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Everything posted by DerekL1963
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To add on to this - managing drift is one of the key reasons to go all the way out to KSO (which some folks seem heck-bent on avoiding). As you go higher, a .05 second error represents proportionately less of your total orbital period and thus the drift in degrees/day goes proportionately down. An error of .1 second at 700km generates 0.0067° drift/day, the same error at KSO generates 0.0017° drift/day. (And with a modest amount of practice, getting your error below .05 second is quite doable.)
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Then, maybe, RT2 isn't the mod for them. RT2 is like a life support mod in that respect, along with the added realism comes the burden of dealing with the added effort and complexity. (You can't have your cake and eat it too and all that.) Seriously, with a properly designed bird (itself a task of only modest complexity, especially since tweakables came along) and a mod to give you a readout of your detailed orbital parameters, it's not that difficult to tune an orbit to the point where it only requires a touchup every Kerbal year or so. Or, if you don't want to deal with even that... the option exists to build a massively over-engineered network that's highly resistant to drift.
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That's not an Active Vessel problem, that's a PEBKAC error. Seriously, while there are quite a few things about RT2 that need fixing, Active Vessel is not one of them. RT2, even if "fixed", is a complex mod that is to a certain degree counterintuitive. If the user(s) can't be bothered to read and grasp the documentation, then they're going to encounter problems... which is also true of a lot of the other "higher end" mods in the game. The solution (IMO) isn't to "dumb down" mods meant to add complexity and realism, but to encourage mod authors and communities to not rely on the forum's broken search function and hundreds of pages of low S/N forum threads for tech "support", to write and post (and maintain) better documentation, and users to read the documentation before asking questions.
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Huh? In real life, radios *routinely* transmit on the same antenna they receive on. (You stop the transmitter from burning out the receiver with the appropriate switching network. Bog standard radio engineering running back a century.) In the same vein, transmitting on the same frequency you receive on is pretty much routine. You can engineer things to use two separate antenna or frequencies, but it's generally avoided unless there is a very good reason to as doing so pushes up the cost and complexity of the radio.
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Space Battleship Yamato (Yamoto? Yomoto? umm...)
DerekL1963 replied to randomness5555's topic in KSP1 The Spacecraft Exchange
*That* describes KSP in a nutshell... -
Why can't rocket engines be throttled / restarted?
DerekL1963 replied to Comrade Jenkens's topic in Science & Spaceflight
It's not difficult to throttle or restart (in flight) - if the engine is designed for it. Most engines aren't so designed because there's very little advantage to doing so. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
DerekL1963 replied to TaranisElsu's topic in KSP1 Mod Releases
He asked a simple question, if you don't want to answer those, then just keep scrolling. (On top of which, the advice you're giving is useless - the search function is borked, and changing the number of posts per page doesn't change the number of posts that must be read through.) -
Sure sounds like it... there's an H-IIA and and H-IIB *and* the H-II is a Japanese booster IRL.
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It's certainly something to think about... but given that there's really only a handful or two of mods complex enough to need them, I'm not sure it's worth the effort. (And Majir, he's talking about complex mods, not popular mods. There is a difference.)
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Contrary to what it's detractor's seem to think, even an autopilot requires skill, planning, and thinking to use well. MJ is anything but a big red "Easy Button".
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If an engine is burning in my game, odds are MJ is sitting at the throttle and the joystick. I save my brainpower and energy for planning and logistics.
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Community Mod Repository and The Majiir Challenge
DerekL1963 replied to Majiir's topic in KSP1 Mods Discussions
Huh? At least from a user's point of view, yes, we have a cohesive set of core features - a text field describing the mod and a big red button to start the download. Practically everything else is pure gravy. As a user, I'm not at all fond of all the extra krep and requirements some folks are trying to burden mod authors with. Whatever feature set is implemented, anything beyond a basic text field should be completely optional to avoid raising the bar on mod developers. Now, that may sound odd because raising the bar is certainly desirable... but we don't want to even unintentionally discourage the guy who comes up with a simple reskin or .cfg change of a Squad part, he may be the next Majjir or Ferram or Sarbian. Make it simple, make it accessible, and let the forums sort the good from the bad. For Replaceport to succeed, it's not enough to simply work where Spaceport doesn't, the inertia of the simple solution of hosting your own files has to be overcome as well. If it's not as easy and straightforward for the developer to use as it is for the user - "KSC, we have a problem". -
Community Mod Repository and The Majiir Challenge
DerekL1963 replied to Majiir's topic in KSP1 Mods Discussions
This, +1, "Like", Thumbs Up, and assorted other noises indicating support and deep admiration. The one thing the site must do well is make the download button obvious, consistent, and above-the-fold. -
Community Mod Repository and The Majiir Challenge
DerekL1963 replied to Majiir's topic in KSP1 Mods Discussions
As a user, no thank you. If I need additional software or plugins/add-ons to download mods, it'll likely be a no-go. KISS. -
Most reactors, but by no means all - it's all a question of the how the reactor is designed. I see no particular reason why a NERVA wouldn't have been designed to handle rapid throttle changes, especially as long throttle-up and tail-off periods play merry aitch-e-doublehockeysticks with your guidance and navigation.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
DerekL1963 replied to Gaius's topic in KSP1 Mod Releases
It's mostly making sure my taxi's and Progress clones don't carry any WasteWater or CarbonDioxide away with them if there's room to store it on the station or base. Nitpicky, I know, but waste not, want not. -
Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
I routinely use multiple cores, and have no problems. My usual setup is cone (Kerbin orbit relay->pointing at planet) which connects Mission Control to the bus then omni (bus-> probe) to control the released probe. -
Nice, I'm using the heck out of these... but why no 2/3 length parts? About half my builds could use them.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
DerekL1963 replied to Gaius's topic in KSP1 Mod Releases
Experimenting with this last night, and it's missing two resources - Waste and Wastewater. You wouldn't happen to know the proper resource names for those? -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
DerekL1963 replied to Gaius's topic in KSP1 Mod Releases
Thanks, ten characters worth even!