Meraco
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KSP2 Release Notes
Everything posted by Meraco
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Inspirational... Or if a comedic aura is required.. LOL
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I won't be missing work and I probably won't be downloading it on release.. I plan to wait for the hotpatch that will come out on the 29th... You don't really believe that it will release bug free now do you?
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Does anyone else think 1.0 is coming out tommorow?
Meraco replied to armandleggames's topic in KSP1 Discussion
I think the company line is.. "It comes out, when it comes out" "Its ready, when its ready" "It will be released, when its released" -
Just found some awesome way to land on low-g worlds with KAS
Meraco replied to cicatrix's topic in KSP1 Discussion
Just like they did for the movie Deep Impact. They tethered onto the comet. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Meraco replied to Nereid's topic in KSP1 Mod Releases
Very disappointing. Started a new game that included FF. Did many missions, clocked 80 in game kerbal days. over 2 - 3 weeks of real game time. Never had the game crash. Today I start up and do my usual checks which includes the FF roster and to my dismay.. it's all gone.. no mission time logged for any kerbals, no ribbons, nothing. it is as though it was all reset somehow. Such a shame.. I got this mod for the very reason it advertises. And in the end, it was all for nothing, as I am back to square one. Aside from the name and vanilla game skill sets. The kerbals have reverted back to being undecorated clones.. I truly hope this gets worked out for 1.0 release.. until then, I have no choice but to remove the mod indefinitely as I am disheartened by this failure. -
Fair enough.. I was just trying to get a sense of whether were looking at weeks or months.. reason I ask is because I am still running an earlier version with a few mods. I was about to DL to .90, but if 1.0 is just around the corner I would wait.
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That narrows it down
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I am positive this has been asked already. But I did 10 searches with various headers and I can't find anything on the subject. In Short, When is the planned release of 1.0 ? Kerbite since .19
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I started off with default values on all the parts. But once I completed the tech tree and all parts were accessible I began to mod the specs on many different parts. As a way to justify the modifications, I would simply assume that advancement in tech was not limited to the completed tech tree. And that parts became more efficient and more expensive over time, such as engine isp and such. I have come to enjoy my improved parts so much, the problem I now have is when KSP gets updated each time. I have to do it all over again.
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This exact thing happened to me. but on Duna in .20.2. I would take the rover and drive towards the base. as I approached about 200 - 400 meters, the station simply exploded completely. I luckily had a previous quicksave and reloaded.. tried different approaches with the rover.. same results. I then tried to load from the base instead. all was fine. I tried loading from the lander and flew it closer 500m - 200m- 85m landed got kerbals out.. walked to the base.. all was fine.. It only exploded when I approached with the rover. even if it was 5 km away.. and it came within the 2.2 km .. the base would load ok. I got closer and closer.. then at about 328m. boom.. base explodes.. weird.. Because of this. I don't use rovers except on the Mun.. it is the only place it seems to work so far. For all else I bring extra fuel and fly a pin point landing near a base or place of interest.
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EA.. - First they would make it a DRM and you would need to be connected online at all times. - Then they would eliminated any ability to make or use mods. - Upon this platform you would then be bombarded by DLC (s) which would basically be the very mods we now enjoy. - The servers would be full and you would not be able to log on to play and would have to wait in queue. - The save games would take place on those DRM servers "not on your computer" but would mysteriously become corrupt and you would lose any saved game state. - The head of EA would feed you the company line that the game "only" runs on the DRM server because it makes complex calculations. Then someone would make a video on You Tube showing you that its an outright lie. - Meta scores would fall due to client dissatisfaction. - The forums would be full of people raging about the DRM and EA involvement. But the EA fan boys would come to the rescue and tell you how your wrong to feel that way, and that you should feel differently. - Several people would want their money back, but EA would tell them that if they did a credit card reversal they would lose access to all the other games they paid for at the EA store. - Hate mail would be sent to the devs with petitions, threats of class action litigations, and personal stories how Squad's choice to join with EA has ruined their kerbal lives. - The game would sell several copies and EA would reap the rewards as Squad was handed a bone and told to bend over as a whisper filled the air. "ya like that don't ya?" In the end, The game as we know it would radically change for the worse and the gaming community would be disheartened that there was nothing they could do to stop it. I would resign from the Kerbal Space Program for good and walk away disgusted.
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Oddly I was able to read it, and completely understand every word the OP was trying to convey. If lack of punctuation is problematic .. I would hate to think what the following must do for your synapsis. Although.. the punctuation is present "I cdnuolt blveiee that I cluod aulaclty uesdnatnrd what I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno’t mtaetr in what oerdr the ltteres in a word are, the olny iproamtnt tihng is that the frsit and last ltteer be in the rghit pclae. The rset can be a taotl mses and you can still raed it whotuit a pboerlm. This is bcuseaethe huamn mnid deos not raed ervey lteter by istlef, but the word as a wlohe. Azanmig huh? Yaeh and I awlyas tghuhot slpeling was ipmorantt!"
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My first attempt slammed into the ground at over 100m/s. I waited too long to arrest the decent. and did not have the power to prevent the collision at that point. Miscalculation as I tried to preserve fuel. My second attempt was successful. Now there is a permanent base, rover, and shuttle runs without incident.
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I cant fly planes in KSC. For some reason they are far too sensitive to control smoothly <-- (is that a word?) They have little to no glide capability. So I put all effort in the exploration of the Kerbol system. I have since been able to work up to landing and returning from Mun, Minmus, Duna. I have a space station around Kerbin and Duna. There is a permanent base on the Mun, Minmus and Duna. and various shuttles to move kerbals around between them. I currently have 2 satellites outbound to Jool and Eeloo.
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Scott Manley, Hands down the best front man for KSP vids. His voice is clear, he has a professional disposition, mild humor and does his homework with facts and data. He holds your interest to the very end.
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The human eye sees fluid motion at 20 - 25 FPS, this is the typical rate by which we watch movies, TV, and other media. Under 20 FPS the eye begins to see the segmentation of the images and you are effectively looking at a slide show. So if anyone is not getting a minimum of 20 FPS. then yes.. It can be called lag. Notes of interest: - Early silent films had a frame rate from 14 to 24 FPS which was enough for the sense of motion, but it was perceived as jerky motion. - Thomas Edison said that 46 frames per second was the minimum: "anything less will strain the eye. - In the mid- to late-1920s, the frame rate for silent films increased to between 20 and 26 FPS. - From 1927 to 1930, the rate of 24 FPS became standard for 35 mm sound film. - In the motion picture industry, where traditional film stock is used, the industry standard filming and projection formats are 24 frames per second. - The first 3D first-person shooter game for a personal computer, 3D Monster Maze, had a frame rate of approximately 6 FPS - Modern action games, including popular console shooters such as Halo 3, are locked at 30 FPS maximum. Source: http://en.wikipedia.org/wiki/Frame_rate
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Looking at the gauge itself there is a "red" zone which seems to begin around 10g. could this be a prelude to a maximum survivable G in a future release? As such I strive to limit the G load of re-entry so it does not enter the red zone. A sort of self imposed limit with the notion that the red zone would kill the kerbals. And so I usually re-enter at about a 3 - 4 G. For kicks I once tried the Mechjeb landing guidance from a 300km orbit. and the max G was 7.7,, a little hot for my liking but still under the red zone. thus in my mind.. survivable.
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BobCat Ind. - Colonization, exploring and research vehicle
Meraco replied to BobCat's topic in KSP1 Mod Development
Well I do respect the position on this matter, and I have said my peace on it. I myself do not have the issue. I have made the file adjustments since the .20 release. Prior to KSP I was an avid enthusiast of Orbiter by Martin Schweiger. I have modified versions of the DGIV - 1,2 and 3 made by Dan. I also had the opportunity to work with Gene Harm who is with NASA on his works. And in so doing I saw a different way when it came to core game updates and how to keep up with the times. Because I was part of it. My outreach to the author was simply an attempt at logic based on experience, with concerns for the less adept when it came to code adjustments.. I understand the fear of breaking something and the feeling of being left behind. So my thoughts are with those that are waiting. Nothing more. So being new to KSP for the most part. I shall simply observe and enjoy the simulation and the mod components as they come available. As for those in waiting.. I apologies... I tried.. -
BobCat Ind. - Colonization, exploring and research vehicle
Meraco replied to BobCat's topic in KSP1 Mod Development
Fair enough. But in the mean time.. many new players scratch their heads and ask. "when will you make it work for .20" over and over. they see people write how to make the changes within the file. And those that refuse to alter code in fear, or due to lack of experience will pass the mod by. And this is the part that I find unusual. When it would take so little time and effort to make it work. He's on other stuff.. I get that too. But in not questioning his time management.. I question his order of priority. If making something new takes a week and making a change to a file to make it .20 compatible takes 5 mins.. Do you? do the 5 min adjustment than put all effort into the new work? or Do the 1 week work first then make the adjustment? As it was suggested by Pringle. The ANT .18 has been abandoned as a work warranting time for compatibility adjustment, releasing time to work on the long term revamp of the product in a future iteration. But in the meantime.. the Ant .18 is rendered unusable as an upload on stardock "to those who do not make file adjustments" and they all wait. This is what I find obscure about the modding process. Let us imagine for a moment. KSP was released as .20.0 (there were bugs) but the Devs want to work on new future content. So.. do you make a hot patch to fix the bug. ( .20.2 ) or wait till the next version cause it will have new content and features and .20.0 is now old news and no longer valid of attention? I am glad Squad chose to fix .20 as fast as they did.. or yeah.. the forums would be hate filled.. and we all know it... This is the reason I am perplexed how the author of these incredible and amazing Mods. and I hail Bobcat.. his stuff is amazing.. and adds so much to the KSP experience.. However.. some of his creations has been left behind as the user base frowns in waiting. So to quote what your saying: Would the abandoned mods like .18 which will be completely redone (later) not be worthy of stepping up? or at least "asking" if it could be re-distributed? I'm not saying just to up and do it.. im saying why not Ask Bobcat if one could be allowed to? In all likelihood. he would welcome the assistance. " yeah please if you have time, im too busy with the new stuff" Hardly a point of contention and devoid of insult.. -
BobCat Ind. - Colonization, exploring and research vehicle
Meraco replied to BobCat's topic in KSP1 Mod Development
This is my point exactly Pringle. You just said it yourself. its ONLY 15 characters.. its easy.. it takes no time at all. anyone can do it. So.... why hasn't this been done by the author or associate and then re-uploaded to the spaceport as ver 0.20 compatible? Cause.. its ONLY 15 characters.. its easy.. anyone can do it... 5 minutes and any repetitive questions would be quelled. and you yourself would not have to say. I totally understand that bobcat is working on improvements, content additions, feature additions and the end product will be even better than the original.. and yes.. that part takes a LOT of time.. but this interim adjustment would satisfy the issue that not all people want to tinker with the code at all. And it could have been done in mere minutes. Of which he could have returned to his goals of a better mod going forward. You yourself probably made the adjustment to your files.. then why not ask Bobcat for permission to upload it on spaceport with the wording reflective of the upcoming changes. "All Bobcat vehicles now .20 compatible. Simply place the zipped content in your gamedata files. With permission of the author, this is a short term patch until the new and improved version of the vehicles are completed. Keep an eye out for them as they will be even better with new features and content.... Then you would not have to reply with. 5 minutes... 15 characters.... easy.... anyone can do it... So why hasn't it been done? If it was done.. nobody would be yelling.. Because in the time you took to write your post.. you could have uploaded the files and solved so much with so little effort. -
So...The funniest thing just happened with MechJeb.
Meraco replied to IrvNation's topic in KSP1 Mission Reports
As it was on the Apollo 11 mission. Neil had to take control of the lander when the guidance glitched.. But as recent as the shuttle program, nearly all maneuvers were made by entry on the pad and then exec. this included launch, orbit operations, and landing of the shuttle. "followed a computerized track right down to the pavement". So to me. Mechjeb is not a cheat. Its a guidance system which is not infallible, and requires the pilot to be aware of what to do if it fails. I too had the above problem. and I simply turned off the rendezvous automation and completed it manually. The mission was achieved, and if nothing else.. the guidance failure added to the realism. As it was for the Apollo landing. -
BobCat Ind. - Colonization, exploring and research vehicle
Meraco replied to BobCat's topic in KSP1 Mod Development
What I have difficulty understanding is that, many people are looking for the "official release" of these very interesting mods. Those that are familiar with the part file adjustment say "it's easy.. you just have to.." and requires that you open a part file and adjust the code. And it is explained as.. "its easy" That being the case... if its so "easy".... then why is bobcat not taking 2 - 5 minutes.. and do these "easy" adjustments and re-publish the mods to work with .20 already? There are more people that don't tinker with code than there are those that do.. why are they being made to wait so long after KSC .20 release if its so "easy" to adjust? I call upon Bobcat to take a moment and please make these "easy" adjustments so the "rest of us" can enjoy your wonderful creations too without risking a mistake by tinkering with something we never have, in fear of breaking our game. 5 minutes of your time.. upload... done.. To me, this seems far more "user friendly" then repeatedly saying.. read post #431. or trying to teach everyone how to tinker with code to those who don't wish to. -
Greetings Jeb lovers, New to the forum but not the genre. I have had considerable experience with Orbiter by Martin Schweiger. So when I stumbled onto Kerbal Space program, I must say I was very pleased with the functionality it provides. I don't know how many times I would alter code and copy paste mission content from the save files in order to emulate what KSP does by design. The ability to build the vessels from the ground up, the ability to enable a launch of said vehicle, the ability to dock and build stations of ones own design, the Kerbals themselves that add a natural external visual component rather than a readout of a pulse on a screen to show that your crew either survived or passed into oblivion. All combined KSP is exactly what I was "imagining" when I was in orbiter. And it delivers beyond my expectations. After Orbiter.. KSP was a natural progression for my vision of a world outside of our own gravity constraints. I am very pleased to meet like minded enthusiasts of the genre and continue to enjoy the pics, the vids, the mods, and the imaginative story lines you have all contributed.