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Everything posted by GluttonyReaper
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Not sure why more people haven't seen this, this is a great idea.
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I've mentioned this in another thread at some point, but basically the issue revolves around the concept of "existing". If we think of "existence" as an invention of humanity to describe what we perceive around us, then sure, mass exists. But if we view existence as an absolute thing, well, things get a bit more complicated. In this case, we have to say that what we perceive matches with this absolute reality for us to say that what we generally consider to exist to actually exist. And this is the problematic bit - how can we tell what this absolute reality is if we can't observe it with any kind of certainty? Arguably, the point of science (at least in the short-term) is not to find the right way to describe the universe, but instead to find a working way - think Newtonian physics being "wrong" in the face of general relativity, but still good enough to fly to the Moon on. Which, thinking about the issue of mass, basically means that mass as a concept certainly exists, but mass existing absolutely is - at present - seemingly impossible to prove - like any scientific construct, it may at some point be superseded by a more accurate concept. So, uh, the short answer is I have no idea.
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What are you putting in your servicebays?
GluttonyReaper replied to Jetski's topic in KSP1 Discussion
Science stuff, good for stowing single mystery goos especially. If I'm using fuel cells, it's a nice place to put them to stop them creating drag. Obviously, it depends on what I'm using the ship for - if I need to dock it to something, there's going to be draggy RCS thrusters everywhere anyway, so I just slap everything on the outside and put a fairing over all of it. -
Decoupler below multi-engine stage?
GluttonyReaper replied to *Aqua*'s topic in KSP1 Gameplay Questions and Tutorials
If your not opposed to mods, this one might help in certain situations: Custom Clusters -
Whaaaat? Am I reading that right? EDIT: Best not to get your hopes up though, this isn't officially from Squad, might be misinformed, etc.
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When does something come into existence?
GluttonyReaper replied to Rdivine's topic in Science & Spaceflight
I like to assume that the idea of "existence" is just a human construct we use to perceive the world around us, and it's entirely possible (likely?) that actual reality is too complicated for us to really comprehend, at least with our current way of thinking. As such, a boat is a boat as long as we still think of it as a boat, as pointless as that sounds. It probably comes from the instinct of humans to group things into simpler categories, which itself comes from a need to be both quick and efficient. The concept of "existence" specifically might come from the need for humans to appreciate problem-solving - in tasks such as tool-making, it's nice to be able to decide when something is "done". In terms of people, assuming things work like we think they do, people "exist" when we've decided they exist, when they have all the nice forms and sounds we expect them to have. That doesn't stop the atoms predating them in existence - in the same way the wood in a plank exists before it was a plank. The fun part is that, as humans, we can override and gradually change these interpretations of perceptions, so who knows, really? -
Not really, you just have more stuff available, in terms of parts. I've never really found the funds aspect of career that interesting, since after the initial phases, you almost always have enough money anyway. I know I could just turn fund rewards down, but then it just feels grindy...
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Yep, been playing almost entirely sandbox since 0.18
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Either that's totally intentional, or someone wasn't paying enough attention.
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The closest I can think of is the "petal" cargo bay in SpaceY. You'd have to put a nosecone on top though, which would float when the cargo bay is open.
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Small one kerbal space plane part?
GluttonyReaper replied to genericeventhandler's topic in KSP1 Mods Discussions
It might not really be what your looking for, But Beale did a nice X-1 cockpit: http://forum.kerbalspaceprogram.com/index.php?/topic/130904-small-one-kerbal-space-plane-part/ -
Experience in Science Mode
GluttonyReaper replied to Pseudon's topic in KSP1 Suggestions & Development Discussion
I don't know about full-fledged experience, but I would like the different professions to mean something in science mode. Maybe have them all start at lvl 5, but retain their career mode differences? Or even better, let us change this things on an option-by-option basis.- 9 replies
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- science mode
- xp
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Relevant: http://childsplaycharity.org/
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How to 'fly by the mun'?
GluttonyReaper replied to Ketatrypt's topic in KSP1 Gameplay Questions and Tutorials
I think there is a bug where contracts don't always complete if you aren't focused on the ship being used when you go through the SOI change. I wouldn't worry about it too much, it should complete when you burn to leave the Mun, and if not, you can just use the alt-f12 menu mentioned above. -
Yeah, it's to play games like that from time to time, there is something surprisingly entertaining about the mundane. Personally, I'm waiting for a fully-fledged "life-simulator", something that's like real life, just slightly more interesting, going a little bit easier on the laws of physics. That's probably just me though, and I don't anyone making anything like that anytime soon.
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RSS+RP-0. My heatshields are so hot...
GluttonyReaper replied to aMaestro's topic in KSP1 Gameplay Questions and Tutorials
Hmm, you might want to consider the effects of the lifting body of the Apollo capsule. If you right-click on the command module, it should give you the option to offset the center of mass in-flight, allowing you to better control rate of descent. -
How does KSP do physics between parts so smoothly?
GluttonyReaper replied to ThaHypnotoad's topic in KSP1 Discussion
Well ... it hasn't always been like this. 0.23.5 was where joints were really solidified, before that putting too much weight on the engines of a rocket would cause them to slide around in ways that didn't seem so natural (which, IIRC, is why launch clamps exist at all). There's some dev notes on it buried somewhere, can't find them for the life of me though. -
Are you thinking of this thread? Or this? Maybe even this? (Turns out there's quite a few. )
- 95 replies
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Create a storyline.
GluttonyReaper replied to flyboy67109's topic in KSP1 Suggestions & Development Discussion
I personally like that there isn't really any set story in KSP, gives us room to make our own. As for the SSTV signal, there is some kind of (never-implemented) story behind it: http://pastebin.com/3vvjushy (Spoilers, I guess? I don't think it counts if it never happened. ) -
Wow. Just ... wow. This little story has come a long way, hasn't it?
- 1,789 replies
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- writing
- space program history
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Well, apparently I'm the only one here from the UK, which is probably not true.
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Well, choosing a marker is the most important part.
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It's not for everyone, but a moped or a scooter is a good low-cost option. Insurance tends to be fairly expensive, but petrol tends to be cheaper, so...