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Bothersome
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Everything posted by Bothersome
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KSP makes people mistake you for a rocket scientist
Bothersome replied to Firedtm's topic in KSP1 Discussion
We have to use the term "It's not brain surgery." Cause rockets are simple. -
Here is a link to a youtube video that us spacers might enjoy. http://www.youtube.com/embed/KZrFC988Thc Moderators, you can move this to more appropriate place if it more fits there.
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The problem with floating point is the mantissa vs the remainder. When you need to represent a larger value number, then the remainder is sacrificed. A little at first and then more as your number grows to a larger value. What should have been done is use a 64bit integer value. Assign 1 bit to the sign, and 63 bits to the millimeter positioning of things in the universe. That would give enough accuracy to represent its position and still allow a large universe to play in. You wouldn't have kraken problems even on the extremes. It would work the same anywhere you were. 64bit integers can be processed really fast on 64bit hardware when compiled using 64bit code. So there wouldn't be much in cost of processing doing it this way either. Hind sight is 20/20.
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Couldn't have said it any better.
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If I remember correctly, and it has been a long time now since it was posed... "What it is the maximum number of joys one could get from 6 flavors of ice cream and 7 types of toppings?" Something like that. Some were even postulating why we even need ice cream in the first place? ...and then a food fight broke out.
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After some research in asteroid composition and scientific observations done. Kerbalkind has decided to class the asteroid seen from the observatories on Kerbin. Here one mission was sent out to gather samples of one of the larger asteroids determined to be on a collision course to Kerbin. After a successful push to allow it to miss at just 107Km altitude and samples successfully returned to the scientist on Kerbin a chart was made. Class: A - Awesome shooting star for the night sky watchers. B - Bang will be heard as the asteroid breaks up and explodes in atmosphere. C - Crater hole will be made or a large splash in the ocean. Give's something cool to examine if no-one gets hurt. D - Destructive impact expected. Tsunami waves will cause damage to coastal areas if hits in water or Devastating the area it hits if on land. E - Extinction of Kerbin is expected. Be somewhere else when this hits or push it away at all costs. Well, after the studies, it was determined that Kerbalkind got into space travel in just the nick of time. The E class above is estimated to be at 2100 tons (2192 for roid + ship). Jeb, Bill, and Bob are already our heros. It looks as though the space program MUST expand if the survival of Kerbalkind is to continue. So what do you think of the chart? Is it way off or just scare mongering to secure more financial support?
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This mission was done quite some time ago, but some of the ideas might still give some insight as to what you can do for your own missions. Mission to Tylol
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Having KSP limited to 32 bit because of the Unity engine is affecting you too. Even if you are on Linux 64 bit or Mac 64 bit. How you ask? Because Squad is having to limit some of the coolness factors in the base game because of the 32 bit memory address limits. Ever wondered why Kerbin isn't in higher textured resolution? Because Squad needed to reserve memory for more parts and other things. If you take up half the memory for textures alone for planets and moons, increasing them only squeezes out more parts and other cool things they might want to add. Do you think they are going to compile a new texture set for the those that can use 64 bit and another for those that can use only 32 bit? I know they could, but do they? Doubt it. So you see, in this way, your gaming is already being affected by the 32 bit limits imposed by the 32 bit engine. This is also the reason why Squad hasn't put in many more parts for us to play with. Memory is already tight. I guess they could lower the textures of planets and moons even more. Sacrifice even more eye candy for the sake of more parts to play with. Oh yea, they could add just a few more parts without reducing textures, but then you are encroaching on the modder's ability to fit their mods into the remaining memory space. And we all know that 'selecting among best mods' is already border-lining on frustration.
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Thought For Food (Why Do We Play KSP?)
Bothersome replied to NASI Director's topic in KSP1 Discussion
You know, every great once in a while you find a post on one of these forums for one of those games you play once in while and keep up with the latest goings on and whatnot, you find a great gem of a post that can bring a tear to an eye, or two, and it renews your scouring of forums for great works of literature and art. Kind of like a long run-on sentence... THIS is one of those. I feel honored to have been able to read it. -
I think the above was spot on. I'd also add it needs 64 bit processing, and the updates seem to be slowing WAY down.
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since they say the NASA pack is a separate thing...
Bothersome replied to lammatt's topic in KSP1 Discussion
As a US tax payer, I'm glad my money is going to something useful for a change! -
I think the only proper way to play this game is to play it in a way that is the most fun for YOU. If you're having fun playing it, then you ARE playing it correctly. Forget about what other people think about how you should play. Play it your way, and when you grow tired of playing it, then play it a different way. If setting and making goals is your thing, then do it. If crashing rockets is your thing cause you like to see lots fireworks, then do it. Just my opinion.
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The Main Problem With Kerbal Space Program Is....
Bothersome replied to NeoMorph's topic in KSP1 Discussion
Oh it gets much worse than that. At least with *most* space movies, you know it's fiction. But go watch some of the real stuff like "Moon Shot". Some of those things need explaining. Like when they say they're 1000 feet above the Moon's surface yet you can see a lot of curvature to the surface. Fish eye lens maybe? To get a proper perspective of what it should look like, put on the mod "Real Solar System" into your KSP and play that, going to the moon. You're almost on the ground at 1000 METERS let alone 1000 feet. Yet in the "movie" you can clearly see the curvature of the moon. KSP makes a space critic of you. Same with Orbiter. -
Anything you enjoy doing is not time wasted.
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What do YOU want to see in 0.24?
Bothersome replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
For the people from the "dark side", we mod users REALLY need 64 bit mode. We are hitting that memory barrier way too often and are having to select from a wide variety of great mods to play with. There are so many that we'd like to have loaded but can't because of this memory limit. -
seanth, I think your ideas are great. Can we have a setting for the difficulty level somewhere? Also, I think there is a bug in the Hydrogen/mono-propellent compressor. It seems to be able to make hydrogen from only electricity. Even when mono is present, the release doesn't remove any mono. I'm gonna try and fix that on my end now to get it working correctly. You need to update the github version. PS.. I don't think the github version is too complex. I like it so far. It just needs a bit of explaining of what does what. Like a flowchart or something. PSS. Found your bug, you got "Monopropellant=1.0" in stead of "MonoPropellant=1.0" on the input side. Note the small letter p in the word. PSSS. One more thing,... Since we have hydrogen and oxygen present, is there a way or can a way be made, realistically, to make water from them? 2 parts hydrogen, 1 part oxygen > 1 part water + 10 electricity out. ?? Actually, more electricity out. I don't know the efficiency of a fuel cell. 100 electricity, more?
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On the Steam forums I answered another person's question with the following and I think it should be considered. It would add a LOT of value to the game. There is one way that I think that they might implement alternate solar systems in the game... Imagine stargates like the circlelar jump gates in X3. Put one of those in space, say orbiting the sun between planets somewhere. When you fly your ship into it, it will save the state of your game/current system, and then load the new solar system in and pop out your ship from the gate in the other system orbiting its star. You'd have a whole new set of planets to explore. To get back, you just go back through the stargate. The game needs to save position of things in both (or more) systems. It could be done, but it's just a lot of writing code to make it happen. Prolly at least a year away.
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Thanks guys, that's kind of what I was thinking too. My launches don't go off "that close to target" though, so, I'll just have to build in some error.
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I'm curios as to the best approach to a problem. The situation: Playing in Real Scale System with Deadly Re-entry, FAR, MJ, a few other mods to help. Problem: Getting to the Moon (Mun) or other far reaching places. OK, the Moon is on a 23.5 degree incline. It's not on the equator like in stock Kerbal system. It's also way out there. What I need to know is, Is it better to launch a craft going 0 degree incline as you would from Kerbin and then time the burn to meet the Moon when it crosses the equator, or launch the craft to the 23.5 degree incline? So, what would you do and why? Note, when doing the launch to 23.5 degree incline, more fuel is used to get the craft going in that direction. The benefit is that you can then burn to get to the Moon within couple of hours. When you launch on the 0 degree incline, you must time the burn to one of two burn windows per month. Now you should know, that weight is EXPENSIVE. My lander craft is 22 tons and must be refueled from orbit before going out to the Moon, as it takes about half of the on board fuel just to "set the orbit". Picture of lander
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Bothersome replied to rbray89's topic in KSP1 Mod Releases
The small clouds look smaller. But I kind of liked the clouds from 6-4 better. There were two layers of clouds over Kerbin in 6-4 and now in 6-6 there is only 1. The jury is still out though, I still have my 6-4 zip file. -
In the Agricultural Science Research Module, I added the following to my install. dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 I kind of thought it didn't fit well to have to bring the module back down to Kerbin for the full science value when I have a science lab attached right to it. Basically the Kerbals would pull some plant samples and send them back home in a box for further analysis. Transmit values seemed to fit logically and even returning samples doesn't bring the whole value home. Must do it a few times to get the max science from it. Playing in Career mode in RealScaleSolar (with Deadly Re-entry) is quite a challenge. We don't have enough science handy at Kerbin, Mun, and local space to fill out the tree, so we have to be VERY careful on what science nodes to unlock. We can't just be bringing modules back to Kerbin at the whim ya know. Things need shielding and stuff to get it back down. It's usually just as hard to get them down as it was to get them up.
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Ooops, nevermind, my fault. Bug report cancelled. I had control from here on the docking port which is 90 degrees from the thrust of the engines. My bad. I don't know why it wanted to control from the docking port. I had never set it to control from there. I used the other ship to do the docking. I guess it's some glitch in KSP 0.23.
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KSP, We have a problem,... Found a small bug in the dV reporting. After docking and refueling the ship, then undocking, I don't see the dV updated. Switching focus or even going back to KSP and back to the ship doesn't fix. Hopefully, it will update once I apply thrust to the engines. Kind of need this info, a Kerbal's life is at stake. Screenie... http://steamcommunity.com/sharedfiles/filedetails/?id=208087585
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Modular Fuel System Continued v3.3 (OBSOLETE)
Bothersome replied to NathanKell's topic in KSP1 Mod Releases
Yeah, I kind of figured that's what you were trying to get at. But that's not really a good idea. The engines need to cut off at 0 throttle. I only have 10 command slots for things (call them switches in the capsule). I need them for other things. I know you want an engine to have minimum power when it's on, and there is probably no way to go from 0 to say 40% throttle and then smoothly up from there to 100%. We're still going to need to compromise that because of the severe lack of switches in our capsules. Do you really want to take the fun out of the game for the sake of simulation? I'm all for simulation, and if it can be done on the throttle, I'm all for it. But those command buttons are reserved for other stuff.