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Arran

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Everything posted by Arran

  1. Most people i know, get that look on their faces what tells you to asap to shut up and change topic, preferable on any topic i dont give an rats ... mostly about sports, and foremost soccer. Then they go fanatic and cant stop talking having huge discussions what club, Ajax, or Feyenoord should be the best, and what player is the best (i think, i never pay much attention then) and how they have season tickets and private seats in station. (seems to me a topic you talk about once, and everyone knows, but somehow they even after 20 years, still have to tell each other each time we meet). Then if i try to keep the subject on sports, but the ones i like, again i get the same look, and asap its turned back on the soccer topic. Then i want to leave because i get numbskulled bored, and get the remarks that i'm not very sociable.. And then people say we Geeks have narrow interrests< sigh> Sigh, life can be hard when you'r not a soccer fan..
  2. I never open my main cutes (vanilla game) high up, on average i deploy them around 1500 to 1000 meters above the surface, when the speed bleeded off to around 100/150 m/s. Kerbins atmosphere has enough density to slow even fast descents (3000 m/s at 100km Orbits to 150 m/s at 1500 mtrs) where its save enough to pull out the main chutes without a hard jerk. It depends a bit on the weight of the return craft, but in the early stages of the career i can easely manage with 3 chutes at most for most crafts i build to touch down safely, and bleeding most speed of just by waiting while failing down to the surface, using the atmosphere as break. https://www.dropbox.com/s/lvldijukdmhr7rc/screenshot0.png Here is an example of the ships i bring back to kerbin, it only needs 3 chutes, and nothing special further needed, and you can clearly see the chutes placed.
  3. Why would i want to destroy the planet in the first place, seems to me a waste of a good planet i could use for my own civilisation. So i would go to erradicate the civilisation on the planet, and then claim it for my own, would make in my opinion a much more sensible sollution, and it might be easier to pull of as well. I just need to disperse some biological agent that kills of a certain type of lifeform (i assume a Type II Civ can easely create such agent) for just a fraction of the cost a planetkiller would cost me, and afterwards the planet is ready for colonisation, complete with a functioning infrastructure and ecosystem.
  4. You are correct, but it was more ment as an simplistic example. most people with some electrotechnical background understand the movement of electrons and protons and to a degree they have simulairities. But there are some big differences like you mentioned. On The Pauli Exclusion Principle you mention, from what i recal from school, doesnt mean a atom cant have more as 2 electrons, but no two electrons in an atom can have identical quantum numbers. This is an example of a general principle which applies not only to electrons but also to other particles of half-integer spin (fermions). It does not apply to particles of integer spin (bosons). Now i can be wrong here, its been ages ago since i had to learn this stuff, and never really used it after schooldays, what is a half lifetime ago for me so i'm kinda rusty on the subject. Hope you can forgive me here.
  5. still must be eve, still like many here, getting there isnt the biggest problem, the problem arises when i need to get off it again. As long i cant even get small unmanned probes off it, i wont risk any litte green man to land there.
  6. I dont mind to help out, allthough i'm not native english speaking but it is my second language as i work in an area of expertise where all communication is done in english, so by now i can speak it pretty much as well as i can write it, allthough i have an accent But i can cover all the other requirements If you want to know more, give me an pm.
  7. Short answer in one word : Gravity I'm not a scientist, nor can i explain things correctly like and scientist, and someone here might correct me where i go wrong. But i assume, if you look inwards to atoms and neutrons, they act in a simulair way as galaxies and solarsystems do, they all rotate around simply said a gravitational body. All packed together they make up a whole thing. While the Atoms and neutrons are rotating and moving around themselfs and the rest, the object they consist of (IE your body) isnt rotating, but moving in a other direction. Same is for the universe, wich makes an expanding motion, while everything in it is making rotational movement. Now again, this is stated in a very simplistic way, and prolly not entirely correct in details, but you get the drift. Again, i am a layman in this matter, so i explain it in terms "I" grasp it in, prolly enough smarter minds here that can correct me and explain it better as i can.
  8. I ran across this animation, and even though we all seen the Earthrise photo, how it was made, i never really knew. Nasa made an animation based on the Astronauts photo's and data from the LRO on this historical event, and i was pretty amazed how the photo was actually made. Enjoy!
  9. Beeing able to land at KSC with any lander, even managed once to land on top of the KCS building itself, but in general my landings nowerdays end within the the complex itself, without the help of any autopilot system. It took me ages before i figured it out how to do it, YT tutorials all gave different results on how to do it, still my landings where off by miles, but when i finally got the hang of it, i felt i really accomplished something, even more as it was when i mastered docking, what was for me at least alot easier to learn as pinpoint landings on a atmospheric planet. Everything else wasnt (at least for me) not as hard to learn as this..
  10. Restarted my carreer in 0.23 with an new TechTree setup, but using the same line of shipnaming. except the last one, thats a new project i wasnt able to endevour into before due severe lag with 500+ part ships. The Droppod Series : Guess no explanation for these needed, especially in the early Science stages The KABOOM MK series : First multi stage rockets capable for Mun and Minmus Landings, all based on 1.25mtr The Kitewinders MK series : Smaller recon Science 1.25 mtr ships with 2.5 Booster Rockets for Duna and Eve Orbital Exploration The Kimitz : Current Project ship for Interplanetairy travel, full self sustaining with 2 Exploration Probe, Refulling Storage, kethane Drilling unit and Exploration Landers with Rover, needs to be assembled in Orbit, size its too large for normal lanchpad liftoff.. (Thanks to 0.23 i finnaly can go Wackjob sized)
  11. Funny you meantion this, check for the giggles the dev posts on Planet Eplorers, also an indy game build on the Unity Engine, and for the new build that bout to released, they stumbled on a last minute Game Breaking bug in the 64Bits version, and are considering if they cant fix the issue, they might prospone the long awaited 64Bits version of PE, and only release the 32Bits version again.. I can understand SQUADS chouse to keep the 64bits version on hold if i follows Pathea's endevours on Unity and notice a very simulair developing "simularities" atm they doing alot of preformace tweaks, and adding more and more to the game.. Totally different games, and all, they hardly can compare on every front, cept the issues and "work-arounds" due unity clashes with the devs visions, and how the game "matures", there they seem suddenly striking alike.
  12. Why do you think i vote for Kerbal from that list, not going to play my life as game as well, and i drink soda as well, so only one option left that i dont do.. SCIENCE!!
  13. I keep my creations small, and assemble bigger ships in orbit.. When i make too many parts, launches starts to lag alot, and since i'm one of the type that plays without MJ, i need to be able to keep my crafts under control even at launches. I allways keep a mainship in Orbit, onto where i dock specialized ships, fuel modules, or Kethane miners etc etc, and bring the mainship after deploying the modules back to Kerbin. A bit in line with Scotts reusables program.. Somehow i am obsessed with making as much as possible reusable, and to leave debris to a absolute minumum. It might also has to do that my PC isnt the most modern one anymore, and need to play within the limits of my PC, that made me adopt this playstyle, and trying to keep my creatings "believable" Nontheless allthough i like Wackjobs creations, its not the thing i pursuit in my program.. So i voted 350 parts as maximum i build for launches. In Orbit i surpass this easely, and biggest ship in that manner i builded reached over 1000 parts, but the lag was getting absurt, so this was a one time try, cutted the ship down by leaving modules behind in orbit, and brought them to the destination on a other mission.. Again with basis i need to keep the partnumber down to a max of 500/600 or Lag is slowly killing everything..
  14. I totally agree here.. Best buy i ever did for my PC.. Booting my PC is now taking seconds, and my Fav games start within seconds as well.. Like other said, it doesnt help for anything else but quicker loading times, but having that said, once you expierenced SSD's no HD can compete in speed.
  15. I cant open the the Log at all in a fresh career, the button appears but pressing on it doesnt do anything, i've gotten my research, but the log statistics shows 0 RP and 0 Science done.. In a existing Career it functioned, the above started right away after starting a new career. You mod idear is great, but its still haunted atm with some minor glitches, looking forward to an improved one..
  16. IRL we had planes before rockets, now KSP isnt IRL but a game, and not even simulator, but a fun game where you get rockets into a virtual space.. From that standpoint, just pretent this thermometer is made for superadvaced materials, since it still can make readings in a low Sun Orbit all the way down in the freey cold of deep space, and it took alot of research to make materials that sturdy , where a normal thermometer would have broken allready by the violent liftoff from the launchpad.. Se i just explained why its on the techtree where it is..
  17. R&D onto itself is for most seasoned players just easy to accomplish, still for me (with over 400+ hours logged in KSP) i noticed in Career mode with limited parts, i had to do some rethinking on the way how i builded some rockets.. Now remember this is just the first installment of Career features, throw in an Economy, Production line for parts, crew expierence etc etc, things wil even get for seasoned players in time more and more of a challenge. KSP isnt finished yet, (by far) but we now slowly getting an idear where its heading..
  18. With 0.22 i noticed i getting alot further with alot less so to say.. Somehow i allways had huge big rockets, that barely got the out of kerbins SoI, and with 0.22 i made rockets that where small, compared what i made before, but got me all the way to Moho and Dres.. I used to build mostly 2.5mtr rockets that where massive, now i hardly touch those parts and get superefficien 1.25 rockets, using all kind of advanced tricks to get where i want to be, IE slingshotting Mun/Minmus to get fre Dv and aerobreaking Kerbin to get back into LKO for a KCS landing.. TO me using limited number of parts makes you think more on how to archieve some stuff you normally in sandbox would archieve by MOAR BOOSTERS
  19. I havent digged through all the posts.. But do i think some mods are dying out, yes they are.. The reason why, my best guess is simple, (been there myself) making a mod isnt that hard (relatively speaking ofc) but maintaining a mod in a still developing game that can make your mod go from working to notfunctioning within one update, can be tiresome.. Then with so many people, you will get bugs, on wich some can be pretty hard to solve, and undoubtly also can destroy someones passion, if he/she didnt thought through well enough how much work a mod can be.. In some cases maintaining and updating the mod can become even a daytime job, and you need to be a very special kind of person to keep motivated to maintain some of the more complex mods.. This right away shows how much dedication developers must have to complete a project thats pushing bounderies (like KSP does for example) and makes you repect them even more imho.. We seen allready a number of populair mods from where the creator havent shown any signs of life for weeks or even months in a row, on resons we only can speculate about.. (to busy RL, bored with KSP and moved on, etc etc).. i seen this happen in many games, not just KSP.. And to me, i only can applaude to modmakers that keep working on their mods volentairy..
  20. Jool has an ocean, a ocean of black nothingness, where the pressure is so high you'r ship get squashed and light doesnt escape anymore.. Believe me, jeb tried in name of Science
  21. Servers dont differ much from hardware as the common desktop PC, most common mistake of most.. Biggest difference of professional servers compared to Desktop PC's is redundance, dustfree enviroment, and backup power supplies in case of sortages.. But some nutty gamers have their PC's on a level build that can compete or even are better build as Professional Servers, and i seen compagnies run Servers that where of lesser quality as a wel build gaming rig. Just make sure there is sufficient cooling, and that the PC doest stand in a dusty enviroment, and is connected onto a fusebox, with a working termal protection, and you should be save to run it 24/7.. Only reason to hire a Server in a datacentre i could think of, is bandwidth, for heavy duty server application for example a Arma sever that could hold 64+ players for example.. But for your example, a server hiring would just be a waste of money.. And that money you would spend to hire it, you easely could then donate to whoever pays the bill as compensation for the electricity, what will be much lower as the cost of hiring a server
  22. I'll defently will going to look into the kerbtown plugin then.. Thanks for the tip.
  23. I've been intrigued a long time now by the concept of Space Elevators, and resently made it my goal to create this into KSP, as a platform to launch from, surpassing Kerbin Gravity. Like here on Earth it seems, the idear is theoretically doable, it seems technically a huge challence and undertaking. First basic Principels seems to work, but getting high up things start to get more complicated.. The Plan : A working Space Elevator concept for KSP, where there will be a Link between KSC and a Geostableorbital station, on where a module can ride the Link delivering objects into GSO.. Basic Testing : Created a 10km High railsystem,with a cart attached to it, powered by a Boosters who brought the platform all the way up, locked it in place, and launched the rocket from the platform at 10km Height. This test allready brought up several problems to overcome, first getting a rocket placed on the Cart, attaching the Cart to the rails without destroying the cart or rails when it moved up. But the concept gave me the idear that it should be possible to create, but needs alot of work to make it a workable and usable system. First simple but futile Attempts : Placing a 2868 km Long structure made in 3DS on Kerbin that was functioning as "rails" on which a module could ride up. This didnt work as it was to large to handle by the engine.. It showed up in the parts list, but when trying to "place" it with HyperEdit on a location on kerbin it made the game crash.. As long the object was within the Atmosphere of Kerbin i worked, but as soon it was bigger as 33 KM, the game hung.. Using a modified KAS winch that allowed a 2868km long wire link, launched this modified winch into a Geostable orbit and tried to lower this with a RCS trusting unit to the surface.. This again same a first attempt, the game hung when the transition between "Orbit" and "Surface" came.. created a Simple plugin that kept recreating Strut beams until it reached 2868 km height.. Sadly i this costed so much resources the game started to become very laggy before even reaching space.. Conclusion With exsiting parts/mods this idear is impossible to archieve, mostly due mod and gamemechanic limitations without a special plugin written for this purpose.. Therefore i started a colaberation with Nachtwind to see if we could create a completly new Mod for this Although we are ATM yet in a planning stage for this.. Current Problems to be solved.. Creating a Rideable link between KSC and the GSO station Creating a Module that attach itself to the Link Overcoming the Transition between "space" and "surface" Creating a perfect GSO station that stays in GSO regardless amount of time passed. Where we are now This seems to be a hard task to accomplish, but its going to be a challence we have picked up. Once we have a rough working setup, more options could be added, but no need to go ahead of ourselfs, and first we need to create a working proof of concept on where we can build on further, but alot of hurdles need to be conqured before this.. If this idear has peeked you'r interrest and would like to join our endevours in creating a working space elevator, dont be shy and contact me or Nachtwind, to see how you could help out in realizing this. Any idears and Tips are welcome as well, but keep in mind this is pretty much in planning stage, and currently we are mostly working on the idear and how to implement this into KSP.. There isnt yet any working model made thusfar, just the idear, and some basic testing setups. I'll will keep this topics for updates on the Project. The Ups and Downs..
  24. After the Kerbals discovered, Kerbin was the only Planet that sustained High intelligent life, although there is a persistent rumor that there are somewhere Pink Skinned, tall legged Aliens that have intelligent capabilities dispite their small heads, but arent fortunate capable of interplanetairy spaceflight. So they never really felt the need to build any Weapons, nor dabbled in Warfare, afterall there bodies arent that well suited for harsh physical endurance of War.. In case that they discover that these Pink Skinned aliens are a treat to Kerbin, they have still a large number of used rockets with LV atomic engines they could tranform into IPBM's (inter planetairy Ballistic Missles) if the need arises..
  25. I dont have debris, i plan my stages in such manner, that they do get caught deorbit, of if this isnt possible, i just launch my retriever Probe (a kind of remote operating tugship) with landerlegs that function as "claws" and bring it back to a deorbit. I also sometimes place a small extra fuel tank on some stages, that i turn off, and place a remote pod onto the stage, so when i stages, i can control the "debris" and turn the extra tank on, and bring it then into a deorbit at the nearest body where i can crash it on, or even at times land it back on Kerbin for reusage.. For me this all is a extra design challence, to keep Kerbol space as clean as possible, unlike we filty humans do with our space kerbals have evolved further as us, they can get to other planets allready, so i imagine they see a problem rising with to much debris orbitting around ..
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