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Everything posted by Specialist290
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And on that note, I've taken the liberty of merging your thread into the megathread, Ambulatory Cortex. Not a serious offense by any means, but in the future, keep an eye out for topics that might suit your needs before making a new one
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Banned for being self-referential.
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Count twenty coins into one pile, flipping each one over on the other side as you do so. That is your first group. The rest are the second group. No matter which coins you choose, the number of coins facing heads-up in both piles will be equal.
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As (EDIT: one of) the friendly neighborhood moderator(s) who happened to be passing through, I thought I'd drop by to add a little something to the thread myself. This is very true; monitoring the day-to-day activities of the forum as a whole and ensuring that they run smoothly does take up a fair bit of our time. In addition to locking and shuffling threads, there's a fair bit of activity that goes on behind the curtain: Scrutinizing and approving posts from new members, zapping spambots that try to breach the filter, and other things of that nature. That being said, I personally do make a point to try to contribute something positive to the community by answering the occasional question and greeting new members, as well as maintaining the Drawing Board (as Scrogdog has already mentioned). I also know, as the others have mentioned in their posts, that the other members of the staff each also try to contribute something of their own to the community as well, such as chris's and asmi's mods, Vanamonde's tutorial trainer ships, Yargnit's work for KSP-TV, and vexx32's fiendishly clever riddles in the Forum Games, to name but a few. And, as mentioned before, we're all volunteers here. We took this job because we wanted to help make the community a better place, and the moderators who were already there approved of us as people they felt were qualified to do the job. We're fans and players of Kerbal Space Program, just like y'all are, at the end of the day, and we've chosen to take on the responsibility that we have to make sure that this community is one where players of all skill and experience levels feel welcomed and are encouraged to participate and cooperate to the utmost to stay awesome At the very least, I can pass a Turing test on a good day. EDIT: And it looks like, as is traditional, I have been ninja'd once again by my peers.
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Welcome to the forums! I'll confirm that. You can use TAC Fuel Balancer to vent off fuel on the launchpad, allowing you to launch tanks after you've emptied them out.
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Locked at user's request.
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I believe he's talking about the rendezvous approach coming from after the Mun landing in this case, Taki117, not the initial ET&D approach.
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Kessler Syndrome minimisation techniques.
Specialist290 replied to XrayLima's topic in KSP1 Gameplay Questions and Tutorials
I believe it's correct in this context, given that it seems to be derived from the real-world term "cislunar." (EDIT: Wow I'm slow today...) On-topic: I tend to be a fair bit debris-conscious with my own missions as far as the launcher itself goes, and I do try to keep the space around Kerbin itself clean, but I'll admit I tend not to care too much about where my interplanetary transfer stages end up most of the time. -
Welcome to the forums, and very impressive work! Keep us posted on how this project goes.
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Another piece of advice that might help: Set a specific bedtime for yourself, and stick to it. Once you notice that it's getting close to that time, wrap up whatever you're doing and start getting ready to go to sleep. Don't let your brain trick you into trying to stay up later with excuses. It's like any other habit, good or bad: Once you start doing it regularly, it'll become almost second-nature.
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Welcome to the forums! I'm familiar with that sequence of events you've posted up there in your first paragraph. For the first few months I had this game, I hardly touched anything else. It really is the sort of game that sinks its hooks in deep and doesn't like to let go of you once it's got a hold of you and your free time. I'll give you fair warning, though: Do set a little bit of time aside every so often to focus on anything but KSP for at least the whole day, or else when your KSP-induced "high" starts to crash, the results will not be pretty. (Speaking from personal experience, here: There was a point where I just got so sick of the game that I couldn't stand to pick it up again for a little while, just because I had overloaded on it before. I got better, though.) At any rate, it sounds like you've got some accomplishments under your belt already, so feel free to spin a few yarns about some of your favorite missions. You might also want to help a few players newer than yourself out by answering any questions that they might have -- though don't be embarrassed to share any you might have yourself as well. Above all, enjoy your stay.
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Multiplayer?
Specialist290 replied to DemonBoii's topic in KSP1 Suggestions & Development Discussion
First, welcome to the forums! I believe that Squad has told us in the past that they don't plan on adding any sort of official multiplayer functionality to the first release of the full game, though they might include it as additional content at a later date. Please keep in mind that stock multiplayer is on the What Not To Suggest list, as it's a topic that has been discussed quite a bit. Therefore, in accordance with that, I'm going to have to lock this topic. Have a nice day -
This. At the very least, it would cut down on the number of times a day I wonder to myself whether or not I've already downloaded the latest version whenever I see one of the mods I'm using climb to the top of the page.
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Orbital Mecehanic-Like Tool Available?
Specialist290 replied to Frederf's topic in KSP1 Mods Discussions
You mentioned you use KSP_TOT; I know that one does have the "Optimal 2-Burn Orbit Change" tool, which can handle the latter of the two functions you mentioned in your second post. You can even import the starting orbit data from the persistence file directly into the app by right-clicking on one of the input fields. -
Well, this looks encouraging Hope the rest of the coding goes well!
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Today's your lucky day, friend.
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Welcome to the forums Unfortunately, I believe this sort of feature is on the "What Not To Suggest" list as "combining parts," as it's frequently brought up. Therefore I'm going to have to close this thread. I'd advise you to familiarize yourself with that list, as it has a number of suggestions that have been frequently mentioned and lists suggested mods that may serve the same function unless and / or until that particular feature gets implemented. Have a nice day
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While I commend your enthusiasm, there are indeed better ways of going about it. Specifically, sharing the login information for any account on any website publicly is a great way to get that account hijacked by trolls, spammers, and other unsavory types. I'd advise that if you still plan on sharing that information with other users, you do it through private channels, and only give it out to people that you have reason to trust.
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All direct references to the idea here on the forums (and in the devblogs) have probably been eaten by the Great April Forum Crash, but I've been able to find correlating evidence that extraplanetary resource gathering and refining was on the cards, at least at some point in time. I don't know if that game plan has changed since then (although I'd imagine it has).
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Maximum possible dV for a single stage
Specialist290 replied to WafflesToo's topic in KSP1 Tutorials
I'd imagine that there's some practical limit that's relatively easy* to calculate for an SSTO vehicle using a given engine. In an atmosphere, an ideal ascent profile's earliest stage is more or less going to follow terminal velocity, at least until it reaches the point where the atmosphere thins out faster than the engines can reasonably accelerate the craft as a whole, and a single engine's thrust, mass, and rate of fuel consumption are all known, fixed** values. * "Relatively easy," of course, should not be taken in this case to mean "absolutely easy," as the math is probably something that requires calculus, which honestly is a bit beyond my own level of knowledge. Still, it's probably easier to calculate the ideal proportion for this one case than for every possible case, which is what I mean by way of comparison. ** In the sense that, in the particular case of fuel consumption, it's linked to Isp, which for rocket engines rises in a linear inverse proportion as atmospheric pressure falls. If we assume a fixed amount of thrust with no throttle variation, this again should become relatively easy to calculate -- though, again, see the caveat mentioned above on what "relatively easy" means in this context. -
Transfers and inclined orbits
Specialist290 replied to Matt77's topic in KSP1 Gameplay Questions and Tutorials
I don't have any handy videos to link to specifically on this subject, but hopefully this explanation and the accompanying roughly-sketched diagrams will prove enlightening. I apologize in advance for the relative low quality of the diagrams. Let's say that you start out in an orbit around the Mun that looks something like this: Thinking back to basic orbital mechanics, you may recall that the best way to raise or lower one part of an orbit is to make an appropriate burn on the opposite side of the orbit. We want to lower the periapsis of our orbit around Kerbin so that it's within Kerbin's atmosphere for an efficient return trajectory. However, there's a complicating factor: Our craft is not orbiting Kerbin directly, but is rather in orbit around the Mun, which is itself orbiting Kerbin. Thus, in order to lower our Kerbin-centered orbit's periapsis, we first have to raise our Mun-centered orbit's periapsis so that our craft escapes the Mun's sphere of influence in the correct direction. It turns out that the best way to do that looks something like this: You want to schedule a burn somewhere above the prograde-facing side of the Mun so that your Munar ejection is both parallel and retrograde to the Mun's direction of travel. The effect of that burn would be the same, relative to the craft's orbit around Kerbin, as a retrograde burn at the apoapsis of a Kerbin-centered orbit. -
I know I've seen similar suggestions in the past, but I can't find references to them on either of the two lists, so it must not come up extremely often. That said, I personally think having a way of seeing a part's stats within the build window itself is a good idea. I'd imagine it'll at least be partially addressed once tweakables are implemented in 0.23.
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[CLOSED] Kerbin and Beyond: a Maturing Space Program
Specialist290 replied to Northstar1989's topic in KSP1 Mission Reports
I like it. Looks like a very classy spaceplane there