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skykooler

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Everything posted by skykooler

  1. Interesting! I'd never heard of the Dzhanibekov effect before. I don't think I'll include it for the reasons you've mentioned, but it's a good thing to know about.
  2. It seems like a feature Mechjeb should have is a input that says "offset thrust direction by {x} degrees". Or have three, one for x, y and z.
  3. The torus would go well with the timewarp rotation fix, so you can start it spinning and leave it spinning.
  4. I like that it lands to the left of the mass driver. This is actually caused by Kerbin's rotation! (When it's higher up, it covers less angular distance, so Kerbin rotates slightly underneath it.)
  5. But to be 100% correct, it should be "drown in".
  6. If you're looking for something to play streaming videos, perhaps VLC Media Player?
  7. I'm useless at shaders unfortunately, but this imediately made me think of the rings from Space Engine:
  8. Fixed link for you.
  9. I disagree. The parts are very streamlined; they should have a low drag.
  10. This is a known issue; MechJeb abuses the timewarp system to halt rotation. I talked to the maintainer several months ago, but I forget what the consensus was. Also: I've fixed the .zip in the first post to have the new source code, if anyone wants to try and figure out what's causing the acceleration.
  11. Erm, oops, I left the old source code in there; I'll fix it when I get home this evening. Good idea. I'll look into that for v0.4. No, not yet. I'm still not sure what's causing it.
  12. Version 0.3 released! Orb-rate rotation has been added! This means, if you turn on SAS, you will now complete one rotation per orbit. If you are in a roughly circular orbit, this means you will stay in the same orientation relative to the planet (and to your navball); however if you are in an eccentric orbit the planet will appear to move back and forth relative to you.
  13. yes, I did see that in the documentation, but even after swapping y and z axes it isn't working right - it will work if you are pointing prograde and are level to the horizon, but if you're pointed any other way it rotates in some crazy direction. It's like it's mixing up world-space and local-space rotations somehow.
  14. So, I've spent about five hours today trying to get orb-rate rotation to work, and so far everything either is completely wrong or only works if your ship starts out in a certain orientation. Not really sure what to do at this point; if anyone has any ideas, please PM me.
  15. Yes, there is. I've been putting it off because dealing with quaternions hurts my brain. That said, I have two major goals for the next release: Fix rotational speed accumulation Make SAS planet-synchronous (i.e. enable orb-rate rotation). This one is the one I am having a hard time with due to the aformentioned quaternions. Anyone who has a background in physics, I'd appreciate your help!
  16. This + KAX = I am now only building planes in KSP.
  17. Is it planned to have some rock types rarer (and produce more science) than others? So you could just pick up the first rock you found if you wanted, but if you really wanted something interesting you'd have to go look for it.
  18. You might want to look into how Hooligan Labs allows saving airships that are in the air.
  19. I wonder whether a port to OSX would be possible using NSSpeechRecognizer? Or, perhaps, Pocketsphinx (which works on Linux as well)?
  20. All: I've been rather busy the past month, hopefully I'll have more time the next few weeks to fix this up.
  21. It is escaping...but only just escaping. That certainly isn't a straight enough escape trajectory to be heading to Eeloo; I'm not sure it would even get to Kerbin. Which begs the question: where is the Proteus going??
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