Qumefox
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Everything posted by Qumefox
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WoT would probably be my #1 currently. I don't have any hard stats, but figuring an average of 7 minutes per battle, multiplied by the number of battles I have, comes out to like 1200 hours give or take.. factor in the time i'm just sitting around talking in clan chat, etc, it's likely well over 2000 hours.
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[DEAL WITH IT] I just accidentally 0.0km INTERESCT
Qumefox replied to Astronomer's topic in KSP1 Mission Reports
The times i've gotten 0.0km intercepts has taught me to make sure I never get 0.0km intercepts.. Failure to decelerate in time leads to the loss of both craft generally. -
Blender does have a very steep learning curve, yes. But it's worth learning how to use.. My advice.. put your part project on hold, then go through tutorials on blender.org to learn the UI, basic processes for modeling, etc before attempting to make your part.. You'll find that once you actually know how to use blender, making your part will be easy I liken it to this.. If you want to drive across the country.. you're going have to learn to drive first.. 'learning along the way' isn't going to end well. It's the same with blender.. if you take the time to learn what it does, what it can do, and what parts of it you can ignore outright, it's not really that complicated. It just looks that way to the uninitiated because all the functionality makes it really intimidating.
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Made the mistake of letting Jeb sit on on a 'utility rover' design meeting.
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Sorry.. I will go back to a spreadsheet or pen/paper before I install mechjeb..
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Feh. Thanks for reminding me about all the part description inconsistencies that always bug the pee out of me. heh. Like some electrical parts are listed in units/hr and some are units/minute.
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Well some people refuse to play games unless they have god mode, etc type of play that removes all challenge and has zero repercussions. KSP's playerbase has it's fair share of these people, as evidenced by this thread. Personally I don't give a crap if these people want to easy mode their way through everything they do. That's their prerogative. However I don't really like it when they start demanding that a rather technical game, which KSP is, start getting dumbed down just for them, at the expense of what everyone else wants. One of the things I love about KSP is that unlike most other games, it's NOT designed for the lowest common denominator like pretty much everything else. Squad has a specific vision for how KSP should end up, and so far, i'm proud of them for sticking with it and making a game i'll play for a looooooong time.. instead of just caving and dumbing down the game to appeal to the hordes of 'flavor of the month' gamers out there to get as many short term sales as possible, at the expense of actually having a product any body actually wants to play for long, which is how most publishers operate.
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From playing with it.. Apparently KSP has no clue how to operate gimbaling engines if the CoT is above the CoM... you can put ASAS anywhere, or pods/probes anywhere (though sometimes pod torque will overcome the problem if the ship is light enough) For instance.. If you launch this with ASAS enabled.. it goes up straight every time However, if you launch this with ASAS enabled.. it wipes out every time. It doesn't matter where the probe body and ASAS is. I tried them on the bottom as well. It behaved the same. However, if you lock the gimbals on the engines while they're on top.. the second example goes up straight as well.. well as straight as the miniscule probe body torque can keep it anyway. So it's an issue with KSP not correctly gimbaling engines that are mounted higher than CoM.
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As promised now that i'm home.. This is how I got three variants of these rovers to Mun. First two were taken in the process of getting to orbit and after doing munar injection burn. Notice the drop tank on the bottom that keeps the mass symmetrical, as well as the probe body on top. It's important. Also both 'lifter' and droptank are aligned on the rover's CoM. This was taken right after landing. After using the last of the fuel in the injection stage, It was jettisoned leaving only the rover and it's crane/droptank.. Then I switched control to the probe body on top, so I wouldn't have to deal with the controls being 90 degrees off. About 1k up the tank under the rover was decoupled, then I just landed the rover on the wheels, then decoupled the 'lifter' then flew it off, leaving the rover to do it's thing. As I said.. Probably more complicated than it needed to be, but it worked three times in a row without problems. Or mechjeb.
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They don't. Mainsail is still the most bang for the buck (highest engine TWR) engine you can get.. However.. Using clusters, most non-huge rockets don't really need all the thrust mainsails provide.. So while clusters cut some of it's viability, they don't eliminate it... Since there are tradeoffs with using clusters.. Namely, higher part counts and lower engine TWR, (Clusters that match a mainsail's thrust are going to be much heavier than a mainsail.) so the ISP gains are offset by the increase in non-fuel mass.
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Thrust vectoring won't help much if CoM and CoT aren't aligned pretty much exactly.. ASAS isn't really smart enough to correct for much imbalance purely with vectored thrust.
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i'll post pics of the delivery of the last rover I sent to Mun when I get home. Though mine might be a tad complicated, since it involved droptanks, etc, but it still worked successfully the three variants I sent to Mun.
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The usual questions.. Have you made sure you're using latest drivers? Tried a clean KSP install to make sure it's not because of an incompatible mod? etc.
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Get off ma'h lawn you young whipper snappers! *shakes fist* Seriously though. It's really more behaviour and attitude than it is age. I've met plenty of people 30+ that acted worse than 12 year olds as far as 'online social behaviour'.
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Homeworld was an awesome game.
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I think the loading screen art not being used in 'official' merchandise is likely because the original art originated outside of Squad. Using it in the game is one thing, since they're not really profiting off someone else's artwork in that case since no one is buying KSP just to see that image.. But selling it on things like t-shirts etc changes things a lot.. And opens up a whole other licensing and copyright can of worms that i'm sure it's just easier for Squad avoid by not doing it. Besides, prints and mousepads are available from the artist's DA page. Plus the image is available for download.. So if you reaaaly wanted it on a T-shirt, you could have your own printed for personal use.. Selling them just wouldn't be legal.
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If you transferred to steam, you lost access to updates via the store and have to get them through steam from then on.. This was stated, several times, in the process of transferring to steam. Correct. See above.
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Reticulating splines should be one. Just because. heh
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The first update i have actually been disappointed in
Qumefox replied to GalaxyGryphon's topic in KSP1 Discussion
Every instance of random torque i've run into in my game has been due to bad design choices on my part resulting in part clipping.. usually involving landing legs.. Eliminating the clipping eliminated the random torque in every case. -
So I guess this thread ISN'T brought to us by the letters R, P and E?
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astocky is correct. The radioactive heat source would still maintain a temperature differential, thus an RTG would continue to function regardless of external temperatures. However, as he also said, the maximum limit will be the point where the components of the RTG start melting. And HoY. Heatsinks dissipate heat in two ways. Through convection to an outside medium(air/water etc) and radiantly. There are trade offs to both methods but I believe in space, heatsinks work better than you'd think since there is nothing to insulate the IR output. Also in space, if that IR radiation isn't uniform, it will actually cause a slight propulsion to the craft.. This was finally figured out to be the cause of the anomalous slight acceleration forces that showed up in the voyager probes over time.
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You will just end up in a slightly elliptical solar orbit, similar to the kerbin's orbit.
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The issue most non-MJ users have with MJ isn't the mod itself.. or even the people who use it.. It's people bragging about accomplishments that were the result of them pushing a button and watching, instead of actually doing anything challenging. The people bragging about doing X or landing on Y, etc, who just had MJ do it for them is pretty much a slap in the face to people who actually took the time and put forth the effort to learn to do the same things on their own. Bragging about building something that manages to make it back to kerbin from eve is one thing, but don't brag about actually flying the mission when all you did was push a button and watch.
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Then I guess playing a game to have fun makes me evil. Because i'm not sure about anyone else, but losing multiple hours worth of work due to a misclick or bug is zero fun and pretty much makes me want to not play any more and go punch things instead.. And I don't play games to just end up frustrated. I have a job for that purpose.