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hawkinator

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  1. It's the second one. While your coasting, removing parts from the rocket doesn't change the vehicles trajectory (except for slight bumps from the decouplers and the like). So if your coasting to an apoapsis of, lets say, 150 km, then you'll get to 150 km whether you keep that empty stage on or not. Similarly, if you detach from the empty stage (in vacuum), then you'll notice it will follow you up to the apoapsis. BUT: If you're still in the atmosphere, then it can make a difference. That empty stage can add extra drag. At some point in the upper atmosphere, this effect becomes negligible, but it's something to be aware of for a few cases. Your question says to ignore drag, so I'll assume that this question comes up for you around the 60+ km mark, where you start to not really worry about air very much during launches. That said, while your not really losing much by holding on to empty stages during the coasting to apoapsis phase, there's not really anything to gain that way either, since you'll probably just need to ditch the empty stage once you get to the circulization burn anyway.
  2. dude. i think your icon looks awesome. I think you made it in Kerbalizer. AWESOME.

    1. planet-creations

      planet-creations

      I still like your icon though, but this comment is getting old :mellow:

  3. Generally posts about other games go in [URL="http://forum.kerbalspaceprogram.com/forums/17-The-Space-Lounge"]The Space Lounge.[/URL]
  4. So, I'm thinking about doing a Galactic Neighborhood Ultimate Interstellar Grand Tour using the [URL="http://forum.kerbalspaceprogram.com/threads/128856-WIP-1-0-4-Galactic-Neighborhood-Integration-of-multiple-planet-packs-in-the-same-game"]Galactic Neighborhood mod[/URL] as well as a bunch of planet packs supported by GN. Therefore, I have a few questions: Which destinations should be included in a UIGT? The GN mod includes several systems that only include stars, with no planets to land on. Should those be simply skipped, and if we should go there, what should we do in a solar system with no planets in it? ISRU and a warp drive mod are basically requirements to make this sort of thing feasible. Which planet packs should be included? I rather doubt that I'll be able to get all of the planet packs supported by GN to fit in my 3 GB of ram along with the mod for warp drives. This means there is a high likelihood that I'll have to pick and choose certain planet packs. Any ideas which ones are better candidates for this sort of thing? And lastly, would you like to see this as [noparse]A:)[/noparse] A series of mission reports [noparse]B:)[/noparse] A series of Youtube videos [noparse]C:)[/noparse] Something else [noparse]D:)[/noparse] Two or all of the above [noparse]E:)[/noparse] None of the above.
  5. player.log: https://drive.google.com/file/d/0B5jJWk5O4TaUdm53eHdrb04tZk0/view?usp=sharing (alternate): https://drive.google.com/file/d/0B5jJWk5O4TaUYWtGWlBfQzZmQ2c/view?usp=sharing hardinfo report: https://drive.google.com/file/d/0B5jJWk5O4TaUWkVuYUFjbktkeGM/view?usp=sharing settings.cfg: https://drive.google.com/file/d/0B5jJWk5O4TaUM1IwS2V5c2Q2RUE/view?usp=sharing
  6. Ok, cool. [random speculation] Makes me wonder if the new version of unity might accidentally fix this [/random speculation]
  7. So got into the latest update the other day (woohoo!), but there seems to be an issue with the editor scenes. The ship I'm building shows up just fine, as do the little kerbals on the ground, as well as the various drifting fuel tankers and whatnot. However, the building backdrop doesn't show up at all. The problem seems to be limited to the editor scenes, flight/tracking station/space center/main menu all seem to be working fine. (well, except for this probably unrelated issue ). Not sure what other information you might need, so ending it here, thanks in advance for any ideas you might have!
  8. I have encountered the same bug as described here, thought I would add some additional info. The build id is shown as 0 on the main menu, as shown in this image: However, the correct build ID is shown in the buildID.txt file: build id = 01028 2015-11-10_18-03-24 Branch: master Release 15.10 (Wily Werewolf) 64-bit Kernel Linux 4.2.0-18-generic x86_64 MATE 1.10.2 Ubuntu
  9. I like trains! *train noises* I'll go ahead and request a ticket now...
  10. I'm pretty sure it's not outdated, or, if it is, it's forwards compatible with the current version of the game. I'm currently using it in my 1.0.4 career mode game, in what sense is it outdated?
  11. I find that whenever a new version comes out, I always tend to keep my copy of the old version. Not that I am planning on actually playing the old version, just, you know, to have it. So, since I've been playing KSP since .18, that means I have a lot of the old versions laying around. Using similar collecting logic, I tend to also get all three platforms whenever a new version comes out. All together, this means I have: 0.18.4 (W), 0.19.1 (W), 0.21.1 (W), 0.22.0 (L), 0.23.0 (W), 0.23.5 (W), 0.24.2 (W,M,L), 0.25.0 (W), 0.90.0 (W,M,L), 1.0.2 (w), 1.0.4 (W,M,L). The only one missing entirely is .20, and .22 is present in Linux flavor but not Windows. I usually wait around a while to download new versions so I usually end up with the last hotfix of a major version. Anybody else keep around their old versions? Anybody got a collection bigger than mine?
  12. Welcome to the Forums!

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