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Everything posted by Tex_NL
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Please do not take my posts out of context. π has NOTHING to do with any discussion between metric or imperial. It is on a completely other level. And I would also very much appreciate you not taking remarks made AGAINST your claim and try to contort them in a remark in favour of it. Metric might make no sense for you but fortunately the majority of the world does not agree.
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Sure. Imperial has its uses. But science is not one of them.
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π is a mathematical concept. π is the relation between diameter and circumference in a circle. π is π no matter which system you use. Metric, imperial, it does not matter. Even for an alien civilization π will be exactly the same for them as it is for us.
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That statement is completely bogus. Metric is NOT limited to floating point calculations. It uses fractions exactly the same as imperial.
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While it is true you want to leave the thickest parts of the atmosphere as quickly as possible doing it as fast as possible is NOT the best solution. Drag increases exponentially, drag multiplies by four if you double your speed. As a result you will be spending fuel fighting drag that can be better used to climb higher. You should only go as fast as possible AFTER you have left the lower atmosphere.
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show kerbal's class and level in filght.
Tex_NL replied to omelaw's topic in KSP1 Suggestions & Development Discussion
A very common suggestion indeed. As a result this has been solved to perfection by the mod called Portrait Stats. -
Getting people to change from one system to another is difficult. Very difficult. But geting people to change to a system that is both very similar and at the same time very different is nearly impossible. That way you invite cock-ups. It won't be a matter of if things will go wrong but when. If you are getting people to change get them to change to the most most logical and widest used system. It will take just as much effort and makes everybody's life (on both sides of the equation) a lot easier.
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Solar Panels Wobbling Ship Apart.
Tex_NL replied to Bob Jub's topic in KSP1 Technical Support (PC, unmodded installs)
This is no guarantee. I've had stations doing the Kraken dance with ALL reaction wheels disabled. -
It probably all comes down to what you've been thought as a child but what you're saying is exactly the opposite of what most believe. Imperial is has no logic. In science an technology metric is king. And not switching to metric because of American Football as GoSlash is suggesting is complete bolocks of course. Nothing is preventing you from using an antiquated system in sports.
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[POLL] Kerbal Planetary Base System Split-Up (POLL RESTARTED)
Tex_NL replied to Nils277's topic in KSP1 Mod Development
Parts loading and not showing would be even worse. Then you'll have phantom parts still taking up vital memory. If 'useless' parts show then at least people KNOW they're there and can manually remove them. (If they would bother to know how.) Separate installs within one download would perhaps be the best option. New, unaware users get access to all the parts. More knowledgable, experienced users will have an easy option to simply remove, or not install, parts they do not want. -
There is nothing in that image that proofs it's faked. But neither is there any proof it is not. As I said two weeks (and one page) ago; all you see is KSP on a screen and a PS controller. The image itself proofs nothing either way! All you have is the word of the one who posted it. You'll have to take it for what it's worth.
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[POLL] Kerbal Planetary Base System Split-Up (POLL RESTARTED)
Tex_NL replied to Nils277's topic in KSP1 Mod Development
As I am probably the one that eventually triggered this poll I can't abstain. I am torn between the third and fourth option, 'two separate mods: Kerbal Planetary Base System & KPBS Mod Support Pack' and 'four separate mods: Kerbal Planetary Base System & Kerbal Modular Container System & Two Mod Support Packs'. I chose the latter and I'll explain why. KPBS is one of the best mods and without a doubt the most stock-alike base building mod currently available. But it's getting bigger with each update. The same thing has happened with other brilliant mods and some simply have become too big. Not only is size but also in part count. They offer such a wild variety of greebles and doohickies in able to support as many other mods as possible one looses the forest through the trees. Bac9 did an amazing job with B9Aerospace. SuicidalInsanity did and equally great job on his Mk2 Expansion. I liked and used both mods with gusto but both packs have become huge and the amount of parts are mind boggling. KBPS is a mod that lends itself ideally to support other mods. Doing so will introduce very specialized parts that do not serve any other purpose, to many people those parts are just clutter. A player not using life support is probably not interested in carbon scrubbers, food storage and waste disposal. Just like storage containers will be useless for people not using KIS/KAS. What good are kethane or karbonite drills and refineries when you only use the stock resources? What I hope KBPS will become is similar to what was done with Kerbinside. A modular mod consisting or a core and several support packs. This way the user keeps control over what he or she wants or needs. -
Solar Panels Wobbling Ship Apart.
Tex_NL replied to Bob Jub's topic in KSP1 Technical Support (PC, unmodded installs)
This is not entirely true. Stock, yes, you can only add them in the VAB/SPH. But with KAS (Kerbal Attachment System) an engineer on EVA can build them in space. But unfortunately KAS can't really help the OP situation. Adding struts on EVA takes some time. During that time his station will do the 'Kraken dance' and rip itself apart. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Tex_NL replied to Nils277's topic in KSP1 Mod Development
I re-checked to try and see what really happens and I found we're both correct. Whenever I transfer a Kerbal to the airlock and EVA his equipment gets transferred to the airlock inventory. It's an extra step but can easily be retrieved. Whenever the Kerbal gets back into the airlock and gets transferred to another part he gets to keep his equipment with him. Having to pick up equipment is only a minor bug, it's nothing more than a small inconvenience. Otherwise I still love what you're doing with this mod. Looking forward to new updates. But please be careful not to make it too big. If it gets too big people might drop it as it will become too big a strain on their system. It might eventually be better to split it to a base mode and several add-on packs focused on other mod dependencies. For example people not using KIS/KAS will most likely not be interested in the KIS containers. And people playing without life support mods might have little use for a greenhouse. -
This is NOT a bug but rather PEBCAK. It has happened to me several times before I realized what was happening and I am pretty sure it has just happened to you too. When launching to match plane two new field open up on the bottom of the ascent guidance. One of them is an offset allowing you to launch a certain amount of degrees before or after the node. If you do not make sure this field is set to 0 degrees you might end up in a completely different orbit. Your inclination will be equal to your target but the planes will not line up.
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No idea where you're from or what language you speak but WTF is 'deded'?
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Gravity assits for interplanetary transfer
Tex_NL replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
To actually see where you'll be going in-game you might want to make a slight tweak. The stock game will only draw 3 segments of patched conics, just two SOI changes. Nothing more. - Look for the file settings.cfg in your KSP root folder, make a back-up and open it in a text editor. It's just a text file so notepad or word will do. - Search the file for the line CONIC_PATCH_LIMIT = 3 and change the 3 to a higher number. Personally I prefer 6. - Safe and exit. From this moment on your game will display the number of patches you choose. The further you look 'into the future' the less accurate the path will be and distant patches will wobble quite a bit but at least it will give you a good idea where you will heading. -
But not immune to an EMP Bomb.
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There is a much easier and more accurate rule of thumb: The atmosphere gauge at the top centre of your screen has four colours: black, dark blue, blue and light blue. Don't make sudden angle changes but move slowly and gradually. When the needle passes from light blue to blue you should be at roughly 60 degrees. From blue to dark blue at 30 degrees. And from dark blue to black at 0 degrees.
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(SOLVED) Can I put a craft in my savegame?
Tex_NL replied to Evanitis's topic in KSP1 Gameplay Questions and Tutorials
And that's exactly why I suggested HyperEdit. Why get in bed with the devil when you have a safe, working alternative? -
No, you can not! If there were methods to make wind energy cheaper or more efficient without compromising safety it would already part of the design. In order to make a shortcut there has to be something to cut in the first place.
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EVE/SVE not working at all
Tex_NL replied to The Optimist's topic in KSP1 Technical Support (PC, modded installs)
Reply removed. With the title, the question and everything else removed/changed in the OP my answer no longer made any sense. In fact it had no longer anything at all to do with the current OP. -
(SOLVED) Can I put a craft in my savegame?
Tex_NL replied to Evanitis's topic in KSP1 Gameplay Questions and Tutorials
Then do it by editing your persistent.sfs. You're already willing to crash your game by editing in a craft. Editing in and out some tech should be child's play. -
(SOLVED) Can I put a craft in my savegame?
Tex_NL replied to Evanitis's topic in KSP1 Gameplay Questions and Tutorials
Exactly. Give yourself the required funds, launch and hyperedit the desired craft, remove left over funds. It's even possible to unlock the required tech to launch the craft and then relock the tech again. -
(SOLVED) Can I put a craft in my savegame?
Tex_NL replied to Evanitis's topic in KSP1 Gameplay Questions and Tutorials
I don't think this would be impossible but it will be difficult and potentially game crashing. The easier, safer and guaranteed to work solution would be to use HyperEdit and place it where you want it to be.