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LameLefty

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Everything posted by LameLefty

  1. Not sure what you mean by that. For 0.22 at least, Steam was pushing out the update within about 30 seconds of Squad saying it was live. I was launching the new version about 2 minutes later.
  2. Depending on your rocket designs and how/when they stage, the separation event may not separate the spent stage very quickly; sometimes there can be re-contact events or interference if the spent stage doesn't move away quickly enough. For instance, if your first stage gets you to high enough energy and you're coasting up to your apoapsis,you may want to maneuver a bit to get ready for the next burn. Separation motors will ensure that the spent stage drops back and away quickly enough to not get in the way and pose a collision risk.
  3. If you're not a legal adult in your jurisdiction (18 in most places), you don't have the legal capacity to make biding agreements. And for that matter, SQUAD has limited recourse against you if you break any "opt out" agreement you make, seeing as you're not a legal adult.
  4. That's not true at all. Gemini included a primitive digital computer and the ability to calculate and plan orbital maneuvers; this was never used in practice as the sole means of conducting a mission, but the capability was there and it was used to cross-check the ground solutions for rendezvous and orbit-changing maneuvers. These were very primitive devices but they were functional. Here's a picture of one: http://airandspace.si.edu/collections/artifact.cfm?id=A19680264000 Furthermore, the Saturn V Instrument Unit was a fully-functional flight control system as well. It contained both analog and digital computational units. http://en.wikipedia.org/wiki/Saturn_V_Instrument_Unit
  5. Mechanical sequencers, for the most part. Mercury had nothing but the most rudimentary attitude control system and no ability to change its orbit once separated from the Atlas booster, other than its solid-fuel retropack.
  6. Or simply replay and take a different path through the Tech Tree, even without modding the tree or changing part costs/resources, etc. Heck, you can already do that in 0.22. Just emphasis different kinds of missions, or go to different destinations and see how it works. Had 0.23 not been announced for next week, I was planning a second play-through incorporating lessons I learned the first time all the way through the current Tech Tree.
  7. You're new here, but this has been discussed here forever (literally since the boards began). The 64-bit Unity engine, the way it's used for KSP, has game-killing bugs in both Windows and OS X versions.
  8. No. Mu stated that the physics and rendering pipelines have not changes; what HAS changed is that he basically has gone through the entire game line by line to analyze how the scripts operate to perform the game functions and game mechanics themselves. He has said in a prior SquadCast that some of that stuff is from the very earliest versions of the game. Some of that was written as placeholders, others were written by a now-departed dev who didn't understand Unity perhaps as much as they do now. But the net result of cleaning up and rewriting all that code is a big improvement in overall performance.
  9. I just watched the archived clip of Harvestr's talk this morning - those were a highlight for me. The large science lab module and the ability to transfer experiments and "do Science!â„¢" on them in situ will finally give a real reason for space stations. And Minmus biomes sound like fun too. Given that we won't be able to spam the transmitter to get as much out of each locale, having more biomes that are reasonably accessible from within the Kerbin system itself will be handy.
  10. I laughed. I cried. It become a part of me. It was better than CATS. For Science!â„¢
  11. For what it's worth, those of us who purchased through Steam had the update downloaded and installed within a couple minutes of the release announcement with 0.22.
  12. Actually, Mu has said that the he was working on a whole optimization branch of the development builds but that time ran out on the testing for them to fold in those updates into the 0.22 release as Max has said they would be doing. Since then, there have been Dev updates that indicate that the optimization branch has been folded back into the main development path and we should see substantial performance increases in many areas.
  13. Seriously, get some perspective. If you don't like it, go code your own game and stop trolling.
  14. http://forum.kerbalspaceprogram.com/threads/60502-Milestone-Reached-0-23-is-Now-in-Experimentals-Phase
  15. Haven't played for a few weeks (been too wrapped up in life, work and GTA V). But just last today started back trying to fill out the last couple nodes on my stock Career Mode tech tree (Advanced Motors - e.g., large rover wheels; and Hypersonic Flight - airplane/SSTO bits I never use anyway). So I'm trying to visit some places and do a few things I haven't done before, like land a crew on Ike. Maybe I'll land some "volunteers" on Eve next. Descending to Ike, with Duna in the background: On the surface of Ike:
  16. This, exactly. But for those determined to make this a "thing," seems like the best thing to do, for those interested, isn't to "share" a single account across a few dozen or few hundred users, but rather agree upon a single hashtag for KSP-related posts so they'll show up in searches and trends. #ksp probably be a good one.
  17. Ditto this suggestion. The only big parts packs I use at all are KW Rocketry and Kommitz Nucleonics. They are modeled beautifully and are sized (and massed) appropriately to keep the game well-balanced in both lower- and higher-thrust options.
  18. Someone mentioned Nova Punch for different NERVA options in the game. Let me toss out another suggestion - these are better-balanced (IMHO) in terms of thrust, mass and ISP for a "realistic" space program while still scaled to a Kerbol-sized solar system. I like 'em, a lot. http://forum.kerbalspaceprogram.com/threads/26286-Nucleonics-Ltd-Rocketry-Division
  19. You really don't know what you're talking about here. Gemini had the capability of computing its own orbital parameters and trajectory changes, as did Apollo. That being said, the capabilities were rarely if ever used operationally; rather, the burns were calculated using on-board assets and compared to those provided by ground tracking and computing; most of the time (tho' not always) the ground solution was used. Details are available in multiple printed sources and the Apollo Flight Journals (most of which have by now been transcribed and made available online).
  20. Watch/read tutorials, make some effort to understand the physics being simulated by the program, and just learn it. The same way the early rocket scientists did it (WITHOUT anything more complicated than a mechanical adding machine to calculate stuff, by the way). Even the "computers" used in the first orbital spaceflights were nothing more complicated than prewired circuits and electromechanical sequencers. Gemini was the first crewed spacecraft with any sort of digital computer and it was less powerful than whatever runs your programmable thermostat today. If you don't want to make that effort, you don't have to. But that's the answer to your question.
  21. That's really hard to do early in Career Mode unless you're using mods that unlock automated tasks or edit config files to unlock in-line probe cores out of sequence. With the stock Tech Tree, you're almost certain to litter LKO and parts of the entire solar system with spent stages or drop tanks.
  22. You could also just go into Settings and change Max Persistent Debris to 0 and clear it out.
  23. Well, funny you should ask. As of today he, Bill and Bob are in a highly inclined, highly elliptical orbit around Kerbin following their return from Duna. Turns out they arrived slightly off-course and about 250 m/s short on dV. They have (according to Kerbal Engineer) 28 m/s dV left in the tanks. I'll send of a rescue tanker at some point tomorrow.
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