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Everything posted by Pulstar
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Moon/Mun atmosphere?
Pulstar replied to wulf899's topic in KSP1 Suggestions & Development Discussion
Yes, adding very very thin atmospheres seems to be impossible as this was tried with Eeloo. -
The format will be different though, IIRC it was mentioned back around the time KSP TV launched that the most common problem with the old stream was that devs came over but sometimes didn't have much to talk about. The result was a lot of awkward silence and "uh, I'm just going to screw around in KSP" from Damion since there wasn't anything else planned sometimes. Of course screwing around in KSP isn't bad by itself, but people expect a bit more from an official stream. The two streams, one or development one for community model was a bit of a failure IMO, because bringing in devs every week wasn't possible. Also some people kept confusing the one of the other. Merging those two streams and having the devs come over sometimes, when they have stuff to show and discuss, and focusing on the community interviews etc. at other times is best. Just seemed redundant and sometimes less is better. Really, some development news are best served in the short section of the KSP weekly. If something big is coming a dev can post a dev blog entry or go talk with maxmaps on the stream. No point in having a separate stream just or development updates.
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I wonder if the crew reports are static (as in always the same) or a bit random. Maybe more scientifically gifted kerbonauts get better reports or give more science points? Still I do like the way research is shaping up. It looks pretty cool, especially with doing experiments in orbit and sending the data back to Kerbin.
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Inspect mysterious goo in microgravity, sounds lovely. Also love the WIP tech tree GUI.
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Wait, there are lights inside the suits that you can use in EVA?
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Using light either from the aviation lights mod or from Bac9's pack I find myself running out of actions groups rather fast. I may for instance have just lights inside the cargo hold on one key, red lights that flash for docking under another, omni-lights to illuminate the hull under another. Then you have things like deploying solar panels, antennas, regular search/spotlights for landers, engine toggle (for designs that undock and re-dock like apollo style lander-orbiter missions), ladders, rover wheel steering modes, scientific instruments (which we'll use more once research is added hopefully in 0.22). You can also use them to toggle individual lander legs and if hinges, turntables or robotic arms/joints get added they would be useful for those as well. An expanding menu with buttons/icons for action groups past the first 10 would be very useful, something that shows on demand by hovering the mouse over an icon of the menu or by clicking on such an icon/button first. So that it doesn't clutter the screen.
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is it possible to put a ship stationary right at mun-kerbin barycenter
Pulstar replied to lammatt's topic in KSP1 Discussion
That and the barycenter would be located under Kerbin's surface anyway IIRC. EDIT: ninja'd -
Some needed Spaceplane parts
Pulstar replied to SofusRud's topic in KSP1 Suggestions & Development Discussion
The one thing we could really use that is already available as a mod, other than reworked spaceplane parts (B9 Aerospace has lots of good structural parts, cockpits and even intakes), are procedural wings. Honestly the stock "fixed" wings create all kinds of issues with designing a craft around them, same goes to intakes (radial ramjet intakes would be great, the b9 pack has them as well). Being able to shape wings as you see fit is simply much, much better that I can't imagine how I managed to make planes without them. But yes, I think sooner or later we'll see Artyom or C7 working on some new cockpits and spaceplane parts, also tweakables would help a lot for the oxidizer issue. Probably not before the aerodynamics model get reworked though, my guess is that implementing that would also be done around the same time as re-entry heat, as both systems would probably share some of the framework. -
Isn't the ocean just a sphere overlaying the shape of the surface terrain proper? I assume changing it shape by adding bulges that rotate at the same rate as the Mun wouldn't be too difficult. The question is though why bother? It doesn't add anything to gameplay really, not until actual boat functionality gets added (which I assume is a very low priority). I rather see wind and other weather which would affect flight rather than something which is quite frankly pointless.
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0.21.1's SAS is worse than 0.21.0's SAS
Pulstar replied to Whirligig Girl's topic in KSP1 Discussion
Tap the F key once to essentially reset it to its current position. -
[UNOFFICIAL/FANMADE] 0.22 Discussion thread
Pulstar replied to ngianoplus's topic in KSP1 Discussion
We'll possibly see some rudimentary mission generation and reward system since the progress tracker is working. Maybe the basics of space program economy like a budget, kerbals costing money to hire along with buying parts (hey rockomax and probodyne need to make money somehow!). In career mode of course, sandbox will remain unchanged. That's at least what I expect since with the progress tracker up it makes sense to make a system utilizing it next. Would be nice if the kerbal knowledge base, which is a bit underwhelming now, started listing how close you got and when to all the celestial objects using data the progress tracker dumps into the persistence file. That also could be a near future change. But anyway I'll just sit patiently and wait to see what Squad wants to add in 0.22. -
The Use of Ion Propulsion?
Pulstar replied to Liudeius's topic in KSP1 Gameplay Questions and Tutorials
Sometimes barely any thrust but high efficiency is good. Like if you have a small robotic tug to attach modules for your station in orbit. -
I was thinking that might be the secret webdev stuff.
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What do you think the .21 update trailer is going to be like?
Pulstar replied to spudcosmic's topic in KSP1 Discussion
Either that or kerbonaut recruit training going very kerbal. -
They're supposed to be end of the tech tree tech so the devs decided to work on things that are closer to the beginning. Like making career mode in which the tech tree is supposed to be.
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Minmus would need sublimation or something.
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Well happy birthday, is 19 a lot for a lizard?
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Did the LEM only use RCS during the Ascent?
Pulstar replied to gta-man's topic in Science & Spaceflight
Man those RCS thrusters are huge, and here I was thinking the ones in KSP are a bit too big on small landers. -
Will there be redone textures for some parts?
Pulstar replied to Rocketeer Hopeful's topic in KSP1 Discussion
You must be the only person who likes the mk.3 spaceplane cockpit then, or you forgot the thing exists -
Will there be redone textures for some parts?
Pulstar replied to Rocketeer Hopeful's topic in KSP1 Discussion
It's known that the biggest offenders, the spaceplane parts, will be redone in the future. Although it is unknown when. -
I suggest editing the quicksave instead since reloading that after making changes is faster in my experience than the persistance file (they're both the same format). REF is 8 or 9 I believe, it's the lowest out of Jool's moons.
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Photoshop, although I'm far from good with it.
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How long did it take you to dock ...
Pulstar replied to StainlessSteelRat's topic in KSP1 Discussion
Too long, two hours of flying around the target station I think, still didn't quite grasp how I did it after the fact. Took me at least a dozen dockings to finally "get it". Now I'm doing rendezvous and docking under 3 or 4 orbits from launch easily. Biggest three problems were understanding exactly how the navball works, how to get close to the target and how to build a craft that can keep it's heading on ASAS in lateral translation mode without shaking all around -
Look at this Amazing Munar Eclipse . it caught my eye :o
Pulstar replied to icemasterpt's topic in KSP1 Mission Reports
Since the Mun's orbit is at 0 degree inclination it means it aligns with the sun for an eclipse every "duration of munar orbit"+("distance covered of kerbin's solar orbit while the Mun does one full orbit"/"total length of kerbin's solar orbit")*"duration of munar orbit". Well almost, actually you need to keep adding the ("distance covered of kerbin's solar orbit during the time the Mun catches up to new solar position in the sky"/"total length of kerbin's solar orbit")*"duration of munar" orbit part for infinity as it should be an infinite geometric series. Luckily though since we know the Mun eventually does eclipse the Sun and kerbin doesn't really travel too fast around its orbit the ratio we need to keep adding should be smaller than 1 which means that an the sum of infinite ratios we would need to count to know when the eclipse happens is indeed a fixed number rather than infinity. Overall, without doing the math (too lazy to count the exact numbers), I would say that it happens on average at least once per two Mun orbits around Kerbin. So not a month. EDIT:actually wait, if the Mun is traveling around Kerbin in the same direction as Kerbin is around the sun it should actually be (duration of munar orbit)-(sum of infinite series of "catch up" ratios). Circles make everything complicated. But that means it actually happens at least once every orbit and sometimes twice! Mind=blown. Either way munar eclipses are indeed quite frequent. -
Well the persistance file is just a big text file, assuming the changes aren't too big to structure of spacecraft data you could convert the whole thing by hand, although that might be a bit time consuming. I'm just going to quicksave edit all my crap into orbit of its respective bodies probably, craft files shouldn't be affected after all.