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Everything posted by Gargamel
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Thank you sir, I actually LOL'd at that. And thank you for the mod in question.
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What was your highest velocity ever achieved?
Gargamel replied to The Aziz's topic in KSP1 Discussion
Somebody with more intimate knowledge of the code can correct me if I'm wrong here. But I think this is a moot point. We know you can hit insane speeds via the Kraken. But recording them as a value is kinda pointless. Assuming @SQUAD used an unsigned variable type that was not insanely huge, the value expressed on the navball may have actually rolled over to 0 a few times. There would be a maximum speed you could achieve in the game before it exceeds it's capacity and starts over again. So the max speed you could achieve is the maximum value the variable type can hold. -
.17 or 18. I got mine in december that year and I believe it was 18.
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Mechjeb thread # 4578. Sigh....... It's not cheating, there is no set goal, there are no set rules. You set your own goals and rules. How you play depends on that. If I set my rules to say I can only use air breathing and RCS engnes, then that's how I play, and a mainsail engine then becomes cheating. I use hyper edit sometimes to get large things into space repetitively. I've successfully launched it before, no reason for me to do it again. Other's will differ on this. To each their own.
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I think you misinterpreted my statements. Either intentionally by you, or I failed to convey my point. But you did quote, then delete my post, and then insert your own interpretation of it. To me that implies a intentional misrepresentation of my post. Let me clear up my post: Mods are hacks. They are not the core code of the game. Only those with direct access to the source code can make bug free addons. So let's wait and see what Squad comes out with before we tear them apart by saying its all doable in mods.
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The majority of complaints that I have see is that most of what they are offering as DLC is already available in mods. While that may be true, what ISN'T available as a mod? I have made a 450 ton, 28 wheeled, nuclear missile launching, naval cruiser, that carries extra snacks. If I added some MOAR BOOSTERS, it would have been able to go interstellar. It would take a major brain storming session for @SQUAD to come up with something that wasn't already doable in a mod. So they have to get this right. If they don't nail this DLC perfectly on release day, then they'll have no hope of any future DLC's being received well. I'm hoping they do an insterstellar DLC someday, and even though it's already available in mods, I'd like to see that type of thing native to the game.
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Name something they would be interested in doing as a DLC that isn't already a mod? Right, then, as everything that is conceivable under the sun is already a mod, how are they supposed to make anything new? What they are doing is taking things they want to do, and doing them better than the mods. They are making a mission editor, with a node editor, so you can setup your own missions to share. Seems dumb to me, but that's just my opinion. Other's may get a real kick out of it, and if they do it well, good for them. They might also be taking the mods they are 'copying' and purchasing the parts and textures from the mod makers. So you might see those mods become discontinued in the near future. And so what if they offer DLC that is available as a mod? Then don't buy the DLC, and use the mods. But they may be releasing another DLC later on that requires the installation of the earlier one. And that one will ahve content you want. Well, most reality TV shows will teach you as much about spaceflight as school will. "A long time ago, we went to the moon, kids" "Teacher, how did we get there?" "I'm not sure Bobby, but I'm pretty sure it was evil black magic. Now drink your kool-aid".
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I paid about the same, about $17 US.
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How to reinvent the Enterprise. Now with pictures!
Gargamel replied to SpaceMouse's topic in Science & Spaceflight
Saw the thread and had to chime in, as they just finished decommissioning "BIG E". And this post is on topic for two reasons: 1) It 's about the Enterprise, and 2) Big E was featured in Star Trek 4 I believe.- 55 replies
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I clicked like... then I facepalmed.
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Yeah, after posting this, I got to thinking a blimp is probably the worst vessel to try this on. But if you used wing sails in conjunction with powered 'flight', a blimp could be made to go much faster and more efficiently. They already use wing sails and other 'masted' supplementary propulsion on cargo freighters and super tankers to reduce fuel usage. Not like a blimp needs much help in the efficiency department, on a purely time aloft vs fuel consumed scale.
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There is a land yacht, or sail car, that has achieved faster than wind speeds using only a wing sail. The same is possible with sail boats, using the latest advances in foil and wing sail tech. Doable? maybe, it'll take some pretty perfect conditions for it to work. EDIT: I'm correcting my self here, they already do this. The latest America's Cup racers were doing 30-45 knots in 20-25 knot winds. That's 45 knots, on a 72 foot long catamaran, with a wingsail the size of a 737 wing, supported only by a hydrofoil the size of surfboard. Check out the youtube's, they are amazing. But what land yachts and sailboats have that a blimp doesn't, is a medium to translate lateral force to forward momentum. As mentioned, on a boat, there is the keel, on a sail car, there are wheels. These take the sideways heeling motion of the sails and convert it into forward motion. Sails, and wing sails, aren't always "pushed" by the wind, they create an airfoil and create lift which pulls the boat along. Yes, running downwind, sails are pushed, but there are sometimes more efficient ways to sail towards a mark. Sometimes sailing at an angle to where you want to go will increase your speed such that you are actually arriving sooner than if you had sailed straight downwind, thus increasing your velocity made good (VMG). With a wing sail, you correct it's angle of attack relative to the apparent wind direction, not the true wind direction, thus increasing the lifting force by the wing. So, with a properly aligned array of wingsails on a blimp, you could have some angled to create a forward force, and some angled to counter the 'heeling' force of the winds. There would definitely be directions this vessel could not travel, but I think with careful tacking, it should be able to arrive at any destination it chooses. But, the amount of wingsails required to move such a vessel may be impractical to lift with the size of the blimp provided. FWIW I race and design sailboats.
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If a large indicator light that states, quite obviously, what mode the navball is in, is not an intuitive UI, I don't know what is. There's a reason NASA and most aerospace ventures use checklists when operating their vehicles, it's so things don't get missed. I've built such complicated vessels before that I've had to write up, by hand, page long checklists before operating them. In this case, I don't have a written checklist for doing a burn, but a mental one. I step through all the possible questions I could have about the burn before performing it. Similar to how wood workers use the saying "Measure twice, cut once" or Medical workers use the phrase "Right patient, right drug, right dose, right date" for administering drugs, you should have a mental checklist for every operation you perform in the game.
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I'm not sure what the issue is here... the navball states "TARGET" "ORBIT" or "SURFACE" in big bold letters right on the top of it. While of course it would be nice to have automatic switching as a toggleable option, it seems pretty intuitive to check what mode you're in before burning, and extremely easy to click over to the right mode. I think with all the recent dev departures from Squad, it may be a little much to have them come sit by your side and hold your hand for you while you play. Of course, maybe one of the few remaining ones can write a bit of code to help people with this issue. Maybe something like this?
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Just search for WhackJob posts. That Saturn shuttle would be merely a sepatron motor on one of his builds.
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Check out Colin Furze's youtube channel. He's made a turbojet out of scrap, and does a bunch of stuff with gas in general. He's a bit bonkers, so beware.
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Orbital mechanics presentation at work (I’m doing it!)
Gargamel replied to Warzouz's topic in KSP1 Discussion
Congrats! I'll be interested in taking a looka t this myself. -
I'm not seeing the issue here. Some creative placement of angled short ladder rungs allows the kerbal to crawl around corners (at least it did a while ago, I haven't built anything with ladder 'intersections' in a while). I don't think this is a game failure, but a failure of ingenuity.
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The joy is in figuring out the problem...
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Maybe using KIS to have an option/mode for EVA's to place the 2 part ablator on the shield.
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Love this mod, great work @allista. I've been able to make a cargo/tanker VTOL mk3 with this mod, along with many other craft. I'd like to be able to do air to air refueling (with other mods obviously), but while you're plinking around with orbital maneuvers, keep that in the back of your mind. I'd bet a lot of your code/leg work for smooth air to air docking is already there. On a side note, you should maybe throw a nod out to the mk2 expansion pack and the MRS engine pack, both of which contain some wonderful vtol style engines that work beautifully with your mod.