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Luis

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Everything posted by Luis

  1. Thank you erendrake and jwvanderbeck! This makes it possible to execute whole scripts from macro keyboards.
  2. I'd also add that what you are proposing is a fairly big jump from your previous missions. The last time I sent a manned mission to Duna (which was .20 I think, I've been resetting my saves each version since career mode came out) it involved multiple launches to LKO, assembled and refuelled in orbit. In my current save, I haven't unlocked mailsails yet, have I left Kerbin's system. I'm planning to go to Duna next, but it will be an unmanned lander to do some atmospheric and surface science first. Depending on how that goes, I *might* attempt a manned mission. I realise this isn't really answering your question. I'm just saying you shouldn't feel bad if you can't put a Kerbal on Duna as the next mission after Mun. It's really hard.
  3. Are you sure that works? I think all that will do is create a circular loop that will prevent fuel flowing properly at all. I don't see how that could possibly balance the fuel levels between tanks. Perhaps you have a mod that is actually doing the balancing?
  4. Excellant tutorial Kasuha, I definitely learned a thing or two there. But just because this is the way that fuel pipes currently work, does not mean that it couldn't be changed. I would love the pipe functionality to be expanded so that they could operate in their current mode, or an active pumping mode that transfers as much fuel as possible to the connected tank, or a balancing mode which keeps both tanks at the same percentage capacity. This could be controlled through the tweakable menu with the colour of the pipe changing to indicate its current state.
  5. Contracts could even provide hints for where to start looking. "We need you to search for the wreckage of one of our probes that crashed near Ike's north pole, so we can recover the science." or "See if you can find one of the glowing radioactive rocks that our geologists have predicted might exist in the middle of Mun's largest craters." That sort of thing. I'd love it if this were in the game. Specific landing targets make for much more interesting landings and provide a real reason to bring a rover.
  6. Except that volume of a cylinder is proportional to radius squared times height. So you'd only need to multiply the width and height by 1.82. Or multiply the width by 2.45 and keep the height the same.
  7. Yes, that's exactly the problem. I've had a look in the source and it seems as if this could be done by adding an extra check in the private void keydown() function of TermWindow.cs: if (code == (KeyCode.X) && control && shift) { Toggle(); return; } If I'm reading it right, this ought to toggle the terminal window open and shut when you hit CTRL + SHIFT + X. I'm loathe to add this in myself because I don't know my way around GitHub and I'm not sure how to extract all the files and test the change, nor how to create a new branch or whatever. If you were able to add this feature to the main branch, I would be super, super grateful.
  8. Could you possibly add a keyboard shortcut to open and close the KOS terminal window? I would like to be able to send KOS commands as keyboard macros, but the KOS window traps all keypresses while it is open, so I need to manually click the close button before the keyboard can control anything else. Ideally, I'd like separate keybinds for opening and closing the window, but I'd settle for a toggle. Thanks!
  9. It's actually worse. The Philae lander uses thrusters to accelerate its descent, and then thrusters to hold itself on the surface while it fires a harpoon into the comet to anchor itself in place. http://nssdc.gsfc.nasa.gov/nmc/spacecraftDisplay.do?id=PHILAE
  10. I think it would be brilliant if photos earned you reputation, but I don't think the game should attempt to parse your scene to decide how much it was worth. Photos should be scored according to where you are when you take them, just like science experiments, not what you're pointing at. The incentive to take nicely framed pictures would come from the in-game photo album that displays the pics from each mission.
  11. Human DNA has about 3 billion base pairs (http://en.wikipedia.org/wiki/Human_genome). If we very conservatively say that you manage to represent the molecules of a single base pair with a construction 10m long (yours looks quite a bit bigger), the entire thing would be 30*million km. That's enough to reach from Kerbin to the sun and back (http://wiki.kerbalspaceprogram.com/wiki/Kerbin).
  12. You can do that to open the console. But there doesn't seem to be any way of getting an action group to close a console.
  13. Doodling is pretty common. If you give most people a pad of paper and a pen and put them in a boring meeting or a long phone call, they will fill the margin and eventually the page with tightly packed, baroque, shapes and designs. This might be because only the language processing parts of the brain in the left hemisphere and your creative/visual parts on the right get bored. Exactly why you go for recursively subdivided squares, rather than anything else is probably more a matter of habit than anything else. I tend to draw scrolling curves and wave shapes. Other people draw flowers, or stick men. The more you draw one kind of thing, the more comfortable you are with it and the more likely you are to draw it next time because that pathway has been reinforced in your brain. Which is all just a long way of saying that it's quite normal.
  14. I would like to add keyboard shortcuts to open and close the kOS terminal (I'm building a hardware keyboard replacement and I want to send keystroke macros to kOS to control ship attitude etc). I've had a look at the source and I think that I just need to add some extra lines in TermWindow.cs. Specifically, in the private void keydown() function, I can add a new check. For example: if (code == (KeyCode.K) && control && shift) { Close(); return; } This ought to close the terminal window when I send CTRL+SHIFT+K. And I can create a similar sequence to open it (or reuse the same one and just toggle). The only problem is that I'm not sure how to rebuild the plugin DLL from all the different source files on GitHub. I have MonoDevelop on a Mac. Is it just a question of adding them all into a new project and hitting Build?
  15. I just watched the live stream. They successfully reached their orbit and separated the satellite. Everything looked pretty nominal, from what I could gather.
  16. An ion drive, in other words. Except with a very low density source of reaction mass.
  17. Exactly. Contracts on the other hand, provide a way to add an essentially unlimited number of goals. Geological features could be added to planets in specific locations that required pin-point landings or rovers to reach. New science parts that need to be taken to remote locations to use. Much more emphasis on bringing Kerbals back safely. Permanent bases so that long term experiments can be run. I'm really excited to see what possibilities are opened up.
  18. Still it would be nice to be able to promote our Kerbals, perhaps using suit colour as a badge of rank. I think something like this is planned at some point. I would like it if we had some control over who gets promoted, rather than it being an automatic thing based on number of flights or something.
  19. I haven't checked, but presumably the 'in orbit' status is just a measure of your altitude, so you could fire directly up from those places and get an EVA report that way.
  20. Some way to paint this on the navball, so you can see which way to aim during ascent would be even better.
  21. I can't believe many landers have enough spare fuel that they can hover just above the surface for long enough that planetary rotation matters. Also, abseiling down the side of a rocket with the engines still running sounds highly dangerous. Although it might be fun, in a novelty, "very kerbal" sort of way, in practice how often would anyone actually use this method? If the terrain didn't allow landing for some reason, wouldn't it be better to bail the kerbal out with a disposable parachute or jump seat lander of some kind?
  22. I usually scribble mine down on a post-it next to the keyboard.
  23. Nice idea. But it will absolutely never happen. KSP is not Open Source. There is no way Squad is going to fork the development so that the community can take it in a different direction from their vision for the game. And frankly I don't think they should, either.
  24. I think it's a little extreme to suggest that multiplayer will destroy KSP. It's certainly not a feature I have much interest in, but I don't mind if it's a separate game mode for other people who do want it. I like Minecraft and I've never played that in multiplayer either. Sure, in an ideal world, developers would only spend time developing the features I was interested in. But everybody has a different idea of what that set of features is. Squad have to try and steer a compromise. And you can't deny that lots of people have been asking for multiplayer, since forever. The real question for this thread, is should resources have been cancelled? I am happy to take it on trust that the current system that was under development is not fun and was dropped for that reason. I would like it to be replaced with a system that is fun, though. Not with a completely different feature that appeals to a totally different play style. If Harvester makes a blog post on Monday and explains that they are going to add lots of extra exploration and science stuff to career mode, so that we have something to do on planets, I'll be quite content. And another way to look at it, is that cancelling stock resources has provided a huge motivation to expand and improve Kethane. I used it back in 0.18 but stopped as soon as Squad announced resources, because I didn't want to get used to one system, only to switch in a version or two. I'm going to take another look now and I'm sure it's going to suddenly get a lot more love and attention from now on. The net effect for me as a player, might end up being almost the same as if Majir had been hired by Squad.
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