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AfailingHORSE

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Posts posted by AfailingHORSE

  1. The big question I have is if they are successful with implementing good controls for the consoles, will that be reflexed on the pc with a decent default profile so I can use it on my steam link without having to go mess with controls.

  2. Way back in the demo for .13 in the year of 2012 (I believe it was a Friday in August (I have a physics test that day irc)) I had made it to the mun, however, not images survive from that time, the laptop that was played on was wiped, the text to my friend with images of it were wipe when I switch from IOS to Android. But I managed to recreate the ship in 1.04 with the current parts and some use of tweakscale (the name of the ship was also lost to history).

    DR8LeWL.png

    The reason why it was so squat was mostly because I didn't know you could move the capsule at that time, also ALL the symmetry was done by hand because I didn't know about the symmetry tool. I could not recall if I put anything to generate power on the ship or not, so I decide to air on the side of not power generation other than the main engines.

    But that is not where this story ends. I though, I'm ahead with my work and it's currently my lunch break, might as well see how well this very well.

    lfbhqNg.png

    And the answer to this question is that it holds up extremely well, thanks mostly to patched conics. However, the major draw back with this design which lead to it's eventual abandonment also persisted.

    0GQblCB.png

    It only had enough fuel for a one way trip.

  3. - - - Updated - - -

    Your first one says to wait until SHIP's solidfuel is < 45, and the second one says to wait until the single STAGE's solidfuel is < 45.

    By the time the entire ship's solidfuel is < 45, it's impossible for any single stage to have more than 45 in it, so you'll get both these things firing back to back. By the time the first condition is true, the second one has to already be true too.

    The ship's solid fuel was from a test that I forgot to change back to stage. But that is besides the point.

    All six SRBs fire on the same stage, the outer 4 will run out of fuel first and I want them to drop first. However, for code modularity reasons, I want the stage when there is a specific amount of fuel left in those engines (in this case, 45 or less).

    What is currently happening is that the outer 4 will hit 0 fuel, do nothing, and then when the inner 2 hit 44.999, the outer 4 stage and it loops the first FOR loop until it hits the 7th stage (see picture below).

    B2hqH5N.png

    The outer 4 engines are tagged SSAB and the inner 2 are tagged SSC.


    SET solidStage TO SHIP:PARTSDUBBED("SSAB"). //Outside 4 SRBs
    SET solidStage TO SHIP:PARTSDUBBED("SSC"). //Inside 2 SRBs

    ........

    FOR solidStage IN SHIP:PARTSDUBBED("SSAB") {
    WAIT UNTIL STAGE:SOLIDFUEL < 45.
    PRINT "STAGE TEN SEPERATION IN:".
    FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO {
    PRINT "..." + countdown.
    WAIT 1.
    IF countdown = 2 {
    AG5 ON.
    }
    IF countdown = 1 {
    STAGE.
    PRINT "Stage ten separated.".
    }
    }
    }

    FOR solidStage IN SHIP:PARTSDUBBED("SSC") {
    WAIT UNTIL STAGE:SOLIDFUEL < 45.
    PRINT "STAGE NINE SEPERATION IN:".
    FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO {
    PRINT "..." + countdown.
    WAIT 1.
    IF countdown = 2 {
    AG5 ON.
    }
    IF countdown = 1 {
    STAGE.
    PRINT "Stage nine separated.".
    }
    }
    }

  4. I'm trying to stage 4 of my 6 SRBs, im trying to use the tag system and the documentation site for it isnt exactly helpful on this subject.


    SET solidStage TO SHIP:PARTSDUBBED("SSAB"). //Outside 4 SRBs
    SET solidStage TO SHIP:PARTSDUBBED("SSC"). //Inside 2 SRBs

    ........

    FOR solidStage IN SHIP:PARTSDUBBED("SSAB") {
    WAIT UNTIL SHIP:SOLIDFUEL < 45.
    PRINT "STAGE TEN SEPERATION IN:".
    FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO {
    PRINT "..." + countdown.
    WAIT 1.
    IF countdown = 2 {
    AG5 ON.
    }
    IF countdown = 1 {
    STAGE.
    PRINT "Stage ten separated.".
    }
    }
    }

    FOR solidStage IN SHIP:PARTSDUBBED("SSC") {
    WAIT UNTIL STAGE:SOLIDFUEL < 45.
    PRINT "STAGE NINE SEPERATION IN:".
    FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO {
    PRINT "..." + countdown.
    WAIT 1.
    IF countdown = 2 {
    AG5 ON.
    }
    IF countdown = 1 {
    STAGE.
    PRINT "Stage nine separated.".
    }
    }
    }

  5. I'm saying nope to mod support. Mod support will never, ever, ever happen on a console game.

    So I guess you didn't here that the console versions of Fallout 4 will support mods, granted that they would probably need to be approved by Bethesda, but still there will be mods. I'm not saying your work, I'm just saying that it isn't a technical blocker nor is Sony or Microsoft blocking mods. Squad or Flying Tiger will not have the time to implement it and I doubt moders could careless about making sure it works for console.
    I think KSP is one of those games without any major barriers to cross-platform multiplayer.

    Except for, you know, Sony and Microsoft.

    Microsoft and Sony have been softening their stance on non-fps cross platform multiplayer. ex: Street Fighter V is going to be cross platform for PS4 and PC, also Fable Legends cross platform for Xbone and PC.

    I highly, highly doubt this. People said the same thing about Skyrim, mind you - and look at what ended up being the reality?

    www.youtube.com/watch?v=D5esyZPt5Jo (its towards the end iirc, I cant check at work)

  6. Learned that my Long Duration Orbital Tug's launcher likes to make the LDOT spontaneously disassemble when doing the gravity turn of more than 5 degrees, spend most of the day trying to find the problem and applying more struts, then I figured it would be easier to just brute force it into orbit with the Sea Dragon, and that seems to have done the job.

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