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Everything posted by NeoMorph
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Baen books have some great real stuff to go with their kickass SciFi library... So colour me impressed when I get my Baen books update and there is this link to "Rendezvous and Docking: A User’s Guide for Non Rocket Scientists (Part 1)". Here is the link... http://www.baen.com/rendezvous.asp If I had read this BEFORE I played KSP I would have been lost... but as someone who plays KSP daily I found that I actually understood what the guy was talking about. Yup, KSP is a legitimate learning tool.
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Wouldn't the 64bit version use more than one thread as well (we are currently limited to one... which is WAYYYYYYY out of date as nearly everyone has multi-core computers these days). I've been raring for a 64bit version of KSP/Unity since I first learned of the limits. But then I am a bit of a mod whore. There is just sooooooo much good stuff out there.
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To be honest, capsules don't float enough (I've had capsules with just the docking adapter above water). Either they should make them float more or include a floatation collar we can inflate after landing. I'm wondering if asteroid mining and dropping foamed metal lifting body shapes will ever take off (or land to be more precise). Basically they mine the asteroid, melt the metal and bubble gas through it making it lightweight so that when it lands it will float in the sea. Shaped into a lifting body and a heat shield made of ablative rock and you could get the metal down to earth with no fuss.
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I'm 54 and still a kid when playing games like this... I'm a flight sim addict (or was until I started KSP) so have a whole bunch of simulator stuff. I've even put my ATR72-500 cockpit build on hold due to this game. I think making this game moddable from the start was the thing that made this game so perfect. Felipe really made the foundations and the community made the mods that enabled the game to be whatever the player wanted it to be. In these days of paying for map packs and even little graphics for a game, Felipe gambled and won.... BIG! Not everyday that NASA backs a video game after all.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
NeoMorph replied to asmi's topic in KSP1 Mod Releases
Has anyone had problems terminating flights from the tracking station page after installing this mod? I wanted to get rid of my debris because ECLSS seems to have no filter for debris and every little piece of crap in orbit is listed on the gui and having to tab through loads of debris just to find a specific ship gets hard after a while. -
For Roleplayers: How do you dispose of the LV-N engines?
NeoMorph replied to Markus Reese's topic in KSP1 Discussion
I accidentally detached a couple of nukes while the engine was running at the lowest velocity and the things went interplanetary... Seems a good way to get rid of them hehe. The thing that most people don't realise is that the exhausts of a nuke aren't highly radioactive. They see "NUCLEAR" and immediately think the exhausts are going to cause FLK syndrome. One thing that bugs me about nukes in this game... Why haven't we got nukes that use a proper hydrogen propellant as they don't use oxidiser at all. -
Exactly... You can set up a whole space empire and you decide you want XYZ mod but run out of memory and you remove a mod you don't think you are using and suddenly half your missions get removed because a tiny part from the deleted mod has been used on a 500 part space station and the whole thing goes POOF!. If the warning happened BEFORE it did the delete it would be fine because then you could crash the game before it does the delete and then put the missing files back. I know it's an alpha but there are several procedure steps that are the wrong way around... this being one of them. Another is when you are editing a space ship and you accidentally hit the "New Ship" button and suddenly... no ship. We should get the warnings before data is irreversibly deleted. What WOULD be good is if the game used a grandfather, father, son method of save games. That way any changes can be reversed if you load up an older save.
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Seriously... I had ONE part on my big space station that was part of a mod pack and when I removed said pack it deleted the whole damned space station. Perhaps you could have the game warn you that it is going to remove the whole craft due to missing part and give you the option of returning to the save screen so you can fix the problem instead of having it automatically wipe out several hours of flight time due to a single mistake. In fact the game currently warns you AFTER it has deleted the craft. Talk about wrong way around.
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For Roleplayers: How do you dispose of the LV-N engines?
NeoMorph replied to Markus Reese's topic in KSP1 Discussion
Why do I have this image of Space 1999 but with Kerbals going through my head? Edit: DOH! Xorth beat me to it lol -
KSP doesn't have an age range... but it does have a geek range and you need to have at least SOME geekiness to play it.
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Community Mod Repository and The Majiir Challenge
NeoMorph replied to Majiir's topic in KSP1 Mods Discussions
As long as it's not susceptible to manipulation (ie like some mod makers spamming competitors mods with bad flags that has happened in the past - didn't that happen on Mod-DB or was that another site? My memory really needs a defrag though so I may be wrong) then yup, that would be great. Ultimately, as long as we can finally find the stuff we want (finally without those damned .craft file spam and sorted in the correct order) then it will succeed. The problem with good search functionality is that it takes up more CRUs (computer resource units) which can slow down a site to a standstill if not done correctly (and yeah, I speak from experience of doing it wrong lol). Actually it would be nice to have SEO so that we can guess the right page for popular mods like "www.kspmodrep.com/mechjeb/" or "www.kspmodrep.com/kos/" for example (have you ever tried searching for mechjeb on the forums or Spaceport? lol). It would mean not even slamming the search engine for those. I'm not a SEO expert though and this is just something I have craved in the past when struggling to find the REAL mod threads. Could I also suggest that we have a hardware modding section. It would be nice to have a place where ALL us hardware modders can post our work in a single place and not shotgunned all over the place making them hard to find. Mulbin has made a single thread (HERE) on the forums which has tried to draw a few of the hardware mods together but it will only get bigger and and more cumbersome as time goes on (just look at the flight sim community hardware mods out there and remember KSP is still in alpha). -
Community Mod Repository and The Majiir Challenge
NeoMorph replied to Majiir's topic in KSP1 Mods Discussions
Just a few thoughts off the top of my head... Searching... If there is one thing I absolutely HATE about both Spaceport and the KSP forums is the really crappy search engine. Trying to find a specific mod is hard enough without it sorting the results incorrectly and getting wierd stuff mixed in that has nothing to do with what you searched for. And what REALLY drives me silly is four letter minimum search query when we have a LOT of three letter mods (kOS for example) that you cannot search for. Want to search for SAS mods... HAHAHAHAH... dammit! Moderation - Someone is going to need to weed out the trash/spam etc AND help make the mods go in the right subsections. Who is going to spend a LOT of time moderating the stuff (which is what has caused Spaceport to fail so dismally). It's something to think about. Versioning - Here's an idea... I think we need to see one main thing shown next to the download button "[This mod is compatible up to V0.23]" so we know we are downloading a good version. The problem comes when a mod gets abandoned but is so good that it keeps working for a while afterwards... Maybe change it to "Confirmed working with V0.23". Also what to do with versions that are no longer working with the current version of KSP but still works fine in older versions? Some people may play older versions just because of their specific mod. I also want to say thanks to Majiir for offering his server infrastructure.... I'm a big mod user and regularly have problems finding stuff that I am after. Having a mod base that will finally be organised will be a HUGE help. +10000000 rep. -
One that alters the main altimeter sounds great... ie when you drop below 3000m and get a radar return it should change from altimeter-true (which is the height above sea level) to altimeter-absolute (which is the height above ground). There is another altitude that pilots use which is pressure altitude but as that can change from when the spacecraft has left the planet it's pretty useless. To be honest there are a few basic booboos with the navigation system. I pointed out that the nav ball is basically a land based navigation ball as space rated ones don't use Pitch, Roll, Heading but instead use Pitch, Roll, Yaw. Rich (the guy who wrote Telemachus) has been great to extract the Yaw data so that my nav ball project can behave like an Apollo/Shuttle nav ball (which means the ball doesn't flip when you pitch over). I think they did Squad used heading as most people understand land based stuff easier as using a notional frame of reference for space craft can be very confusing (and yeah, I get easily confused at times lol).
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The IVA has a radar altimeter which shows how high you are... but yeah, seems silly when looking from outside. What you CAN do though is use Steam Gauges I think. http://forum.kerbalspaceprogram.com/threads/40730-0-23-SteamGauges-V1-4-2-Analog-Radar-Altimeter-and-More! Bah.. not awake (and the blue writing messed me up lol). There is one thing you could do... get an arduino, a 20x4 LCD display and use Telemachus to extract the data you want to display. It's pretty easy to do (and I will be doing a tutorial on it soon when I get some free time together).
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This isn't really KSP but it is really cool and COULD be linked to KSP. This Dad built a mission control desk for his kid... and it is just SCREAMING for a link to KSP.
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ATTENTION DEVS ... Physx 3 for Unity?!
NeoMorph replied to withinboredom's topic in KSP1 Suggestions & Development Discussion
Holy crap... did you see the stats for his test? That's crazy. -
So I figured out how to get America back into the space game.
NeoMorph replied to Runescope's topic in The Lounge
Just get the rover to run over all the American's footprints... that would really pee them off. Actually on a serious note... if they were to go to the American's landing site they could photograph the actual footprints PROVING beyond a shadow of doubt that the Apollo astronauts really did make the journey and that it wasn't a hoax. It really NEEDS an independent to prove it to the conspiracy theorists. With all the people who currently think that the Apollo moon landings didn't happen causing people to dismiss the space race it could boost interest again. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
NeoMorph replied to asmi's topic in KSP1 Mod Releases
I'm using Crew Manifest to move my Kerbs out of their Soyuz TMA and into the space station... unfortunately the ECLSS still thinks they are in the Soyuz and it keeps draining. Any chance of monitoring where the Kerbs actually are and whether the module they are in is crossfeedable so as to balance out the oxygen and CO2? -
Those guys who flew the Mercury-Redstone sub-orbitals must have been Human-Kerbals... I mean, strapping themselves to a BALLISTIC MISSILE? Bonkers!
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I saw your picture and for some reason this is what I actually saw...
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I want the CNC machine so I can finish my ATR 72 cockpit as well. I have the overheads and part of the main panels sorted but some of the custom buttons I need are just fiddly and would need to have a lot of trial and error. And besides, I've wanted a CNC for years but never got the guts to go for it... I just have so much planned that I will have enough to keep me going for years.