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Everything posted by razark
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I've made Jeb unhappy. During re-entry, wait until you're about 100 m off the ground. Right-click, then "Cut Parachute". He actually looked scared. I'm not sure if it's possible to make him scared without killing him, though.
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Now-defunct-thread-that-should-not-appear-in-google-search.
razark replied to Cilph's topic in KSP1 Mod Releases
Do Kerbals in a storage can count towards the six, or do they need to be in an actual command pod? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
razark replied to rbray89's topic in KSP1 Mod Releases
That may not have been valid, but it looks like Scott Manley has taken notice. His recent video description: -
So the soylent kerbal dip is right out, then?
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I don't worry about it. It's not a finished game, so save-breaking is part of the process. If wiping out my progress leads to a better experience, so be it. Besides, I start over with a new save every time. If I really feel like it, I might copy over a couple of rockets.
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I love JSGME. It's great to be able to quickly pull it up, swap out the mods I have installed and go right back to KSP without having to mess with moving files and directories around. It's especially useful with so many mods being in constant states of development. All I have to do is press a couple of buttons to install a new version, and if it's not working correctly, it's just a couple more clicks to uninstall and reinstall the old working version.
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So, the liquid water melted, but the ice was unaffected? Fascinating.
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Now-defunct-thread-that-should-not-appear-in-google-search.
razark replied to Cilph's topic in KSP1 Mod Releases
It's back! Been looking forward to this day. Aside from: anybody know how well it works with kOS? -
Subassemblies. Since someone made a mod for it, Squad will never add it to the game.
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Natural resources/precious metals: Are they there? Is it even close to economically viable to extract them? Science: We gain knowledge on how to live and work on the moon. That's great, if we ever come up with a reason to live and work on the moon. Tourism: Is it economically viable? Colonization: Is it possible to create a self-sufficient moon colony in the semi-near future? Is it economically viable to support such a colony? And again: what purpose would it serve, other than national prestige?
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I don't see much point in going to the moon at this point. We've been there, we know we can do it again. But there's no purpose to it. Going to the moon will give us knowledge on how to go to the moon better, true. But at the end of the trip, you're still on the moon with nothing to do. If someone can find a viable reason, even if it's nothing more than tourism, then we go back. It's time to set further targets.
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I think that would be good to have. Also, a way to list active triggers and a way to clear them would be useful.
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That won't be a problem. Without the petrochemical industry, there won't be much food production anyway.
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Both of these set up a trigger that will be executed when the condition is met. Then the program ends, and the triggers it set up are wiped out. You can run either of these lines outside of a program, and they should work. Or, you can set up a program such as: WAIT UNTIL ALTITUDE > 69999. TOGGLE AG10. This sets up a waiting condition, and execution of the program will wait until that condition is true before stepping to the next line. (Of course, this means that your program will not do anything else until then. There are other ways to set it up, too.)
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What would be the point of going to the moon in 2036? To prove that we could do the same thing we did 67 years before? It would serve the same purpose as building the Wright Flyer in 1970.
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
razark replied to rbray89's topic in KSP1 Mod Development
This. This is a thing that must be made to happen. It's amazing how much mods like this and Chatterer that don't make a bit of difference to gameplay add so much life to the universe. I was looking at some screenshots prior to this mod, and Kerbin looked so wrong. I would not be happy playing without this. -
From what time period, if you don't mind my asking? I grew up in the 1980s, when the Russians were the "Evil Empire"; we both eyed each other over the wall in Berlin and had nuclear weapons ready to go at a moment's notice. Now, it's not uncommon to hear Russian being spoken around here. That still strikes me as a bit odd.
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1st Day In KSP - What Am I Doing Wrong
razark replied to a topic in KSP1 Gameplay Questions and Tutorials
Can you describe exactly what the rocket you built is? Also, are you using time compression when the parachute opens? -
Yes, you can recover parts and get the science.
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
razark replied to rbray89's topic in KSP1 Mod Development
I'm still seeing the hard transition, but I have to actually look for it. So, it's still there, but it's a lot less noticeable. Running through a launch now. Hrm. 44 KM up, and the horizon is looking odd. From 100 KM, it's much less noticeable. Barely visible. And from 150 KM, I'm not seeing it at all. So, for a short period on ascent, the horizon looks odd, but other than that, this version is looking nice. -
I must have overlooked it. Can you be more specific? Edit: Note to self: always double check which version is installed...
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What did you name your first rocket?
razark replied to Spacewalking on Sunshine's topic in KSP1 Discussion
"Untitled Space Craft" It was a basic capsule with a parachute on an SRB that made three launches. It was shortly replaced by a more advanced vehicle capable of doing much more, including orbit. It was, of course, named "Untitled Space Craft". -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
razark replied to rbray89's topic in KSP1 Mod Development
I disagree. The pictures I posted show the transition on both the day side and from a distance. It is more noticeable at night and low altitude, but that does cover half of the orbit, especially for a LKO station. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
razark replied to TriggerAu's topic in KSP1 Mod Releases
I was just thinking last night how useful this could be. Thanks!