CaptainBlue
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Everything posted by CaptainBlue
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
CaptainBlue replied to ferram4's topic in KSP1 Mod Releases
I had a taste of voxelFAR in 0.90. Now I have ksp 1.0 just sitting here, waiting to be launch. I can't do that without nuFAR.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I Remember... (A Thread for Early KSP Nostalgia)
CaptainBlue replied to macdjord's topic in KSP1 Discussion
Watching Scott Manley videos over and over again and... the stock docking hype. Oh wow, I forced myself to learn how to do orbital rendezvous when it was released. Now it all seems so easy once I knew how to do a Hohmann transfer... -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
CaptainBlue replied to camlost's topic in KSP1 Mod Releases
Thats a fast response heh, thanks. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
CaptainBlue replied to camlost's topic in KSP1 Mod Releases
Hi, I'm flying around with a slightly modified Aeris 4A (tail changed into a dual 45 degree tail, added two more radial attached intakes) with a single RAPIER engine in the middle. KSP version 0.90, AJE ver. 2.0.2 (no RealFuel, and no RSS, FAR ver 0.14.6) I get to around 18km at 900+m/s with the two P&W J58-P-4 and switched on the the single RAPIER in airbreathing mode, then got to 22km and switched off the two engines and changed the RAPIER mode to closed cycle, it instantly overheated and exploded. I can't figure out what I am doing wrong. Help! -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
CaptainBlue replied to silverfox8124's topic in KSP1 Mod Development
Oh man, can't wait to sail and glide on Duna -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
CaptainBlue replied to BahamutoD's topic in KSP1 Mod Releases
Pleeaase doo iitt! -
Wow, if you angle the wings a little, it will really look like the Normandy SR1! ( lol, I'm going to steal your design )
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Unity uses NVIDIA PhysX, Unreal Engine 3/3.5/4 uses PhysX. GPU offloading? Latency issues, for "non-interactive" physics like special visual effects only, due to having to swap around with onboard GPU memory(cause of latency). Even if not doing all that, since Unreal Engine 3, there has been latency issues when using multithread rendering even on high end hardware the input lag to viewable result is quite noticeably... horrible. Each engine has its own horribleness, Unity 5 looks great with finally having better multithread support in various things and looks to have finally proper 64 bit support for Windows and Mac OS X. So Squad can probably just port to that, cheaper/quicker.
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I came in here thinking Unreal 3 is announced and people discussing about a KSP-like mod for it... I was devastated to see it is not.
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Nuclear Pulse Propulsion: Absurd Unscientific Concept?
CaptainBlue replied to DJEN's topic in Science & Spaceflight
Usually, the nukes are detonated a bit of distance away from the plate. Sudden G-shocks? Why, the bombs have timers you can adjust as required, or shoot out the bombs faster or slower to adjust detonation distance. Wow, so hard to think this up, it took me almost ten seconds. -
KSP For the Playstation 3
CaptainBlue replied to Collin Cutler's topic in KSP1 Suggestions & Development Discussion
The Sony PS3's GPU is a slightly modified chip of the NVIDIA Geforce 7800 GTX. They didn't disable the Cell proc's eighth SPE to "improve chip yields", more like the chips that are printed out have poor yield so they had to disable one SPE. Btw, I would wager with a bit of currency that the Cell proc does have enough processing power "to do it"(30-60FPS physics), but first, Unity3d needs a complete rewrite to be able to do it properly though. And perhaps a new physics engine developed from ground up to be able "to do it". -
What do YOU want to see in 0.24?
CaptainBlue replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
Replacement spaceplane parts. (They are long overdue for a fix up) Better aerodynamics. More tweakables. (Example: You can't start with reaction wheels on pods disabled in 0.23) Perhaps also think about 5m wide parts for later version? -
Hey angus, have you guys thought about working with this? http://forum.kerbalspaceprogram.com/threads/61717-InfiniteDice-ICE-An-alternative-Engine-Module-for-Atmospheric-Vehicles
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Do you guys want the Observatory?
CaptainBlue replied to littlecheese999's topic in KSP1 Suggestions & Development Discussion
If KSP does get other star systems, and random generate ones. It would be great that you can discover/generate it via the Observatory interface. By "scanning" for them. Also, getting more science points(and perhaps some missions requirements for more funding) and discover more Kerbol planets by launching solar orbiting telescope sats... -
The lack of a decoupler actually made it quite fun for me though... (You can fire a rocket to overheat the part attached under it to make it explode and... decouple, lmao) Though I do understand the lack of a radial decoupler, without those it really limits my options after I got so used to using them.
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What do you want to see in .23
CaptainBlue replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
1.) Better aerodynamics! 2.) Sample collecting parts so you can send out missions without Kerbals to collect samples! (lol) -
Not having revert flight option even in easiest difficulty mode in Career Mode is quite possible. For example, besides getting funding from achivements of goals, one also gets funding weekly, monthly, quarterly, and etc. And only get your funding cut from things like "crashing ship into large city with large bits spread out everywhere" or continuous failures. Even if you don't have a continuous funding flowing in every set increments time passed, one can also implement "kerb$ per point of explosiveness and how visible it exploded from a nearby tourist/audience and/or city" to recoup your funds.
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I recall there is a feature that turns certain features on or off and changes certain feature variables that was proposed for this feature called "Career Mode". And I remember it was called:"Difficulty Setting." was it? I might have gotten this wrong someone please correct me!!! Sarcasm aside, I guess they will probably have a difficulty option when you start a save game for career mode. Hopefully. (Quite obvious they will, but it is more work to balance it out.)
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What do you think of Deus Ex like augmentations?
CaptainBlue replied to EvilotionCR2's topic in Science & Spaceflight
Hmm, are you aware that people NOW who have their internal organs replaced(oh, the usual. Liver and kidney, etc.) have to take anti-rejection drugs too? -
Hi Nyrath, Many thanks for the reply and info. I will rescale it for personal use. Btw, always loved the Orion when I first read of it some years ago(Using explosive shells detonated behind a plate with shock absorbers, whats not to love?). Was very grateful when you and others did the work on implementing it into KSP.
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Hi, are there any plans for a smaller 2.5m version (or maybe something a little bigger)? Would be nice to have something smaller for deep space probes... else, I just rescale it for personal use. Thank you!
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Hi Kommitz, just came to say thanks for the awesome Nuclear engines you designed. Love them, always used them for my deep space probes in 0.20 and still will, I don't even use add-on parts besides the usual mechjeb + kethane + kas + kerbal alarm clock + haystack! Can't wait for the new tanks and the reworked FTmN 240 for 0.21. Will finally send a crew out with them
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Interplanetary Satelite ( pics aded )
CaptainBlue replied to Lunat's topic in KSP1 The Spacecraft Exchange
You can try this: http://forum.kerbalspaceprogram.com/showthread.php/36010-Introducing-the-Ability-to-Embed-Imgur-Albums!