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Everything posted by SolarLiner
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What race will the championship race on? How can we submit ideas? I've been trying out ideas of possible tracks ideas, I wonder if (and how) I can submit them.
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I'll be turning 16 in less than one month, so yeah, still 15, but kinda 16. Or maybe not now already. But sill not full 15. Maybe more like 15.987589889898789999999
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Banned for being a Polar Bear.
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Steam Free Play Week?
SolarLiner replied to RocketScientist00's topic in KSP1 Suggestions & Development Discussion
Then request a Steam code to activate and download KSP on Steam. -
[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
Loging in and out now works! kOS Repo might now use cookies if you choose to allow the site to remember you. But it only stores a Unique ID which is linked to your account, so the site knows who you are when you get back. Also, the said cookie expires 30 days after its creation, so every month or so, you'll have to connect back. Unfortunately you still cannot do lots of things on the website yet. -
8-yo children might be far more intelligent than you might think! My sister helped me sometimes getting me out of bugs I wasn't able to remove myself, just by telling her what I was trying to accomplish, what did the script do, and obviously, explaining the logic. In 20 mins it was done! And there's one thing too: they have to relate to things while learning. That way, showing real examples from what they like, and then explaining how it's done (kid-mode huh, not the technical aspect right off ^^) helps them relate the knowledge to things they appreciate, and if they have the taste to learn and discover (which a lot have, it just gets turned down by a lot of things), they will be interested. So, learn a bit about them before teaching them; what they do, what they love (technology-wise of course), and then try to adapt yourself and you'll hit their brain in the right spot. For example, if the majority answers that they love playing Angry Birds, you can start on doing some logic by saying "When the bird is launched, the game then constantly looks if the bird is going to crash on a pig, a block or any other item. In fact, everytime the bird moves, the game thinks "okay. Is the bird going to touch something? No? Then continue on. Yes? Then look what type of object it is. It's a pig? CRUSH HIM! It's a block? DESTROY IT! Then the game continues on, the bird moves a little bit more, and the same checks starts all over again." Just like that, you introduce them to logic, and then can break down to boolean logic: "I need a pear and an apple. Do I have a pear AND an apple?" and then "DO I have a pear OR an apple?" "Do I have a pear XOR an apple?", explaining each the the terms. I don't think you can go as far as teaching about coding if you take that path. But if you really want to make them discover coding magic, you can then check out Tynker, I never used it, but from what I read it seems a good options for "littles" to get in touch with programming.
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I'm so sad I never saw a Shuttle launch in my life, the feel of the power of the two booster igniting as the shuttle lifts off, marking the beginning of a new yet great journey ... It makes me all poetic and things I mean, I WILL see a launch in my life, but it will never be as powerful as 5 rockets kicking off a flying brick.
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[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
NEVER I'll make one needing the other. One is better with the other, but these are still two independant projects, just sharing a common subject. And ... VI is in Linux, right? So you cannot (yet) use my IDE because of the platform. That's yet another reason not to bind those too close. -
Source: http://www.orbiter-forum.com/showthread.php?p=467664&postcount=1354 OK, I told that on the top of my head, I got the keys wrong. My bad! But it's still so cool that I got that from HarversteR directly
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Granted, but him arriving riding a booster burns you completely. I wish to go to Alpha Centauri!
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[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
My kOS IDE ill soon have something like that: when you open the file, it shows you the clean version, but when you save, it gets minified. I'm not fully sure how to handle this yet, but this would make a real difference. But I may have put the IDE dev a bit aside with this project. I kinda want to link those two projects (be able to download/upload scripts directly from the IDE would allow for easier and faster sharing, and make use of the external kOS tools I might put on the server too). EDIT: Hum hum ... In fact the database on the server was one revision behind. So it missed two columns ... EDIT2: OK, now that I've put a bunch of verification conditions, it now works just fine. I just can't even on that one. -
[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
Technically you can share everything that is text, but I'd prefer the repo to stay only kOS scripts. How cool would that be if you could strip down the scripts using kOS code? ^^ That brings a problem: how to actually limit content being submitted to only be kOS scripts? Oh, and that brings me a good idea actually: a third button on the script page that allows you to download a stripped version ! -
[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
Oh. I got the same database locally and on the server, and it works perfectly locally. What is wrong? And the same error happens on the registration confirmation page too. Curious ... -
Granted. One doesn't see you and you're now like a pancake. I wish for the Ultimate Steam Summer Sales!
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Yeah, I pretty acidentally all the time too. Just a tip bros: ALT+F5 allows you to name the quicksaves, so you can have different ones, and ALT+F9 allows you to select which one to load! Pretty nice, isn't it? (EDIT: Changed from CTRL to ALT, my bad)
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I'm left handed, and I always played with it holding the mouse for all the games I played. (I didn't play Surgeon Simulator very much, tho, for that matter ^^) At first I remapped the keys to the numpad keys so it was easier for me, but I got around it and use WASD just fine with my right hand (and smash Space with the palm).
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Wolfenstein made an alternate history where the nazis won. Yeah I know, it could not realistically be possible with all the machinery in the game, and it's only there for backstory, but still.
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Images from Hubble (and any other telescope, space or ground based) NEEDS to be photoshopped, for one reason:they're not "ready-made", you need to select bands to include in your image, and in which channels (in the photo), because some channels returns infra-red imagery, others return ultraviolet imagery, other light in the visible area, etc. so you need to make a choice. Then you need to center those bands, because for number of reasons, they are not perfectly aligned. And lastly, most of the time the image is sharpened, and the picture saturated a bit more. (not only for artistic purposes, seeing the color of a star or of the cloud/nebula helps greatly in guessing its composition, thus guessing its type). A raw photo would simply be undisplayable (for everyone as well as the scientists themselves).
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"Dang it, my 16 parts rockets drops my framerate! SQUAD, I have a problem!!!" That would be the best port ever
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Kerbal Space Program, now on SNES!
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[WIP]The kOS Repository: Now with 100% more registrations!
SolarLiner replied to SolarLiner's topic in KSP1 Mod Development
That can be done quickly with some JavaScript: paste your code, and get a "min" version of it, without any line returns, unneeded white spaces, comments, etc. EDIT: Look at the script page (on the photo) ! I finally got syntax coloring working! -
Hypothetical effects of the hypothetical Alcubierre drive
SolarLiner replied to rtxoff's topic in Science & Spaceflight
Yes, but no. That method is way to scifi-y. An AD only wraps space and time, it does not offer you a unlimited fuel option. Using an Alcubierre Drive would shorten the Earth -> Mars trip, but in no way the ship will go in a "fire up and go straight line" if the motors are not of some kind of futuristic mega-energetic propulsion, you will not be able to do that. And still the most efficient trajectory is the HTO. For intra-solar system journeys, the AD would greatly reduce the time of the voyage. This brings another problem: if a voyage to Jupiter takes 4 years realtime, but only 4 days using the AD, the astronauts will return only 22 days older (counting a 2-week stay+all orbital maneuvers), instead of 8 years older. So, how does the two "time clocks" kinda "re-sync" together? Or does they? Would this make the ultimate "stay young, go fast" machine? -
Hypothetical effects of the hypothetical Alcubierre drive
SolarLiner replied to rtxoff's topic in Science & Spaceflight
As said by Cmdr. Arn1e, it's only externally that the AD does its magic. Inside the "wrap bubble", nothing gets changed. And AD wraps space, so it wraps time. Acceleration and deceleration would seem shorter, but in fact, time is really passing by faster, so no. Assuming that thrust is a force counted as "external", because if "internal" in relation to the "wrap bubble", it won't change at all. And to answer the first question (if not already, TL;DR), the AD doesn't have a force, thus it does not have a vector. You do not "point" an AD, you use it. So using the AD in your solar orbit would seem to make the orbtal velocity faster. -
Banned for using animated gifs.