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Van Disaster

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Everything posted by Van Disaster

  1. RPI is roughly equivalent to a 300Mhz Pentium, I think. Seems unlikely... Would be fun if you could run a ship on one & cluster a bunch, use a more powerful box for a graphical head.
  2. My current scansats have two detectors, and they manage to map everything before ISA mapsat gets done.
  3. You can get DDS tools from Nvidia ( including a PS plugin ). Will Unity load them directly though? there is an uncompressed version. I rather miss this mod, but no way I can remove Kethane at this point ( or would I want to ).
  4. Yes, it's also reverted to the default skybox for me. I checked the game log & didn't see any relevant warnings, and it reported all the textures loading, but nothing shows up in scene.
  5. ThrustCorrector really should not work with turbines, should it? ( or any engine that makes use of atmosphere. ) Unfortunately they also use ModuleEngines, so I can't think of an easy way to avoid it.
  6. Adding that mod that fixed the way ISP works might also balance things - iirc that will start your engines rather nerfed as far as thrust goes & progressively un-nerf them as you get higher. I haven't tried it yet personally, I can't add much to my install before it gets unstable and I don't know what it does to jets, but it does sound like something that should go hand in hand.
  7. You use less dV because you've got all the dV you spend in stock overcoming drag losses back all of a sudden ( which is realistic - Earth rockets lose 1-200 generally, I think Saturn V losses were about 40m/s ), there's nothing else going on. Parts are tuned for stock aero, mebbe we need FAR nerfs for rocket engines like the jets have been.
  8. Caveat: it's been quite a while since I studied any history of the period. I'm not actually sure they were that far behind; I vaguely remember something along the lines of a) they didn't consider nuclear fission strategically important at some point and the project got shunted off, and there was some rather effective sabotage on the part of the Allies which knocked holes in what was actually being worked on. We can probably be quite thankful for part A... Both sides had radar guided missiles by the end of the war and the Allies had some rather sophisticated bomb-aiming computers, which understandably is probably where most of their guidance work went. I doubt it'd would really have taken that much work to join everything up and make a functional cruise missile, I guess there just wasn't the need.
  9. If you're running FAR then it's a horrendous issue I'd quite like a factory part - say a 3m stack part - that could a) build a launchpad, which perhaps is the only thing it can spawn but the pad would appear attached to something already ( the factory - if you can spawn a ship attached to a launchpad then surely you can spawn a launchpad attached to something? ) and you can use as a hub for everything else. Until then I might be able to ship the foldup runway. Maybe the factory can spawn ships only if it's attached to a pad device, which might be a nice way of filtering what is possible to build.
  10. I, too, replaced the universe. Dropped a mining camp onto Minmus - twice, Minmusaur ate the first set of astronauts, they slowly sank under the surface & disappeared. Convinced Minmus is an intelligent carniverous space sponge. Added a Kethane refinery & some more tanks to Kerbin station - just need the Kethane shuttle now & I can start on the Laythe mission.
  11. Nobody remembers the Apollo 8 crew either, and they were a bigger first IMO. You know what would have sucked more than being Michael Collins? being on Apollo 10.
  12. If *what* was WW2? that's a wierd question, it needs some parameters. Anyway if it'd dragged on a bit longer so they didn't run so short of resources ( and perhaps if the allies didn't keep sabotaging their production facilities ), the Germans would have been dropping nuclear ICBMs everywhere. Somehow I doubt a satellite was too high on their priority list. Did the allies even have a rocket program in the war? for some reason I've never even considered that.
  13. Using these as my station parts in my 0.21 game - they're awesome! would love some docking adapters in the same style. I know the Fustek ones fit but they're not quite the same visually.
  14. Using a modified Ray as a heatshield is looking fairly promising - given NASA recently successfully tested an inflatable heatshield, has it crossed your mind to try one? the one they tested packs into a nosecone & inflates into a mushroom shape.
  15. You can do them, but you won't get any compression lift ( likewise ground effect ). Nice way to shift the CoL forwards when you're supersonic, though.
  16. That was takeoff, but it shows both sets of engines... Two sets of rockets, and control groups. Transition is a bit tricky but basically retroburn with the main engines until vertical, kill vertical velocity ( actually helps to be going up slightly ), engines off and flip horizontal. Swap active engine set, throttle up again.
  17. Shuttle squeaked back to Kerbin with hardly any fuel left, so no way was it making it to the surface ( it's wingless and not actually designed for it anyway ) - so I suddenly found the need for a station, which I'd not bothered with until now. I suspect I'll need a bigger fuel dump, but for once I've not built something that murders fps by itself...
  18. Moving aero pieces with robotics does work. I asked ages ago & ferram said it wouldn't be quite as efficient, but I've moved CoL around in flight with hinged pieces.
  19. Doesn't matter if it's stock or not for me either, as I showed - it just looks like the CoL ball bug from quite a few versions ago. Gone back to 9.5.4, I never had a floaty plane issue.
  20. Designed & launched the first part of a mining op, testing on Mun first. Spent way too long trying to land it all in the dark, but eventually got the base modules down. Found I'd blown my part budget for the whole base and am down to 3fps Mining continues in the dark! until the batteries run out anyway.
  21. Generally I just take multiple gentle passes, iteratively adjusting the next pass based on how well the previous one went. Any more is guesstimation based on the graphs in the VAB and how the craft feels when it's launching ( which is no use if you built it in orbit, of course... ). And if it all goes wrong, quickloading Aerobraking with FAR works just like any other part of atmospheric flight ( although I did notice something Jool specific in a quick flip through the code a while back, I don't know what it is though ) including the CoL/CoM/CoD stability aspect.
  22. This thing has an interesting look in the dark... pity it's not like that in full light.
  23. *shrug* I hardly use any stock parts. I try not to use engines which outperform stock parts ( SABREs aside ) - the jets and intakes I use tend to be massively nerfed compared to stock ones - but large tanks/engines/etc help keep part count down. And some stuff, especially aircraft parts, don't really have anything close in stock anyway ( pWings vs spamming structural wing parts? no contest ). I get no accomplishment from forcing myself into a selection of parts when I know there's options around that won't suspend my disbelief. I don't care one way or the other, I'm having fun & so is everyone else with their playstyle, but there's advantages everywhere. I seem to have hit the part count limit again for one...
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