Jump to content

Gargamel

Moderator
  • Posts

    7,562
  • Joined

Everything posted by Gargamel

  1. I guess this thread just proves the old adage true. "There's no better way to get a correct answer on the internet, than to post an incorrect one".
  2. Ehhhhh.... I doubt it. You'll probably run into the same Muxing issue as a full keyboard. I think there's a bunch of custom made control panels using this mod in the thread. https://forum.kerbalspaceprogram.com/index.php?/topic/60281-hardware-plugin-arduino-based-physical-display-serial-port-io-tutorial-10-06-17/ Yes, you'll need to learn a bit of C, but Arduino C is very simple (it can get very very complex), but for just turning button pushes into key strokes, it's fairly simple. An Arduino Mega board, and you could build an entire cockpit mock up.
  3. That's actually a good point. You'd imagine, after getting your complex up to level 3, that they'd have figured out the infrastructure to recruit and hire a new kerbal. The 'diminishing returns' for each new kerbal should be smaller each one, until it becomes a fixed cost. Not saying it should be cheap, but the cost difference of hiring your 4th and 5th kerbals should be less than your 24th and 25th.
  4. Heh, that's CKAN for ya. I don't remember installing that one, must be a dependency. Thought it was stock.
  5. I believe if you have advanced tweakables enabled, you can turn down the docking magnet force. It'll take some R&D to be happy with a setting you like, but it's easily done. Some people build for aesthetics, and using a Jr port on a 2.5m to 2.5m connection is just wrong.
  6. The rocket powered part... Why so fast? Isn't that really fuel inefficient? So it's kind of a hopper with wheels. Maybe I'm just imagining the main source of locomotion is from the rocket, and not the electric motors.
  7. TTi bought Squad to turn a profit, not make games. How ever they see fit to make that profit, then that's what they will do.
  8. I run a speedpad beside my keyboard. It is literally an auxillary keyboard, and I've never had a problem with it. I also run three mice at once, with no issues. A gaming mouse that has some issues with double clicking, so I have a regular mouse plugged in also, and a 3d navigator for 3d modelling. Yes, my USB hubs have USB hubs. But the really simple solution to this would be to just use an arduino, bite the bullet and learn to code, and use one of the great mods designed for this.
  9. I know... but I was going for a Monty Python-esque quote... and failed miserably.
  10. Oh I Know :D, I was just venting long held up frustration over "why is this working so well!?", which actually is a problem when my designs sort of wanted all the launcher stage fuel to be used up. So yeah, I can use the remaining launcher fuel for injection burns, but now my lander, which is humping a disposable fuel tank below the landing legs, is forced to ditch it early, and that fuel is just lost. Nobody expects the laws of physics to change! Unless they read the patch notes.
  11. What that article doesn't show is the actual tip of the nose cone. It's not pointy at all. It's actually blunt and flat, and looks similar to a hot water tap in some designs, and a large disc in others. This large flat surface, immediately followed by a hollow area behind it, creates the cavitation bubble the torpedo travels in. Since the rest of the torpedo doesn't actually touch the water, you only need the force to push the little flat surface at 250 knots through the water. As to the original question... First off, most torpedo drive propellers have a top limit to how much force they can produce. Any faster and the blades start cavitating and lose power. So while a pointy nose might get them a little more speed, it's not really worth it. Secondly, Space. The amount of room you have on a submarine is very limited. Even more so inside a torpedo tube. Having a long pointy nose that doesn't hold anything useful just takes up space that might be used for other more useful things. Thirdly, acoustics. Most modern torpedos have some sort of active and possibly passive sonar system in them. This allows for the fish to lock onto and home in on their intended target. A pointy nose cone won't allow sonar systems to work as effectively. This also allows for some interesting tactical plays by the firing sub. The sub can fire off the torpedo, running at a slow speed for stealth, at a large offset angle to the target. When the fish gets to a predetermined location, it can turn towards the target, fire off it's sonar, and max out it's speed. So now, even if the target evades the torpedo, it will think it was fired from a different direction than it actually was.
  12. Not so. Just recovering a vessel that has orbited X body will redeem for science points. Therefore, it is logical to assume that recovering an interplanetary asteroid might offer up some reward.
  13. I don't need a map to confirm it. I spent about a half a year trying to figure out why my ships were suddenly way more efficient at launching.
  14. Which is odd, as it it's originally from these forums
  15. That's a fair point, there should be some science and monetary reward for recovering an asteroid. Then again, planting one by the monuments in front of the VAB is also very cool.
  16. As a side note to the topic, this is not obvious. All my even landers have been asparagus staged ascent vehicles. Used a good chunk of the fuel (without staging) for the transfer and orbit, which reduced it's landing weight, and then an ISRU rover refueled the launch vehicle.
  17. Welcome! Great challenge, love the idea. One comment, in the score list, you should include the user's name too.
  18. That's a really good point Bob. I missed the core issue here, forest for the trees type thing. Quoting for emphasis, as you're exactly right, this is probably the main issue. I too would feel reentry would be too quick if I slammed down into the atmo at steep enough angle. I'd also have to change my shorts more often.
  19. If you are having trouble installing mods, CKAN is the best choice for you until you get comfortable with the file structure of the mods. Not only will it install the correct mod version (usually), but it will install any other mods that the original mod requires to run. It makes it vastly easier to add and remove mods than by hand. For the first four + years of playing KSP, I always did my mods manually, but I finally installed CKAN and I'm much happier for it. Although, you will encounter the occasional mod which does not support Ckan, then you have to do it manually. Excellent answer Geo.
  20. Probably not, as we've both been in all the same threads like this. I'd do a search on "#autoLOC" and see if there's any other tidbit of info that might help. And it sounds like somebody has a crush on @bewing
  21. I don't know about debug tools, but... Normally, when trying to locate an offending mod, the technique is to do a 'binary search'. You remove half the mods and see if the problem persists. Then you know which half the bad mod is in, and do it again. It can be tedious, but it's mathematically the fastest way. But, your issue won't be resolved by this method. If you take out half your mods, then the CPU load will be reduced regardless, and you'll see improvements. So you'll have to do them one at a time to see which is the worst offender. And that's really not a practical solution. As a quick (possible, but unlikely) fix, try the mod memgraph. It changes when the game does it's garbage collection, and reduces stutter. It probably won't fix your issue, but then again, if it does work, Bob's your uncle. If it doesn't work, you can just get rid of it.
×
×
  • Create New...