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GreeningGalaxy

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Everything posted by GreeningGalaxy

  1. Granted. The bionic arm is great at flying a spacecraft, but not so great at obeying your brain. That's not gonna end well. I wish for a flash drive with infinite free storage space.
  2. Update on the TweakScale shenanigans: Bob Kerman went to the Mun. His ship is about the size of an obese telephone pole, but that doesn't stop it from having a ton of delta-V. Massless, compressed Kerbs are indeed a plus. He got bored of the Mun fast, though, and spent the next 15 minutes getting over to Minmus and making a landing. He's pictured here, freshly uncompressed, and notably standing slightly behind the ship for scale. Unfortunately, getting back into the ship proved to be easier said than done. In an attempt to grab the tiny rodent-sized "ladder", Bob accidentally threw himself high into the sky and toppled the ship over on its side, where its reaction wheels sadly lack the torque to bring it upright again. Bob could probably lift the ship if he tried, but he prefers the drama of being stranded. I think TweakScale's thrust scalings for small sizes are a bit overpowered- this particular ship has enough delta-V to reach Jool, yet has a TWR nearly high enough to take off from Kerbin. That's the kind of output you can expect from KSPI parts, but not stock ones under normal conditions.
  3. I got TweakScale! I had no idea Kerbals were this compressible. Bob just came out of that capsule (which also contains Jeb), despite the fact that the capsule is about the size of Bob's helmet.
  4. Your wish, [bAD_DATA] is granted! However, [bAD_DATA] resulting in [bAD_DATA]. Good luck! I wish for a random SCP item to become real. (click that link, find out which one I got, and tell me how screwed we all are)
  5. The 0.24 compatible 0.11 version is great; it works about as well as FractalUK's version did and I'm very glad WaveFunction is here to save us in Fractal's absence. That said, Manley's right- the newest 'Lite' version would not be adequate at all for the Arthur C. Clarke-style futuristic high-complexity space program he's running in IQ. It would be cool if WaveFunction did fix Manley's version so he can mess with the new .24 (and, eventually, .25) stuff in IQ, though. Especially if the KSPI 0.24.2 Scott Manley Edition got publicly released as well.
  6. Granted. You LOVE playing The Sims [version number]. In fact, you love it so much that you BECOME The Sims [version number]. Unfortunately, The Sims [version number] has not yet been released, and you are now stuck at the horrible fiery hellpit known as EA Headquarters until that time. I wish I had the power to alter the shape of space at will.
  7. Oof. I just extracted a mod that somehow managed to put a folder also named 'GameData' in the KSP folder, and I almost deleted the wrong one. It's a hazard...
  8. Yep. Personally I'm going to stick to the experimental release, before all these changes and removals got made. Sure, some stuff is buggy in that, and it pains me to abandon the new awesome tweakscale stuff, but I just gotta have my tritium breeding, helium 3, charged particles, and KTEC generators. And realistic reactor outputs as opposed to 'balanced' ones. (IMHO, KSPI will always be balanced as long as it's realistic, and, by extension, complicated.)
  9. Granted. You will no longer die of blood poisoning if you never sleep. But you'll still really want to sleep, and I just made you incapable of it. Have fun! I wish I had a totally stable and adequately-contained fusion reactor.
  10. --Warning, MEGAPOST ahead-- Alright, so I finally got this thing installed today and had a poke around in sandbox mode. I have to say, I'm not nearly as deeply disappointed as I was prepared to be from what I'd heard, but I feel like most of the changes made to FractalUK's original version aside from compatibility fixes and such are a rather significant step in the wrong direction. One of the things I like(d) most about KSPI is how insanely complex it could be with all its different systems, resources, and options, and I can't say in any capacity that taking out a good chunk of them improved anything. My initial test was just a cursory examination and I didn't have time to do anything major or in-depth, so if I'm completely wrong about anything I'm about to say, I'm sorry. Things I found disappointing: -Reactor power changes. I admit that I'm not a nuclear engineer and don't know what the real-world power outputs of antimatter or fusion power could potentially be, but I feel that the nerfs on fusion at least (antimatter is a different story since theoretical power output is pretty much limited only by reactor structure, as far as I know) were driven by an attempt to 'balance' the game, rather than make it more realistic. The same goes for the fission reactors, which now seem pretty intense for their sizes. You mentioned that you wanted people to use fission more, which I'm a little puzzled by- If you can build fusion reactors that don't make dangerous waste and use far more common fuels, why would you bother building fission reactors? The answer, of course, is cost and reliability, but I have a hard time believing that fission reactors will ever be serious contenders as far as power-to-mass ratio goes when compared to fusion devices. I'm going to overlook the changes made to the antimatter-initiated reactor, because I have no clue how that works in real life and am not sure where to find someone who does, so I suppose I'll just assume you do. I'm also not a huge fan of how all the numbers for core temperature, power output etc. are all rounded off to nice round numbers with a bunch of zeros. I realize Kerbals appear to have remarkable precision skills, but having a reactor with a running temperature of exactly 4000 Kelvins is just not realistic. -Removed resources: Where did helium-3 go? What about thorium? Both of those were completely viable methods of powering reactors in terms of physics, and offered interesting tradeoffs. Frankly, I don't see why removing them was necessary. -Removed power generation options: I guess I'm a bit unfamiliar with the exact mechanics of how charge particles worked, but it seemed sound enough. The lack of KTEC solid-state generators disappointed me a lot too- I realize we haven't made thermoelectric generators with the same efficiency as Brayton-cycle systems yet, but I have a hard time believing that we never will. If I wanted to be limited to only what's just around the corner, I would probably have gone with Near-Future Technologies instead of KSPI. -Different types of reactors have different thrust and ISP tradeoffs: To my knowledge, the ISP and thrust of a thermal rocket engine both are dependent on the core temperature of the reactor, and thrust is also affected by how much fuel you can pump through the reactor in a given time interval without lowering its temperature too much. Therefore it would seem that bigger reactors should give you more thrust, but the same core temperature should always give you the same ISP. This is what I'm pretty sure was happening in FractalUK's version, but hardly what I saw in this one with the molten salt/particle bed configurations. Correct me if I'm wrong (as I'm fully expecting to be) on this one, but this seems like yet another game-balance thing that has very little, if any, background in physics. That's all that jumped out at me at first look, so I'll finish with what I loved about this new version: -Tweakscale integration: Yes, yes, yes! I am officially in love with this feature. It makes shipbuilding so much smoother now that parts have variable sizes, not to mention the fact that it opens up the possibility for adorably tiny versions of everything I've been building so far, as well as the truly colossal behemoths that I've tried to build in the past, only this time without the same ludicrous part counts. The game loaded quite a lot faster than I expected it to as well, and I imagine that this feature is at least partially responsible. -Small inline refinery now has resource extractors: This is actually a feature I've been editing into the configs of KSPI's older versions. I like to be able to melt ice and electrolize it into fuel without carrying around something the size of my house. It may take me some time to get used to the new model since my brain now associates that shape and texture with antimatter bottles, but I think it's definitely an improvement. -Tritium is now tweakable: This is another feature I used to add myself. DT Vista engines and the tiny fusion reactors used to come with their own supplies, yet you weren't allowed to fill the bottles before launch. The new system is much more logical. I didn't actually check to see if tritium breeding from lithium was still in the game, but I heard it was removed; if so, this would seem to be another example of a feature that I would have liked to hang on to in any case. -Radiator buffs: I guess I like this. It does seem like radiative heat loss to the vacuum would be a pretty slow process, but I don't really know what the performance of graphene would be like at very high temperatures, and would imagine that it would be pretty good. I would still prefer realism over game balance, but if this is at all realistic, I welcome the opportunity to make bigger ships with fewer giant wings. Overall impressions: Had this been the first version of KSPI I'd ever played, I would probably think very little of it. Having seen the older versions, however, I don't think I can really bond with the simplified and 'balanced' nature of this one. A lot of the new features are leaps and bounds better than their previous arrangements, but I feel like the majority of the fun I've been having with this mod has either been nerfed a little overzealously or removed from the game outright. I realize that it's called "KSPI Lite" but I'm kind of scratching my head about why all the simplification was necessary. Did someone say that there was a pre-Lite version that works on .24? If so, where is it? I'd kind of like to move back to it. -
  11. Banned because it will probably be over 100 within the hour. And for having ponies in your sig and avatar. they actually did ban people for that on the spore forum
  12. I'm greeningGalaxy (exactly the same as here but with a lowercase first letter) on Steam. I don't go on very much because Steam doesn't want to run in the background on my computer and I'm too busy to fix it anytime soon, but you can add me if you want and I might be on sometimes!
  13. My home internet was crap and hardly ever got above 200 kBps or so. Then I moved to college, and I'm getting ethernet downloads speeds of around 3-4 MBps. Downloaded Portal 2 in under half an hour (as opposed to the 19 hours it took back home).
  14. You're banned for having a post count greater than twice the current year.
  15. Granted, but now they have extremely smart and well-conceived rules designed to sneakily and effectively subvert and suppress any possible happiness among you and your classmates. Not that they don't already have that, it's just worse now. I wish I were a universe.
  16. When you're in a lecture about NASA missions, trying desperately to put KSP out of your mind to avoid making any dumb assumptions about how things are run in real life, and then your friend who doesn't even play KSP raises his hand and asks the lecturer, "Have you ever heard of Kerbal Space Program?"
  17. To do: 1. Stick anemometer in tailpipe 2. Weigh car 3. Weigh car and fuel 4. Plug exhaust velocity, dry mass and full mass into rocket equation 5. Obtain bumper sticker proclaiming my car's total frictionless-vacuum delta-V
  18. Whenever I drive anywhere it always strikes me as weird that the engine keeps on running even after I finish my acceleration burn up to highway speed, and I always feel like putting on the brakes too hard will use up a lot of fuel. Guess I need to fly more spaceplanes. It also frustrates me to no end when I'm trying to park between two cars and I can't move laterally without also moving forward or backward. No kidding about the unbalanced RCS.
  19. I still need to do a Tylo mission. It shouldn't really be that hard with KSPI, right? I also should try to move away from dropping puny landers over Eeloo and really try to settle down and build a proper permanent base there, but I haven't found the time.
  20. Whoa- atmospheres? climates?? impacts that arent little z-fighting white circles? I'm totally down for this, but does it have a Linux version yet?
  21. That moment when KSP says your save went bad, and before thinking you mash the "delete" button. Hrrrrrgh. Or when you tell it to ignore the save, and instead of showing you a load window with all your other saves it shows you a gray box and freezes up.
  22. All part of the plan. MechJeb wants to put a huge rocket-fuel oil slick on the ocean, then light it up and gain a huge ascent boost from the explosion when you really need something big in orbit. Gotta watch that MechJeb. (in all seriousness though, do you know why it does that??)
  23. I've only been around since .18, but if I'd played earlier I probably would have said planets were the most important addition. The things added in the versions since .18 were certainly cool, but I wouldn't call them as groundbreaking as going from one planet to many planets.
  24. I really want to go to Jupiter and its moon system. Yes, even after seeing Europa Report. Especially after seeing Europa Report. I don't think a landing on Europa with anything but sterilized probes is a good idea, though, since if we're looking for life there, we don't want to contaminate anything with dirty spacesuits. Controlling a few submarine probes/surface rovers from orbit in real time (as opposed to on a 15-minute communication delay from Earth) could be very scientifically valuable in any case. Other destinations I'd be totally down with would be Saturn (namely Titan and Enceladus), Ceres, low Earth orbit via spaceplane, or virtually anywhere save for Mercury (boring) or Venus (evil). I've been having way too many space dreams lately.
  25. Has any research been done into Tokamak or laser-ignition HypeReactors? To my understanding, Hype can get pretty hot, and when properly concentrated and magnetically/inertially confined, it seems it would be possible to attain the temperature and power output required to run a thermal turbojet, opening the door to Hype-powered flight. Should that prove possible, one might then try an arrangement to pump HypeLiquid through such a reactor to achieve exemplary exhaust velocities and substantial thrust, resulting in an efficient and powerful HypeThermal Rocket capable of operating for sustained periods in a vacuum. This would no doubt require a great deal of research and development in coming decades, but seems to fall within theoretical possibilities, if I've made accurate assumptions about the nature of Hype. brb, editing a HypeReactor into KSPI's configs...
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