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little square dot

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Everything posted by little square dot

  1. If it's primarily for KSP, I wouldn't be worrying too much about that RAM. I have 16GB, of which KSP uses roughly 20% max. So irritating when I have out of memory crashes. 32bit nonsense...
  2. It's not about age. It's about interests. I loved to read history texts as a kid, and pre-teen I was deeply into grand strategy games that most adults don't have the patience for. That said, I was almost completely disengaged in school because I generally wasn't interested in the subject matter, in addition to which words such as "***" made me giggle uncontrollably at the time. So, while I definitely wasn't mature in any way, shape or form, my interests motivated me to learn certain complex things. *edit: really? REALLY?! s-e-x is a banned word?
  3. Haha, so many hotshots around here. Gotta love it. Question their capabilities and they shall post! Lots of cool ideas.
  4. Related aside: has anyone seen Moon? I happened across it this morning and it's actually a pretty good movie, so I won't post any spoilers, but I will say that I'm pretty sure I see what the deal is with Jeb, Bill, Bob et al now, haha..
  5. LKO testing complete. Definitely an inter-dimensional rift located on or near the hatch, as the clones are not exerting any force on the pod, despite emerging at a significant velocity. The pod was not influenced one bit, meaning their velocity did not result from simply pushing off it.
  6. Holy nutbar cows is right. I just discovered that it's not a one-hit wonder either. It's an effing eruption, every time. Check out the top guy... quite a bit o' air; he's clearly been forcibly ejected. *edit: is the "bailed out" text normal? I don't think I've seen it before, although I haven't really played around in the current version yet.
  7. I was hard at work today on one of the ground vehicle cabs for my new colonization-oriented weld pack, and I seem to have inadvertently opened a portal to another dimension(s) populated by a seemingly endless quantity of Bill and Bob clones. (*edit: the cab has a crew capacity of 2 btw) I've been fiddling around with the positioning of the various parts so as to have both a functioning IVA and a working hatch (which unfortunately is absurdly more difficult than it sounds), and after each set of adjustments I launch to test EVA/IVA. Typically the hatch either works or I'm told that it is obstructed, but not today... oh no, today the cab just kept spitting out inanimate Bills and Bobs, and their images in the bottom right that normally just disappear when they exit the pod instead changed to this "bailed out" text that I've never seen before. As if that weren't enough to rattle me, after perhaps 15-20 Bills and Bobs had been ejected from the cab, this happened: So yeah... if you happen to notice the odd pile of Bill and Bob Kerman clones laying about, or actively spewing forth from an inter-dimensional rift, that miiiiight be my bad.
  8. DUDE!!! Thank-you so much for this mod! UR has been causing me a great deal of difficulty with out-of-memory error crashes every 20-30 mins or so in .23, but I just couldn't bring myself to discard those delightful hi-res bodies, so I had all-but resigned myself to this painfully crashy fate, when voila! Problem solved! I just toured around Mun and Minmus, which were both looking as lovely as ever I might add, for several hours without a single crash. Urock!
  9. Looking great guys. Could one of you please explain the FigaroGPS intergration? Cheers.
  10. an example: TOP (sky) cluster of sepMotors----->assign "activate engine" to action group "abort" truss decoupler----->assign to action group 1 chute----->assign to action group 1 capsule decoupler----->assign "decouple" to action group "abort" BOTTOM (rocket) Using the example above, if you were to suffer a catastrophic failure shortly after launch you would hit your "abort" key (backspace by default) which would decouple the capsule and activate the escape tower engines, then when sufficiently clear from the chaos you would hit "1" to decouple the tower and deploy your chute.
  11. I use HyperEdit. Two clicks and you're in space, a few more and you can be in space orbiting whatever body you like. It's excellent for testing vehicles in the various atmospheres too.
  12. wow... that's like, next-level lazy, but I appreciate that at least you own it.
  13. They aren't needed any more than sabre engines, 2.5m battery banks, nose cones, and other such parts that make spacecraft-building and flying more interesting and convenient, but don't necessarily add functionality. That said, there are a huge number of people playing KSP that make crew safety a point of pride, and of those people a significant portion go quite heavy on the role-playing side of things, absolutely refusing to revert, quicksave/load etc. Even still, a pre-packaged L.E.S. isn't needed, as the subassembly system makes it easy enough for folks to build and use their own designs, however there's something about a good and balanced, single-unit L.E.S. that seems to cause a stirring in the loins of a lot of players. Personally, given the number of catastrophic launchpad or low-altitude failures that I've subjected my poor kerbonauts too, I like the peace of mind a trusty L.E.S. can provide. (and they're loads of fun!) [shamelessplug]The new DoPToOT Advanced Stock Rocketry weld pack, due out the day after the launch of .23, has L.E.S.'s available in a number of sizes. (...not to mention a stock payload fairing system, NON-OP 5m and 3.75m sets of parts[including new engines], 0.625m probey parts, and balanced rescales up the wazzoo)[/shamelessplug]
  14. As you all know, a number of stock parts have slightly offset nodes that can lead to clipping parts/textures, unsightly gaps, and other aesthetic issues. I posted most of the following node revisions (I just added the LV-909) in the Suggestions forum, and while I hope that Squad has had time to see to the recommended fixes in the coming release, I thought that I should offer them up in the General forum as well, just in case, so we can all get crackin' in .23 with proper nodeage. If need be, simply paste the following coordinates over the existing node coordinates as found in the appropriate part.cfg. I think this list covers most of the parts that require significant alterations to node positioning, but I will update it if I find more. If you have some node fixes for stock parts that aren't included below, please post them so we can get a comprehensive list cobbled together. //little square nodes: dockingPort2 node_stack_top = 0.0, 0.2872, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 //little square nodes: liquidEngine3 (LV-909) node_stack_top = 0.0, 23.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: stackPoint1 node_stack_top = 0.0, 0.0975, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0 //little square nodes: trussAdapter node_stack_bottom = 0.0, -0.4185564, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.6493708, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: batteryBankLarge node_stack_top = 0.0, 0.108, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.142, 0.0, 0.0, 1.0, 0.0, 2 //little square nodes: batteryBankMini node_stack_top = 0.0, 0.1065, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1065, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.3125, 0.0, 1.0, 0.0 //little square nodes: dockingPortLarge node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, 1.0, 0.0, 2 //little square nodes: dockingPortLateral node_stack_top = 0.0, 0.584, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.584, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: probeStackSmall node_stack_bottom = 0.0, -0.11, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.11, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: mk2LanderCabin node_stack_bottom = 0.0, -0.418, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.7519293, 0.0, 0.0, 1.0, 0.0, 1 //little square nodes: mk3spacePlaneAdapter node_stack_top = 0.0, 7.75, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.72, 0.0, 0.0, 1.0, 0.0 //little square nodes: mk3Fuselage node_stack_top = 0.0, 15.5, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -15.45, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -8, 0.0, 0.0, 1.0, 1 //little square nodes: mk2SpacePlaneAdapter node_stack_top = 0.0, 0.76, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.73, 0.0, 0.0, 1.0, 0.0 //little square nodes: Mk1FuselageStructural node_stack_top = 0.0, 75.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -75.1, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 //little square nodes: MK1Fuselage node_stack_top = 0.0, 75.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -75.1, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -51.0, 0.0, 0.0, 1.0, 1 //little square nodes: xenonTank node_stack_top = 0.0, 0.143, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.143, 0.0, 0.0, 1.0, 0.0
  15. What the crap is this? A presumptuous, quasi-aggressive, backhanded complisult implying that Innsewerants has somehow been bested and is likely to become jealous and lash-out like a child? Was there some sort of an issue to warrant this comment, or is it as absurd and condescending as it sounds?
  16. I'm sure everybody would agree that transparency is good, but I don't think that this is an issue of transparency because if Squad could always give us accurate release dates they would. I mean, why wouldn't they? For me this boils down to more of a personal preference thing, and personally, I love a good surprise.
  17. So... what are you waiting for? I don't know what your skill set looks like, but regardless, I've seen a number of projects in which the lead doesn't know the first thing about coding, and I know of at least one who doesn't code or model. He's simply the "ideas guy". If you put some serious thought into a proposal, people will often sign-on.
  18. Great job Samio. I love all of them except Blalo tbh. That massive river-y ocean, or ocean-y river, is a wee bit unrealistic and doesn't really do it for me, but I'm loving the rest of them. *edit: just curious; you said that you had created these bodies before KSP, and I'm just wondering what inspired you to create them? (you might have already answered this, but I don't have time to read the entire thread atm.)
  19. So, what you're saying is that it shouldn't be possible for people not employed by Squad to come up with innovative ideas for KSP? They are a small team of humans, not omniscient game-building demigods, in addition to which the KSP community has some of the brightest minds of any gaming community that I've been a part of, some of whom have been recruited to work for Squad. I think it's pretty cool that they take ideas from the community and incorporate them into the game.
  20. Haha, exactly what I was thinking, but I didn't want to be the one to say it.
  21. ^^the first one is real purdy^^
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