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KSP2 Release Notes
Everything posted by Kilmeister
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Yeah, searching Google is a better option if you want to find a solution for your problem, as it pertains to a very specific example (Europa Universalis 4). But if you wanna know what that language says to me, is that there was an exception, as explained by Thunder, but it was technically caught. The program probably just instructed it's runtime that it needed to close. This is basically just a debugging feature, A generic error handler that encompasses the entire program and is there really to just provide some kind of error reporting (such as dumping to a log file) before closing out. When there's an error unaccounted for in a program it's almost always better to close it out than to try and plough ahead without knowing what kind of state it's actually in.
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Three Mods. No more. No less. Three shalt be the number of mods thou shalt install, and the number of installed mods shall be three. Four shalt thou not install, nor either install thou two, excepting that thou then proceed to install three. Five is right out. Once mod number three, being the third mod, be installed, then, starteth thou game, and launcheth thine little green men into space.
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As OP said, the usefulness of a lot of the parts in this game are a matter of style. I generally use the Mk-55 in place of where I would otherwise be using a poodle or skipper, but am trying to reduce the height of the rocket to reduce wobble. Also incredibly useful if you want to insert an intermediate piece of a station such as a large fuel tank and you want to strap docking ports on both ends, or when you have a tightly packed series of vessels that you are launching. In the past I have used them to provide supplemental thrust to lower stages where you need a tiny bit more thrust and don't want to entirely redesign your lift vehicle as well.
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Virgin Galactic Spaceship 2 NTSB Crash Report
Kilmeister replied to Kilmeister's topic in Science & Spaceflight
When you have to consider how many controls and indicators there are in a modern cockpit, you can imagine the difficulty engineers face when factoring in so many possible scenarios. It's not hard to see something confusing for a pilot being overlooked by an engineer designing the thing. Reminds me of an episode of Air Disasters I watched once. An autopilot instrument to set a vertical descent rate had two modes: Descent Angle, Descent Rate. The display was small and only was 2 digits to save space on the crowded dash. The difference between the display was "3.3°" and "33". The Pilot attempted to set to 3.3° angle of descent, but set it at a hefty 3,300 feet/min rate which ended up plowing them into a mountain many miles short of the runway. It wasn't the only factor into the crash, but it was a significant one. https://en.wikipedia.org/wiki/Air_Inter_Flight_148 -
NTSB has finally released a report that has basically confirmed what everyone already suspected. Co-pilot activated a breaking system too soon which resulted in loss of vehicle. Not too much too see here except that the NTSB sends a few harsh words towards Scaled Composites about training and engineering. http://www.nytimes.com/2015/07/29/science/space/virgin-galactic-spaceshiptwo-crash-traced-to-co-pilot-error.html?_r=0
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Recognise Kerbals ingame.
Kilmeister replied to Loerelau's topic in KSP1 Gameplay Questions and Tutorials
Dmagic made a mod for it. There really should be a stock equivalent, I often forget what profession a Kerbal is. Link to Thread -
14 Years. I have Outer Planets mod + Trans Keptunian as well as using Construction time and no reverts. So far I have no casualties, have visited every stock planet at least once and scansat mapped most of them except Moho. Only outer planet I've gotten to was Sarnus (Saturn) and that was an early career flyby mission. I have 3 missions on the way to the outer planets though. 1 to do a true mission to Sarnus achieving orbit and mapping some of the moons. Another one to do some limited science at Urlum(Uranus). I launched it fairly early in my career with a 15 year transit time.... Only 5 years left to go! And finally a mission to Putto(Pluto) New Horizon's style. Only a 5 year transit, but it's gonna be zipping right by it.
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Well they also pointed out the methane emissions from there, so it could be some kind of super slow moving volcanic type action. And I agree, it looks very fluid in geologic timescale.
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If you're using 64 Bit Install then I think even with stock, you will sometimes very rarely lose right click. Can usually be fixed by exiting to main menu. And as far as mods go... we'll there are a lot of possible offenders. Only one I know for sure causes it for me is Adjustable landing gear, but that's only in the VAB/SPH scene. And it can usually be restored by clicking around on other parts or exiting and reentering the scene.
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Best Planet-Pack? Considering Kerbol+ and OuterPlanetMod
Kilmeister replied to Friend Bear's topic in KSP1 Mods Discussions
Well I know you can combine OPM and trans Keptunian to get the closest approximation of our own solar system including analogs to some dwarf planets like Eris and Makemake. Just know that to actually orbit these planets it's gonna take a lot more time and resources than it takes to get to Jool and it's moons. Sarnus(Saturn) isn't too bad, but Uranus and Neptune are quite the hike. (Only 5 more years to go on my Urlum probe I launched 9 years ago!). But you can do it New Horizon's style and do a flyby in reasonable time periods (Currently doing a approx 5 year transit to Putto). Edit: This does end up creating 2 Pluto analogs (Plock/Putto) but that's fairly minor and they are in different orbits. OPM moves Eeloo into an orbit around Sarnus to work as an Enceledus analog. -
Serious answer to the stutter issue.
Kilmeister replied to SessoSaidSo's topic in KSP1 Suggestions & Development Discussion
I have never seen a stuttering issue with this game from anything other than the mod Contract Configurator. My system setup is fairly close to what you posted except I am running the 64bit client, and I currently have about 45(ish) mods installed including all the EVE clouds and other texture goodies. And I have I guess around 30-40 crafts in flight currently, not counting debris/flags. So it seems that this is not an easily reproduced issue that doesn't affect everyone, and to further complicate matters, the problem most likely resides in code they don't have control over. As others have said, they have made many posts that are already working towards moving this to unity 5, which is addressing the most likely source of the issue which is the game engine. So a little patience and sometimes a little investigation can help. I've had issues in the past where a game would come to a crawl if I had Winamp on because they were fighting over directsound. Changing the output to windows sound solved it. And another, windows indexing service wasn't playing well with another game and grinding it to a halt, so I had to modify the service settings. Edit: What Sal_Vager just said. -
For Questions That Don't Merit Their Own Thread
Kilmeister replied to Skyler4856's topic in Science & Spaceflight
Well sticking with RTGs. Is the amount of Plutonium in the generator the primary factor in the electric output. IE To raise the output of an RTG of say 250W to 300W mostly a matter of adding more plutonium? I ask this because as mentioned in one of the New Horizon's press conferences he mentioned that NASA/DOE would be allowed to start producing Pu-238 again. -
Soyuz launch - Expedition 44 - successful launch
Kilmeister replied to Albert VDS's topic in Science & Spaceflight
The R2 unit is by far the most complicated piece of equipment on the flight -
Soyuz launch - Expedition 44 - successful launch
Kilmeister replied to Albert VDS's topic in Science & Spaceflight
First time watching a Soyuz launch for me. Sure does look cramped, but at least R2 seems to be enjoying himself. -
I think we really should look for signals from alien planets. But I think the odds of finding even another civilization that it actively searching for us is still incredibly implausible. Not (really) because of distance, but because of time. Not only do we have to be looking in the right place at the right time, but we also have to coincide with when another planet is at that same level of technology. We've only been sending signals into space for only a tiny fraction of the time the earth has been around, and we're already moving on to technologies that don't put out powerful radio signals. So matching that window is highly improbable. Also, who knows if an alien race ever invented radio.... maybe they just moved beyond radio and discovered quantum entanglement as a communication method. Or they figured out something that we have yet to even conceive as a communication medium. I believe that there are definitely other beings out there actively searching. But the chance of even contacting another one at even futuristic levels of our technology are slim to none. Technology has come a long way very rapidly for us. In just a few thousand years we're already searching for life elsewhere in our universe. But right now with the limitation of light speed we are crippled in this endevour. If another massive breakthrough occurs and we discover a way to break this limitation then we may actually have a reasonable chance at discovering alien life from other stars. Searching is the thing to do, but I have much less faith in this succeeding than I have in my current lotto ticket winning.... (I'm still playing though) MS Paint Chart I made up.
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I wouldn't think so, because if you rename the .exe to KSP.exe, the launcher won't know the difference. If you see the Nyan Kitty, you've done it right. It runs very stable, but there are a handful of mods that won't work. (Only ones I know of that don't work: FAR, DRE, Realchute, Contract Configurator)
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You're gonna have to use the 64-Bit workaround to get it to work with those mods. Just those 3 things alone are gonna put you near the limit. As for the launcher, I wouldn't know as I launch from Steam.
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Well I know we've been pouring over all of the fun stuff coming from New Horizons, but while reading that I stumbled upon an interesting article about Curiosity. And much like NASA found a new use for ALICE when they passed by Jupiter, it looks like they had to deputize Curiosity to do STEREO-A's job temporarily. Curiosity's Mastcam Tracks Sunspots
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I miss Colbert so much. Even though NDT doesn't really go into any real detail, I wouldn't really expect him to.
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http://eyes.nasa.gov/dsn/dsn.html Should be any minute now.
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3 hours to go. I've never been more excited watching a computer simulation than I am right now.
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Watching it via "eyes-on" makes it such a downer to know that it's going to take months to get all the actual visuals.
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A thought: I assume most of us grew up with a 9th planet in our solar system. So we will always have a special place in our hearts for Pluto. Future generations won't have the same admiration for Pluto as we all have. They will simply see it in textbooks as one of the many dwarf planets in our solar system. They will simply view it in the same vein that we see people in the past who assumed that the Sun revolved around the earth. So enjoy this moment, future generations won't ever understand our joy with finally seeing the entirety of our solar system.
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Ahh Yeah, I didn't think of the lighting issue on the far side. And that's cool that they're going to be using a transmitter for a measurement device.
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You got the numbers wrong. Pluto has a DIAMETER of 2370 km, not radius. Meaning it is still smaller than our own Moon (3,475 km). Yes, the new observations make it bigger than we once thought, but it is still quite small. And as Neil Degrasse Tyson puts it... It's still the largest Kuiper belt object. So let it reign as king of the Kuiper belt instead of runt of the planets Edit: I'm too slow on the fact checking... So Repeat post.