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razark

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Everything posted by razark

  1. I've been using it. Haven't had any issues.
  2. How many complete launch to explosion tests were conducted of ICBMs? I know of only end to end test (actually an SLBM), but I think it would be hard to label it "futuristic" in any way. Not to my knowledge. Partial vacuum testing was achieved, I believe. The fact is that the program was canceled (for political reasons, not technical ones) before a launch was undertaken. The treaty banned nuclear weapons from space. NERVA was an engine, and was no more a weapon that the nuclear power sources used on many spacecraft since then. See Kosmos 954 and 1402. Anyway, this is a bit off topic.
  3. No, but it was designed, built, tested, and very well could have been used decades ago. The hydrogen bomb was designed, built, and tested long ago, and never used. Would you classify it as a future technology?
  4. Not really. It's 40-50 year old tech that's been demonstrated as working. It's simply that no one uses it. Steam locomotives were built at one time, but no one uses them now. That doesn't mean they're a future technology. It's just an unused technology.
  5. I think that with Kevin missing for a month and a half and a new KSP version, it's probably time for someone to take over and create a new version. IIRC, the license allows this.
  6. Please post the commands you are using, and the response that kOS gives you. Screenshots might be good, both of kOS and the directory structure. Explain in detail what you are doing, and the response you get from the system. What is the filename of the file you are trying to use in the archive?
  7. I've been playing with this mod since it was released, and I still forget the closing period quite often. This has happened more than a few times: "I'll just fix this one bug. It'll take me five minutes." Five hours later: "Is that the sunrise?!?"
  8. Are you typing print "hello world" or print "hello world"[b].[/b] ?
  9. I have a pretty major complaint about this mod. You've entirely ruined the screenshot thread. I look at what should be amazing pictures, and all I see is a lifeless looking Kerbin. Thanks again for all the work that's gone into this.
  10. What have you tried? What happened? What didn't happen that should have happened? What have you tried? What happened? What didn't happen that should have happened? We don't read minds. "There was an error." is a useless bug report. Provide as much detail as you can. From what you've posted, there's nothing that we can tell you.
  11. I'm fine with them announcing a release date, and then not hitting it. Crap happens. You plan for a target, you work for it, and sometimes, you miss when an unforeseen problem happens. Not that they should push out 0.23 and say "Next update due on February 30th!", but when they are pretty close to it, tell us a prospective date. And if they miss it, well, it's because they're trying to make things better for us. As long as they say "Yeah, we missed it, but it should be good to go in a few days", then that's good enough for me.
  12. No source on this, but I remember seeing it as well. Basically, any new planets added would not simply appear, but would need to be "discovered" before they show up on maps. I assume not showing up would also include the science. Any word on the observatory that I've heard about? My guess is that it would be linked to new planet discovery. If this was the only thing in the update, I would still be happy.
  13. It will be released exactly at 00:01 CST, 18 December. (Just keep telling yourself that. Then you won't be worried and disappointed. In fact, you'll be surprised when it's released earlier than that.)
  14. That's one big pot of mod soup there. Except if it's some sort of interaction between two mods in different halves. With that many mods, narrowing down the issue could be quite a task. That's one of the problems with a request of this type. Very few people are going to have the exact same KSP setup, so each person could end up with bizarre results.
  15. Your best bet is to try it yourself. Different mods could cause oddities to happen, and no one has a database of what mod mixes are going to work. Try it and see if it works. If it doesn't, think about what might have changed. Try a new mix. Or, you can start with stock and install mods one by one until something breaks. Then you will need to figure out what broke, why it broke, and what you can do to fix it.
  16. What a silly question. You act like you've never seen someone living backwards in time before.
  17. KSP videos? I find myself doing that with any video of rockets. Pictures, too.
  18. Centralized information in a summary format would be extremely useful. I simply don't have the time to watch a half hour or longer video to pick out a couple of details. Not to mention articles/blogs/wiki/etc. All this seems like it should be the sort of stuff that makes it into the Announcements section. I generally find out details by picking it up from various forum threads.
  19. I understand the nodes would exist in reality. I was questioning whether they are considered to exist in the game, so that you could time launches off of them. I believe I may have worded it badly. Based on what I'm looking at on the map screen now that I'm actually in the game, the nodes do not appear. Either they do no appear because they are underground, or they are not drawn because the game knows your are on the ground. I'm also not seeing the dashed lines that accompany them, so I'm guessing they simply aren't calculated/displayed for a landed ship.
  20. And, as a stockholder of the company, you are entitled to information pertaining to Squad's business practices. You are a stockholder, right? Because otherwise, if you are not an owner, investor, or employee of Squad, it's none of your business how they choose to run theirs.
  21. I'm not sure, but does the node actually exist if you're sitting on the pad waiting to launch? If the node does exist, then it would be the point at which you would launch. You could use the Kerbal Alarm Clock mod, which would allow you to get the time until node. Otherwise, you'd need to know the angle between launch site and node, and then figure how long it will take the planet to turn that far. Short of using a protractor on the screen, I don't know of an easy way to get that angle if you're looking for a stock way.
  22. Except that the game already does this. If you've ever been at the pad, and had a ship/probe/whatever pass overhead at less than 100 km, it will draw the "here's something" cross and distance labels. Simply replace the cross with a white dot, and extend the distance it's drawn from 100 to 500 km, and you've got a reasonable system. For better accuracy, it should only show the dot when the sun is not visible to the observer, but the observed craft is in direct sunlight.
  23. You don't need to worry about nodes. You just need to wait until KSC is directly under the orbital path of your station. Once you have KSC under the orbital path, launch on a heading that matches your station. This would either be 63 or 117 degrees, depending on the direction the station is traveling. (Although, when launching, you might want to keep in mind that you already have a sizable amount of speed towards 90 degrees. It may help if you aim somewhat north of 63 or south of 117.
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