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Everything posted by Tex_NL
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Don't you too just HATE quoting yourself, especially over and over and over again?
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Depending on the type of mods you're using you're most likely you're simply running out of memory. 4GB is not a lot these days. And especially not when KSP is concerned. You could experiment with -force-opengl or -force-d3d11. See (AND READ!!!) the link below how.
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Can you store electricity with a fuel cell
Tex_NL replied to Abstract_Kerman's topic in Science & Spaceflight
No, not with a fuel cell. It would be trying to 'un-burn' a log by compressing the smoke and ash back and expect to get wood. But you can split the waste water produced by a fuel cell back into oxygen and hydrogen. It's called electrolysis. -
There is absolutely NO NEED for any steering limiter to avoid rover flipping. Hit [Caps Lock] to toggle soft controls (the orange pitch/yaw/roll markers change to blue). Now your key inputs will much smoother. Remap your rover controls from WASD to IJKL to use only the steering and not the reaction wheels. And last but not least be aware of your speed. A 'mere' 25m/s equates to 90km/h (56M/h). Try pulling a hard left in your car at that speed and you'll be doing cartwheels. In a low G environment this will happen at MUCH lower speeds. The real life Curiosity Mars rover has a top speed of about 30 metres (98 ft) per hour. In KSP you can reach 30 metres per second without too much difficulty. That's 3600 times faster. So if your rovers flip too easily you'll need to design or drive them better. Probably both.
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parts sinking into other parts?
Tex_NL replied to RaiderMan's topic in KSP1 Technical Support (PC, modded installs)
Looks a lot like you're attaching the radial decoupler to a non stock tank. When you place the same radial decoupler to a stock tank of similar shape you'll notice it WILL attach properly. Add those two observations together and you'll notice it is not the radial decoupler that's at fault but rather the non stock tank. This is clearly a mod related issue. The non stock tank is simply not properly designed. Edit: It made me think of this clip. The dog can walk just fine, the surface is to blame for him to get wet. -
To a certain degree we already have this. Since the runway is a perfectly flat object placed on a convex globe both the start and end are significantly higher above the surface than the middle. Besides that the runway is plenty long and only really big and heavy need the full length. If a n00bs plane can not lift off from the regular runway neither the shape or length of it are to blame. Then the plane is just WRONG and it is not supposed to take off or fly. @Jas0n already said it all. I would rather been given the option to either clear the runway or to continue with the object in place. If things do go boom .... 'Revert flight'
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Multiple lists for the Tracking Station
Tex_NL replied to XB-70A's topic in KSP1 Suggestions & Development Discussion
The forum search feature is an insult. It hasn't worked properly ever. Better, faster AND easier to use google instead. Oh. And to come back to your suggestion. The suggestion for any sort of filing/sorting system an ancient one. -
Labs, Science per day and AFK
Tex_NL replied to NewtSoup's topic in KSP1 Gameplay Questions and Tutorials
Then you probably installed it incorrectly. The file 6_Crew_Science_Lab-1.1.zip contains a GameData folder. Either merge that with your own GameData. Or open it and extract the KSC folder to your own GameData. You do NOT want a GameData folder inside another GameData. Also make sure you only have one modulemanager.x.x.x.dll !!- 21 replies
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Extraterrestrial life; what could it look like?
Tex_NL replied to Cabbink's topic in Science & Spaceflight
Obviously the exact environment dictates the details but there are a few things any advanced life form needs to have no matterwhat. It needs to be able to sense its environment: eyes, ears, etc. or something equivalent. Probably two or more of each to sense depth and direction. But it won't be dozens as this would require too much energy to maintain. And it will have its eyes high up on its body looking forward. It will need to interact with and move through its environment: it will need limbs and claws. Two arms and two legs would probably the required minimum for manipulation and stability but it can of course be more. Same with the eyes too many libs will be inefficient. Any 'active' creature will most likely be exothermic so it needs to feed and probably breath. It needs a mount and an anus. But a single part can fulfil multiple rolls. It MUST obey the laws of physics. Any aquatic (or any other liquid) creature will probably look similar to a fish. Any flying creature will need to be light weight for its size and needs wings or a 'balloon'. Not because of a biased human viewpoint but because of physics. Similar environmental circumstances will lead evolution in similar directions. It's called convergent evolution. An alien visitor that looks vaguely humanoid is therefore not all that outlandish.- 34 replies
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How do i restore physics.cfg file back to default?
Tex_NL replied to hoanghieu's topic in KSP1 Discussion
And when you don't use Steam re-download the game from where you bought it and copy over the relevant files. -
So scanners are pretty useless?
Tex_NL replied to Targa's topic in KSP1 Gameplay Questions and Tutorials
Are you sure? If real life drilling/mining would cost more energy than was taken out of the ground there would be no profit and nobody would be drilling or mining. Real life drilling/mining as all about going beyond the break even point. -
Then you add a big fat disclaimer making it very clear the demo is old, outdated and a new demo is under development. Now there is nothing. It's not like the old demo was a bug ridden piece of filth like the console port. The demo worked, the console port did not. And yet that insulting console travesty was kept available for nearly a year.
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Mods wont work in 1.3
Tex_NL replied to JediRangerkendor's topic in KSP1 Technical Support (PC, modded installs)
As usual at least 95% of all mod related issues are caused by (in order of likelihood): Incompatible or outdated mods. Incorrect installation Missing or conflicting dependencies. In other words: Only install mods that are compatible with your current KSP version. Old (not updated) mods might not work on the latest KSP while updated mods might not work on older KSP versions. Closely follow the installation instructions! If a mod description states it is dependant on an other mod accept that statement as a fact. You WILL need it. -
That might all be fine and dandy but that does not explain why a perfectly fine and working demo is not available. What's wrong with leaving the current demo up for download and only replace it when the new version is ready?
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Why do people scale down mods?
Tex_NL replied to Next_Star_Industries's topic in KSP1 Mods Discussions
You're right @dundun92. I quote from the wrong post. It has been corrected now. -
Why do people scale down mods?
Tex_NL replied to Next_Star_Industries's topic in KSP1 Mods Discussions
If you scaled down both the planet AND the measurement you would effectively scaled down absolutely nothing. -
So scanners are pretty useless?
Tex_NL replied to Targa's topic in KSP1 Gameplay Questions and Tutorials
No you're not missing something. That's just the easiest, cheapest and most efficient way to do it. -
I just remembered I managed to capture one of my closest debris encounters: I spotted it whizzing by frighteningly close and turned to the map to see what happened. There I spotted piece of debris with just 0.5km separation on the next encounter. But also note the second encounter: again very close. This piece of debris had nearly the same orbital period. Just for peace of mind I moved my Mun station to a different orbit.
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This is 100% correct. Anything beyond your current physics bubble is 'on rails' and no physics is calculated. Even in the unlikely event a piece of debris is actually on a direct collision course it will pass straight through without any interaction. This behaviour can be used to 'cheat' yourself out of trouble. If you're coming in too fast for docking without the means to avoid a collision go to 5x physics warp. Your craft will pass though each other as if they weren't there. However do NOT leave physics warp until they have passed through completely. Just as in real life two objects can not occupy the same point in time and space at the same time. Things WILL go boom!
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Exactly. ONLY accept contracts you know you can actually complete. Tourist and rescue missions can be a great cash cow. When going on a LKO rescue missions why not take a tourist along for the ride. Either missions reward should be more than enough to pay for it. The other reward is pure profit. One of my current cash cows is 'new station to Kerbin orbit' (5 Kerbal, power, antenna, docking). My go-to shuttle meets all those requirements and is cheaper than the pay-out. As soon as it reaches orbit the contract completes and the cash rolls in. As soon as you have labs in orbit processing data you can REALLY rake in the dough. You'll end up with more science points you know what to do with. And science can be sold for funds.
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Space is big, debris is small. With a larger amount of debris in orbit you will see something come close from time to time but chances on an actual debris strikes are infinitesimally small. More than small enough to simply ignore it. I've been playing KSP for close to five years now and never suffered an actual strike. Closest I ever got was debris within physics range.
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The refocus used to be mapped to backspace just like abort potentially causing problems. Since a few versions refocus has been remapped to [~] (tilde). Top left of your keyboard, above [Tab]. And @Gargamel is right, this has indeed been brought up several times over the last few weeks.
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RCS Problem (Pitch not aligned)
Tex_NL replied to Nayah-'s topic in KSP1 Gameplay Questions and Tutorials
Your answer wasn't incorrect. It would have led to a similar result eventually. I merely offered an easier and more definite solution. -
RCS Problem (Pitch not aligned)
Tex_NL replied to Nayah-'s topic in KSP1 Gameplay Questions and Tutorials
Better yet, hit [Alt]+[x] to remove all trim settings.