist rocket with very risky landing has turned into a safe 2-tourist rocket at triple the price, so... back to the VAB, and now take-off is risky, landing is safe, and it costs 18,000 for 4 passengers. -
Haven't planned at all. I expect to drop a couple mods, and I'll be able to use various visual mods. I don't plan to add too many part mods over what I've got already, but that could change if my current game survives that long; I tend to have things happen that wipe me out, like multi-million-fund physics bugs (I may have gone overboard with the Infernal Robotics parts on a big mission).
-
Citation please. Last I heard that, it was about 1.0. Anyway, Devnote Tuesday two (near three) weeks ago: Or more directly, the release announcement for 1.0.5:
-
Yeah, I tried recently to use the Linux version, but... using a portable install, it crashed when I started adding heavier mods. Not ready to do a full Linux install just for this game.
-
Yes. I like to have the claw and RCS before I actually perform any rescues. Depending on the rescue craft, I might lower periapsis, drop the wreckage, and go for another, or I might deorbit with the rescued kerbal in his capsule. Otherwise I'll need to come back later to clean it up. No, I don't pretend there's an explosive aboard and just delete it, because I have an explosive available, and it's clearly not aboard.
-
I put more capacity than that on some of my satellites with RemoteTech. I calculate the cost of running dishes pointing at Mun, Minmus, KSC, active vessel, and prograde and retrograde satellites, and wind up with a capacity of 3000 to survive the dark times. They're giant battery blocks studded with solars. Yes, and watch out for per-minute and per-second value confusion.