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KSP2 Release Notes
Everything posted by deskjetser
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
deskjetser replied to NecroBones's topic in KSP1 Mod Releases
Sorry to bother you, but im not sure where to post this... RSB seems to be broken on CKAN and returns a 404 error when trying to update. From my limited knowledge, it seems the problem is a space being used in the URL? Any help appreciated, as the same error is occurring when trying to update Tantares.- 966 replies
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- rsb
- real scale
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Vote for turnip!
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Web-Based Grand Strategy Project (Concept Stage)
deskjetser replied to deskjetser's topic in The Lounge
Very much so, yes. -
Web-Based Grand Strategy Project (Concept Stage)
deskjetser replied to deskjetser's topic in The Lounge
Come on people, I need feedback. -
Okay, so at this point I have nothing to show you guys, only the concept and the means to make it. With that in mind, wall of text incoming. And remember, this is just at the concept stage! The end game idea, is to create a super in-depth multiplayer grand global strategy game, that anyone with a browser and an interest in role-play/strategy can sign up for and play. Potentially it would be based on the Kerbal world, however at this point it could be based on anything at all. So please let me know if you have any ideas here. Planned features. Graphical user interface In depth complex regional combat system User driven diplomatic interaction Detailed user customization; make your country, yours Advanced player driven economic features Technology progression system More features in future... The regional stage. The user interface would primarily consist of the world map, which within would be clickable regions on the map. These regions would represent the borders of their region visually. At the moment a map the size of Kerbin would have an unknown amount of regions, but I expect there to be anywhere from 200-500 regions. Each region would have these stats like this: Size of region: in square KM (For the time it would take for a unit to drive from one region to another, take the square root of this number and half it, do the same for the region you are coming from and add those numbers together and boom. Rough travel distance.) --- Terrain: Plains, Hills, Mountains, Desert, Tundra, Arctic, Coast, Ocean. (Each region will have a combination of some these with a % number next to it, this is how much of that region is covered with that terrain type. For example: 25% Plains / 75% Hills.) Terrain will have an effect on the speed at which units move through that region and their combat efficiency (Attrition, attacking, defending ect.). --- Features: Jungle, Marsh, Forest, Snow/Ice, Rivers, Cities/Towns. (The same as terrain, except these add more detail to the terrain. Rather than blank boring plains, you can have plains populated by a marsh which will make a difference on unit performance too.) Features will also have an effect on the speed at which units move through that region and their combat efficiency (Attrition, attacking, defending ect.). --- Natural Resources: Iron ores, Aluminium ores, Copper ores, Coal, Oil, Uranium ores, Gold ores, Rare earth ores. (If a region has any of these resources in it, they will be displayed with a number next to them which is the size of the deposit in metric tons or for Oil, Billion liters. For example: 103,000t Iron ores) All of these must be refined before use, except for coal. This will be covered later. Rare earth ores are a collection of resources that are widely used in construction/manufacturing but are less common/less important than Fe, Cu, Al and U. --- Region Fertility: 0-100 rating (The ratings will also be named in segments of 10. Example: 0-10;Sterile / 11-20;Wasteland / 21-30;Barren / 31-40;Fallow / 41-50;Arable / 51-60;Productive / 61-70;Lush / 71-80;Rich / 81-90;Affluent / 91-100;Shangri-la) The more fertile a region, the better the yield from farms and fishing will be. Can be lowered by nuclear attacks and things like brutally large industrial projects. --- Population & Age: Age brackets with the number of people in that bracket listed. (Under ideal circumstances the age rage for enlisting in military service is 18-30 males. You can change this to include women, and expand the age of service to include pensioners or children in desperate times. Obviously there will be dire consequences if you go to extremes. However if you just expand to use men and women, you will have doubled your available for service population with little drawback.) You need people to man things. Like factories, so if you decide to require all 18-30 men and women to serve, you will have a huge pool of manpower, but problems finding workers for factories; and may find yourself working factories with children or pensioners! --- Region Improvements: Things like improved road networks, factories, farms and airbases. (I will cover these in more depth once I have expanded the concept.) As you can see, there is a crazy amount of depth here. This doesn't even get into the combat simulation. Here are some pictures of what the concept looks like currently on paper. Here is the concept draft of what a region would/could contain. And here is the resources refining flow concept. The square [] brackets mean the resource is usable or useful for constructing things. More coming soon! Please let me know if you think you would play something like this, and leave any feedback as to what you like or what features you'd like to see!
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~ graphics mega poll - AMD vs Nvidia vs Intel ~
deskjetser replied to segaprophet's topic in The Lounge
I'm impartial, whatever floats my boat at the time of wanting to upgrade is what I will go for. Early 2014 I got a 290x due to it being powerful and affordable. Early 2015 I got two 980s because power efficiency awesomeness with crazy overclocks, while still competing with 780ti. Both teams have their merits, just pick what you want when you want it. -
^^ maybe you two should invest in some flexible rubberized HDD mounts?
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I guess I could've gone with more SSD space, but SSDs are expensive and RAID 0 means I had to get two to begin with, so I went with 240s with a total of 480GB once in RAID. So far it seems to be enough.
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Because these GPUs have native support for minesweeper silly
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I wish it was tiny, I've lugged some beasts to lan parties before... But holy crap this thing weighs near a 100lbs So, gone are the days of bringing my prized pony to lans
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Workstation/Overkill Gaming rig recently completed. Haven't seen how KSP runs on it yet though. Full specs: i7-5960X @ 4.5GHz 1.26v Corsair H100i ASUS ROG Rampage V Extreme mobo Corsair Vengeance LPX 32GB DDR4 @ 3000MHz EVGA GTX 980 SC x2 in SLI Corsair AX1200i PSU Corsair 780T Case Corsair Force GS Series 240GB SSD x2 in RAID 0 WD Blue 1TB HDD Mass storage WD Green 2TB HDD RAID 1 over all drives X99 is amaze ballz, and the 5960X overclocks amazingly well. I did win the silicone lottery though, 1.26v is very low for 4.5GHz on this chip, so i'm very lucky with that.
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I perhaps will in future but as of now I am too heavily invested in most of the flight games I mentioned above.
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You might want to rephrase that, you are discounting everything else including Xplane, DCS, FalconBMS, Rise of Flight and possibly even FSX even though time has told it was pretty bad.*Edit: Never mind, I can't bring myself to say FSX now that I think about it.
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Don't get me wrong, warthunder is a good game but it is not without major problems. (Below is talking about Historical battles, since I dont play Arcade) 1) In it's current form, you can get to tier 5 using nothing but paid currency, although there is an absurd amount of money required. 2) Alot of the game mechanics are broken, like G-lock only effecting a limited number of aircraft giving the ones not effected a HUGE advantage. 3) .50cals are over-performing like crazy ever since the waves of 'MURICA patriotism on the forums forced the devs to buff them a lil' too much. As a result german 13mm MGs which are larger caliber, and fire faster than .50s, do less damage than even some 7.5-7.92mm guns. Have fun playing it guys, but don't go calling warthunder 'realistic', it is a pitiful simulation of air combat and is horrifically simplified for the mass casual gamer market. Not to say though it isn't fun, because I thoroughly enjoy playing it, enough even to unlock every plane xD.
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Finally someone taking bold steps into aerodynamic research, kudos to you! I like what you have come up with, and nice paint scheme btw. I too did some work on high angle of attack flight a while back, and you can feel free to take a look at what I have to see if it can be of any help to your work. Keep up the great work. http://forum.kerbalspaceprogram.com/threads/41589-FerramAerospace-High-%CE%B1lpha-aircraft%21 <First projects http://imgur.com/a/EZCq7 http://imgur.com/a/tSuvC http://imgur.com/a/v9Pal http://imgur.com/a/6bxFZ <Last Project
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Glad you like it lol Yeah I was concerned that people may not like to use direct download links, and I don't like to use spaceport so I put both for good measure
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As is with most Kerbal creations, this didn't turn out as i expected. Trying to make a long range jet pack for Kerbals... ends up as a jet powered missile. Hope you guys have as much fun as I did with it. Jeb really went crazy when he heard about remote controlled supersonic jet powered missiles Download Just some pics of the insane contraption, and also a few with Jeb riding the passenger version. ship = JP-1 version = 0.23.0 description = type = VAB PART { part = probeCoreOcto2_4294563322 partName = Part pos = 0,5,0 rot = 0,0,0,1 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 0 link = JetEngine_4294563288 link = smallCtrlSrf_4294563144 link = smallCtrlSrf_4294563098 link = smallCtrlSrf_4294563052 link = smallCtrlSrf_4294563006 attN = bottom,JetEngine_4294563288 EVENTS { } ACTIONS { } MODULE { name = ModuleCommand isEnabled = True controlSrcStatusText = EVENTS { MakeReference { active = True guiActive = True guiIcon = Control From Here guiName = Control From Here category = Control From Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } RenameVessel { active = True guiActive = True guiIcon = Rename Vessel guiName = Rename Vessel category = Rename Vessel guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = ModuleReactionWheel isEnabled = True stateString = Active WheelState = Active EVENTS { OnToggle { active = True guiActive = True guiIcon = Toggle Torque guiName = Toggle Torque category = Toggle Torque guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { Activate { actionGroup = None } Deactivate { actionGroup = None } Toggle { actionGroup = None } } } MODULE { name = ModuleSAS isEnabled = True EVENTS { } ACTIONS { } } MODULE { name = ModuleTripLogger isEnabled = True EVENTS { } ACTIONS { } Surfaced { } Flew { } FlewBy { } Orbited { } SubOrbited { } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 flowState = True isTweakable = True hideFlow = False flowMode = Both } } PART { part = JetEngine_4294563288 partName = Part pos = 0,3.966063,0 rot = 0,0,0,1 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = 0 sqor = 0 attm = 0 link = toroidalFuelTank_4294563208 attN = top,toroidalFuelTank_4294563208 EVENTS { } ACTIONS { } MODULE { name = ModuleEngines isEnabled = True staged = False flameout = False EngineIgnited = False engineShutdown = False currentThrottle = 0 thrustPercentage = 100 manuallyOverridden = False thrustPercentage_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 0.5 } EVENTS { Activate { active = True guiActive = True guiIcon = Activate Engine guiName = Activate Engine category = Activate Engine guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiIcon = Shutdown Engine guiName = Shutdown Engine category = Shutdown Engine guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { OnAction { actionGroup = None } ShutdownAction { actionGroup = None } ActivateAction { actionGroup = None } } } MODULE { name = ModuleAnimateHeat isEnabled = True EVENTS { } ACTIONS { } } MODULE { name = ModuleGimbal isEnabled = True gimbalLock = False EVENTS { LockGimbal { active = True guiActive = True guiActiveEditor = True guiIcon = Lock Gimbal guiName = Lock Gimbal category = Lock Gimbal guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } FreeGimbal { active = False guiActive = True guiActiveEditor = True guiIcon = Free Gimbal guiName = Free Gimbal category = Free Gimbal guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } MODULE { name = ModuleAlternator isEnabled = True EVENTS { } ACTIONS { } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 flowState = True isTweakable = False hideFlow = True flowMode = Both } } PART { part = toroidalFuelTank_4294563208 partName = Part pos = 0,4.988801,0 rot = 0,0,0,1 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 0 link = CircularIntake_4294562776 attN = bottom,CircularIntake_4294562776 EVENTS { } ACTIONS { } RESOURCE { name = LiquidFuel amount = 10 maxAmount = 10 flowState = True isTweakable = True hideFlow = False flowMode = Both } RESOURCE { name = Oxidizer amount = 0 maxAmount = 12.2 flowState = False isTweakable = True hideFlow = False flowMode = Both } } PART { part = smallCtrlSrf_4294563144 partName = Part pos = -4.332965E-09,4.89526,-0.2050008 rot = -3.090862E-08,0.7071068,-3.090862E-08,-0.7071068 attRot = 0.7071067,0,0,0.7071067 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 link = smallCtrlSrf_4294562960 sym = smallCtrlSrf_4294563098 sym = smallCtrlSrf_4294563052 sym = smallCtrlSrf_4294563006 srfN = srfAttach,probeCoreOcto2_4294563322 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = False ignoreYaw = False ignoreRoll = False ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294563098 partName = Part pos = -0.2050008,4.89526,-7.886036E-09 rot = -4.371139E-08,0,0,-1 attRot = 0.7071067,0,0,0.7071067 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 link = smallCtrlSrf_4294562914 sym = smallCtrlSrf_4294563144 sym = smallCtrlSrf_4294563052 sym = smallCtrlSrf_4294563006 srfN = srfAttach,probeCoreOcto2_4294563322 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = False ignoreYaw = False ignoreRoll = False ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294563052 partName = Part pos = 2.225471E-08,4.89526,0.2050008 rot = -3.090862E-08,-0.7071068,3.090862E-08,-0.7071068 attRot = 0.7071067,0,0,0.7071067 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 link = smallCtrlSrf_4294562868 sym = smallCtrlSrf_4294563144 sym = smallCtrlSrf_4294563098 sym = smallCtrlSrf_4294563006 srfN = srfAttach,probeCoreOcto2_4294563322 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = False ignoreYaw = False ignoreRoll = False ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294563006 partName = Part pos = 0.2050008,4.89526,-1.655197E-08 rot = 0,-1,4.371139E-08,0 attRot = 0.7071067,0,0,0.7071067 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 link = smallCtrlSrf_4294562822 sym = smallCtrlSrf_4294563144 sym = smallCtrlSrf_4294563098 sym = smallCtrlSrf_4294563052 srfN = srfAttach,probeCoreOcto2_4294563322 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = False ignoreYaw = False ignoreRoll = False ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294562960 partName = Part pos = -0.006702315,5.331947,-0.2166096 rot = 0.7071068,4.214684E-08,-0.7071069,-1.896608E-07 attRot = -0.4999999,0.4999999,-0.4999999,0.4999999 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 sym = smallCtrlSrf_4294562914 sym = smallCtrlSrf_4294562868 sym = smallCtrlSrf_4294562822 srfN = srfAttach,smallCtrlSrf_4294563144 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = True ignoreYaw = True ignoreRoll = True ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294562914 partName = Part pos = -0.2166095,5.331947,0.00670229 rot = -2.107342E-07,-1.043081E-07,-1,-1.639128E-07 attRot = -0.4999999,0.4999999,-0.4999999,0.4999999 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 sym = smallCtrlSrf_4294562960 sym = smallCtrlSrf_4294562868 sym = smallCtrlSrf_4294562822 srfN = srfAttach,smallCtrlSrf_4294563098 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = True ignoreYaw = True ignoreRoll = True ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294562868 partName = Part pos = 0.00670234,5.331947,0.2166096 rot = -0.7071071,-1.896608E-07,-0.7071066,-4.214682E-08 attRot = -0.4999999,0.4999999,-0.4999999,0.4999999 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 sym = smallCtrlSrf_4294562960 sym = smallCtrlSrf_4294562914 sym = smallCtrlSrf_4294562822 srfN = srfAttach,smallCtrlSrf_4294563052 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = True ignoreYaw = True ignoreRoll = True ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = smallCtrlSrf_4294562822 partName = Part pos = 0.2166095,5.331947,-0.006702315 rot = -1,-1.639128E-07,2.107342E-07,1.043081E-07 attRot = -0.4999999,0.4999999,-0.4999999,0.4999999 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 1 sym = smallCtrlSrf_4294562960 sym = smallCtrlSrf_4294562914 sym = smallCtrlSrf_4294562868 srfN = srfAttach,smallCtrlSrf_4294563006 EVENTS { } ACTIONS { } MODULE { name = ModuleControlSurface isEnabled = True ignorePitch = True ignoreYaw = True ignoreRoll = True ignorePitch_UIFlight { controlEnabled = True } ignoreYaw_UIFlight { controlEnabled = True } ignoreRoll_UIFlight { controlEnabled = True } EVENTS { } ACTIONS { } } } PART { part = CircularIntake_4294562776 partName = Part pos = 0,4.938938,0 rot = 0,0,0,1 attRot = 0,0,0,1 mir = 1,1,1 istg = 0 dstg = 0 sidx = -1 sqor = -1 attm = 0 attN = bottom01,toroidalFuelTank_4294563208 EVENTS { } ACTIONS { } MODULE { name = ModuleResourceIntake isEnabled = True intakeEnabled = True EVENTS { Deactivate { active = True guiActive = True guiIcon = Close Intake guiName = Close Intake category = Close Intake guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } Activate { active = False guiActive = True guiIcon = Open Intake guiName = Open Intake category = Open Intake guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } RESOURCE { name = IntakeAir amount = 0.2 maxAmount = 0.2 flowState = True isTweakable = False hideFlow = False flowMode = Both } }
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May I present the simple mans SSTO, the aptly named ShO-3. Very simple to use, very easy to learn, great fun to fly. Full album: http://imgur.com/a/dl6ED#0 Instructions: - Full throttle take off, pull up at 70m/s without worrying about tail strikes! (Trust me) - Pull upto and hold 40 degrees on the nav ball. - The rocket motor will engage automatically, and once you reach 1000m/s pitch down to your pro-grade velocity marker. - Burn on your prograde until your apoapsis is 70,000m then cut power. - Glide up to your apoapsis and circularize, which should take around 400m/s of Dv. - Your should now be in orbit with around 15 electric charge and 30 liquid fuel for de-orbiting. Download! Let me know what you think, and have fun! Notes: Not designed for orbits beyond 72km! Not designed for lengthy durations in space! Not guaranteed to preserve kerbals beyond original use by date! Not guaranteed to not explode! May or may not be airtight!
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Need help finding a PC monitor, needs to be 27" or bigger, 1080p standard resolution, and £200 or less. ($320ish) Although I might be able to go a little over budget if its worth it. Any help is appreciated
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Its a VERY early alpha of a game called Automation, its a car tycoon game where you will be able to design every aspect of your cars and build your business empire around it. You can get the demo for free, but even for pre-order users there is only the engine designer and car body designer, and they are both only partly completed.
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Thought i'd share my baby with y'all Here's an engine with, lets say, ALOT of power... I can remember when I struggled to get 1000hp out of an engine... They grow up soo fast! Unfortunately, you won't get far with this, average time between failures is 73km, so don't expect to go on a road trip
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I very much enjoy throwing things off cliffs! 9/10
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Melt wood in a furnace and pour it into a mold! How would you contain Jeb?