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Everything posted by Gargamel
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Better part selection UI
Gargamel replied to Algiark's topic in KSP1 Suggestions & Development Discussion
There's one little, possible, hiccup to this plan. I don't know if many people play this way, but I do. After researching a node, I have to purchase each part to use it, otherwise they are greyed out. It might make seeing which parts are locked v unlocked a bit difficult if they are hidden behind a menu. Not a roadblock, but it would need to be addressed. But maybe I'm just nostalgic, but I happen to like having the 200 tanks I have to dig through to find the one I want. Not an objection to the idea, just a personal prefernce. Now, if we could get sub categories for the utility and structural tabs..... -
For Questions That Don't Merit Their Own Thread
Gargamel replied to Skyler4856's topic in Science & Spaceflight
I disagree, in the context of the hypothetical question. At worst, since we still have a human at the wheel, there should be no more collateral damage than we have now, human error is human error. I could argue that since there are less humans involved there should be less human error. But also, the question states the platforms will be operating at 100% efficiency, and in my mind, this means no errors, so less collateral damage. Speed of communication has increased, leading to quicker diplomatic responses. But I might counter that wars are still somewhat common with the major nations fighting smaller ones, and very common between small nations fighting each other. -
Ksp keeps crashing on load(SOLVED)
Gargamel replied to mattthenub's topic in KSP1 Technical Support (PC, modded installs)
That sounds oddly like you updated a mod after 1.5 dropped, and now something is crashing. But as Mr Cheese has also pointed out, your file structure is wonky. Assuming he unlocked it after I pointed that out. Works for me now too. -
Ksp keeps crashing on load(SOLVED)
Gargamel replied to mattthenub's topic in KSP1 Technical Support (PC, modded installs)
Are your mods specifically for 1.3.1? Your log file is asking for a decryption key. -
Hmmm, yes.... but your avatar is pretty dark. Too soon.
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Don't miss
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No
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The mohole's exist in a parallel universe to our own, the holes are actually the gateway. Hence why physics stop working correctly and things glitch out going down the holes.
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RealTime - no more temporal cheating
Gargamel replied to lajoswinkler's topic in KSP1 Mods Discussions
Conceptually, this seems very simple to mod. When you load up the game, the mod has recorded the last known save time (Real Time) and the current real time, and time warps ahead to the point in game time that corresponds to the time that has elapsed in real life. I think it's a fairly "simple" mod. Would make for some interesting game play. You would have to set real world schedules for maneuvers and such. It would be interesting to just pop open the game for a few moments to do whatever you had to do, and then close it and load up another install. Some interesting gameplay possibilities. Not for everyone. But considering there are people out there who have run real time missions, over the course of weeks, this mod wold be a great help to them. So yes there's a market for it, a very small one, but it exists. -
Just cheaper, as you wont have to hire a new pilot. And you still have Val. In career they all start off lvl 0.
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Intentionally Crashing a Space Station
Gargamel replied to Mars-Bound Hokie's topic in KSP1 Discussion
Regardless of the number of parts remaining, or the distance from KSC, you should recover some funds. So if it's truly nothing, then there's a bug. But if it was only pennies, then we need to educate the OP on how the recovery mechanic works.- 17 replies
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Well, that seems to be a solution to a problem that doesn't exist. In order for this to do any good, we'll need a part system failure in stock, and that's a whole 'nother ball of wax.....
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Intentionally Crashing a Space Station
Gargamel replied to Mars-Bound Hokie's topic in KSP1 Discussion
Nothing? Or very little? There's a big difference. One's a bug, the other is a game mechanic we'll need to explain.- 17 replies
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Physics simulations in python
Gargamel replied to Mad Rocket Scientist's topic in Science & Spaceflight
Most arduino based chips already have at least a couple PWM pins native to the board/chip. Oh trust me, they do fail. Our main sail servos have to hold 20lbs of force, with some wind gusts putting 50lbs on them momentarily. They do burn out eventually. Whats worse is when your rudder servo fails, and it just spins in the middle of the lake for hours. Don't worry, this discussion already has more tangents than a geometry class. -
Physics simulations in python
Gargamel replied to Mad Rocket Scientist's topic in Science & Spaceflight
You'd be surprised, the software libraries that drive the servos controls are very flexible for micro controllers, but most servos run on industry standards for communication. They have to, as the parts are all modular. The transmitter sends a signal out, which is on the 2.4ghz spectrum (which is the modern standard used for RC), and is encoded to only be interpreted by the specific receiver it is paired with. That way you can have many many transmitters working on the same frequency (No, I don't know the details of how it works). The receiver then interprets the data sent to it, and sends out the appropriate signals via the various ports it has. You can then stick pretty much any servo you want into any of the ports on a reciever. The biggest issue is if you have the right amount of power being supplied to the servos to run them. You really have to step into industrial application servos before you start getting compatibility issues, and even then, a simple software library on the micro controller should fix that problem. You just can't use industrial style servos on standard off the shelf RC systems. TLDR: So as long as you have the right power supplied for what the servo demands, a programmable micro controller will be able to run just about any servo with the right library. I use the same/similar servos on my RC racing yachts as I do on the electronics projects I mess around with. We've gotten real fancy and slaved multiple boats to one transmitter, it was fun to watch them sail in formation, but it never ended well, LOL. -
I believe you can do this within MJ's porkchop planner. You can also set limited time arrival dates.
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Well, I only saw one error in the log, even though I glanced through it: Do you have a steam controller? if so, disconnect it, see if that helps. If not, ignore this. Log shows it's getting to the main menu successfully, I think. If a win update is the only thing that has changed, and given you're running 1.3.1 I'm guessing you're not messing with new mods much, then dig into your security software, and see if there's something affecting KSP there.
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Need help in removing mod craft files
Gargamel replied to mr. engino's topic in KSP1 Technical Support (PC, modded installs)
I believe under settings, you can elect to show stock vessels or not in the load window. I think this applies to mod vessels too. -
Parachute deployment altitude is determined by AGL, not ASL. So if you have them staged correctly, and your tweakables are set right, they should deploy open at the same altitude over the ground, every time. I usually stage them right after I complete my re-entry burn. You really don't need a mod at all to open your parachutes correctly. Now if you're flying into the side of a cliff, they will open too late to slow down, but even if they did, you're still going to bounce down the side of the mountain, so it's kinda moot.
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For Questions That Don't Merit Their Own Thread
Gargamel replied to Skyler4856's topic in Science & Spaceflight
Something similar, but older, is Fleet Command. I just picked it up off Steam during the summer sale for a few bucks. Worth it. -
I can't play Kerbal.
Gargamel replied to b9y's topic in KSP1 Technical Support (PC, unmodded installs)
Which, I believe, is somewhat pointless on a 32 bit machine? -
With a little digging, you can find "Expansion Packs" for FF. They are just packs of ribbons for the mod. Worth taking a look at, allows you to steer your RP in different directions.
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Or ditch it before re-entry, no need to bring it back if you don't need to. That makes crew transfer easier.
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You deserve more than the one like I can give, for the amount of work that took. *golf clap*
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For Questions That Don't Merit Their Own Thread
Gargamel replied to Skyler4856's topic in Science & Spaceflight
Antimatter is no more energetic than regular matter. It is only when it interacts with matter does the pair become energetic. A toaster made of anti matter can exist quietly on it's own for a very long time, quite stable just like your regular toaster at home. But once you put a slice of regular bread into, will you instantly burn your toast.