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Everything posted by Gargamel
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There's no current use for it. They haven't dropped the idea, just shelved it until a need arises. As mentioned above, there are alternatives. So you can think of the MMU as just a prototype, and it's derivatives as backups to tethered EVA's. But one day, it's successor will find it's niche and be used.
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Nope can't get away that easy. Either pics or a story or something...
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To sum up this thread. If you are thinking about writing your own programming language, have read this thread, and understood at least 80% of what each and every post was talking about, then you are probably read to tackle your own language. If you didn't, then you are not.
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Burn times suddenly really long
Gargamel replied to Zafer Altan's topic in KSP1 Technical Support (PC, modded installs)
Have you actually done these burns, or is it just the estimated burn time from the Manuever Node? If you have just staged your ship, and the engine that is now active has never been fired, the estimated burn time is usually way off. Gently 'burp' the engine so it doesn't change your orbit much, and the estimated burn time should return to an accurate level. -
That's the atmosphere pushing the decoupler back into the heat shield. If you are ditching a service module prior to reentry, do it just before entering the atmosphere. Even better, use sepatrons to push it away from the command module. If you don't want to use propulsion to separate the craft, then turn sideways, stage, then turn back to retrograde. That will 'push' the service module to the side and out of the way. Be aware though of the extra EC this extra SAS maneuvering will require. If your batteries are on the service module, you won't have a lot of left over juice to play with.
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Lets play KSP, or wel just forget it.
Gargamel replied to PGTART's topic in KSP1 Technical Support (PC, modded installs)
I usually boot up KSP, go cook and eat a meal, do some laundry, walk the dog, and then come back to play KSP. Tabbing onto other windows is also an option. I mean, computers can multitask pretty dang well. In fact, as I type this, KSP is loading up right now. -
General browser question I can't find answer for
Gargamel replied to tater's topic in Kerbal Network
Way back in the day, the Opera browser was designed for slow connections. It would load all the text first, including formatting, and then placeholders for the images, so even if the data wasn't there, it would still have loaded the size of the image. The page was instantly usable and never shifted, depending on your connection, you might have to wait a bit for the images to load. That was their selling point as being different than netscape and IE. I would hope to think they still do that, but I haven't played with it in a very long time. -
Exploding ore tanks
Gargamel replied to TanDeeJay's topic in KSP1 Technical Support (PC, modded installs)
Well, clipped tanks are't supposed to explode, so the report shouldn't have to look for it. If this can be reproduced in a stock game, a bug report should be filed. If not, then maybe we can hunt down the offending mod. -
Interesting. There is a bug, caused by a variety of mods, that will have various parts shift their locations upon loading the ship. The shifting can be quite severe at times, with parts floating next to the craft, but technically still attached. But if the part is truly separated from the main vessel, then you should be able to tab over onto it, even if it is debris. Hit [ or ] to see if you can tab to control the loose part/vessel. If you can, then it truly is a being treated as a separate vessel by the game, if you can't, then it is still attached, and something very wonky is going on. If you're using KAS/KIS to do your strutting, I've had a similar issue where I accidentally clicked on the wrong part of the ship and didn't notice that I had cut my off a part of the station. There maybe something you are clicking on, repeatedly, and by accident, that is cutting away parts. Can you recreate this with a new ship of similar design or is it this vessel only? And along with cheese's suggestion of checking the logs, a few pics wouldn't hurt either.
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@Cheif Operations Director, out of idle curiosity, may I ask why you want this info? When a forum member asks such questions, the scenarios that pop into my head are usually, well, of the "take over the world" variety.
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I always found that to be one of the more entertaining parts, but then again, I enjoy statistics and maths for fun.
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I searched for XXX, and was very disappointed at the results. But yeah, If I have to do a fairly deep search on the forums, using this trick on Google is the way I do it.
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Don't even have to click the link to know that was a bad idea..... Those types of things are supposed to be used as Deus ex Machina for the DM to keep high level players entertained.
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@Just Jim How exactly does one rank a D&D player? I played in middle school. 8th grade study hall in the library. We were entering the final boos room on the last day, and we never got to finish. We were a diverse group, once kid ended up with a PhD, another in prison for the next 20 years or so (we all saw that one coming), me, and I lost touch with the other one. Played some others in College, CP2020 (oh god, that's close isn't it?) and some table top games, but never really got back into D&D. Of course if somebody needed another in a party, I'd join up.
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"Rokkit Syense" in CW's "The 100"
Gargamel replied to sevenperforce's topic in Science & Spaceflight
That's the absolute minimum quoted in the study I read. It takes very specific matings to occur, and specific offspring gender from those matings, and they are planned out many many generations in advance. And there will be many various pairings between the population. I think it was something like each male would have to sire offspring with most if not all of the females the first generation, and then those offspring would each have a certain individuals of the population they would have to mate with and create specific offspring. It was a study done to revive endangered species, not humans in particular, so the gene pools in those populations were already notably homogeneous. -
"Rokkit Syense" in CW's "The 100"
Gargamel replied to sevenperforce's topic in Science & Spaceflight
Shhhhhhhhhhhhh......... -
"Rokkit Syense" in CW's "The 100"
Gargamel replied to sevenperforce's topic in Science & Spaceflight
I have read somewhere, and I forget where, that an entire population can be restored from 23 individuals. Something like 7 male and 16 females, with very precise planning of who mates with whom, and who their offspring mate with for many generations down the line. It does require specific offspring to be of a certain sex, but additional individuals in the starting population add margins of error. So 2,000 people, with proper oversight of mating habits, will allow for the repopulation of earth. -
Weird plume next to the vessel
Gargamel replied to Salticus's topic in KSP1 Technical Support (PC, modded installs)
Ok, so ignoring the idea of going over every mod line by line, ..... does this happen with this vessel only, or every ship you build? Do you have an engine pointed in that direction inside the fairing? If it's on every ship... It's obviously a mod issue as you say, so take a look at your mod list and see which ones would alter the plumes or engines. Then remove them, see if it's fixed. If it's only on this ship, if it's not affecting anything other than visuals, then ignore it perhaps? You could rebuild the ship, removing engines and re-adding engines so that plume might get reset. I'd also dig through the realplume thread to see if anybody else has reported this. -
Exploding ore tanks
Gargamel replied to TanDeeJay's topic in KSP1 Technical Support (PC, modded installs)
Huh... that is odd. Wonder if it happens with other symmetries of ore tanks. I wold imagine it might, as Tan said he used 2 - 3x's for the symmetry on his craft. -
MechJeb Misbehaving During Launch
Gargamel replied to Zeiss Ikon's topic in KSP1 Technical Support (PC, modded installs)
Do tell..... -
Basically, we should never disallow anything anywhere. If a thread is off topic for the forum it is posted in, then just report the thread, and it is up to the mods to decide where it should go. A thread by a new player may be a legitimate suggestion for the stock game, but another poster points out how that wouldn't be doable in stock, and wold make for a good mod though. Then the third poster adds that it already is a mod, and provides a link. This MO is very common in the suggestions forum, but by your rules, would not be allowed to exist at all. Adding more complexity to forums is not always a good thing. Sometimes letting threads evolve and rule themselves is the way to go. There's no harm if somebody makes a mod suggestion in the wrong place, it can be moved if it's really that far off.
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MechJeb Misbehaving During Launch
Gargamel replied to Zeiss Ikon's topic in KSP1 Technical Support (PC, modded installs)
I'm not familiar with the mod package you have lined up, so I'll stay away from most of this. But the one thing that did pique my curiousity, is you never mentioned anything about your ascent profile. What are it's settings. If MJ is doing a countdown with vertical ascent, you might have some setting really wonky in your ascent profile, forcing MJ to fly a very weird but technically correct profile. If that's not the issue, I really got noting else for ya. -
If I'm using a rocket builder stand alone app (Pc or mobile), there's no way I'd want a 'simple' app. If I'm taking the time to work on a design outside of the KSP environment, I'm going all out trying to design a difficult rocket. I'm going to need every trick in the book. And I don't see it being that feasible in a mobile environment. If the app is fully functional though, and user friendly, it might work. But then I'm going to want to test the design, and repeatedly. And that won't be possible for some time on mobile. So having a fully functional standalone editor is nice, but completely useless. If I build a rocket that is kinda complex, it will require testing. And a simple design that really wouldn't need much testing, then I'm not going to need a mobile editor to build it, I can throw it together in 5 minutes once KSP boots up.
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I don't see why not, as a secondary mission. If they release the raw data to the public, I can easily see other research teams picking it up and running their own studies from it. I was floored at how visible all the different stuff is. Most images you have to almost squint to see differences. These, everything was night and day.