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Everything posted by quietsamurai98
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I'm doing a 10% science reward career run - super fun, would highly recommend playing with Science - Full Reward! (continued) and KEI if you decide to try it out - and I accepted a contract to rescue a kerbal who was stranded on the surface of the Mun. No big deal, I've landed on the Mun twice this run. MechJeb's landing autopilot seems broken in 1.10 at the moment, so I'd need to do it by hand, but still, should be doable. I just unlocked my first two-seat command module, might as well put it to use. I somehow managed to land right next to the crashed kerbal! I've never been very good at landing close to my targets, so this was a pretty big accomplishment for me. Welcome aboard, Kengun Kerman!
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totm nov 2023 SpaceX Discussion Thread
quietsamurai98 replied to Skylon's topic in Science & Spaceflight
Aaaand it looks like they didn't land the booster -
totm nov 2023 SpaceX Discussion Thread
quietsamurai98 replied to Skylon's topic in Science & Spaceflight
Liftoff! -
I set up my first ever proper CommNet constellation! I had always just chucked a bunch of relays in high orbits, but having a properly spaced out constellation is quite satisfying.
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I just recently got back into the game after Breaking Ground was released, and I've been playing through a Career game. Today, I set up my first CommNet relay in orbit of Duna, in preparation for further Dunar exploration. Yes, I know I don't need that many solar panels, but it was an excuse to play with the new robotics parts
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
quietsamurai98 replied to Galileo's topic in KSP1 Mod Releases
I'm currently experiencing the bright green KSC dark green grass bug when using SVT, SVE, EVE, and Sigma Dimensions, and it seems like Sigma Dimensions is the one causing the problem. Is there a way to fix this? The only reason I found out about SVT was through trying to make the terrain look nicer from orbit when using Rescale! 6.4x, which requires SD Screenshot of KSC and GameData- 1,019 replies
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- kopernicus
- svt
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[1.2-1.6] Draggable Navball (1.0.1)
quietsamurai98 replied to Error_Sophius's topic in KSP1 Mod Releases
Could you change the CKAN metadata to indicate that v1.0.1 can support KSP versions 1.2.2 through 1.4.1? I'm still on 1.3.1 for other mods, and I was quite confused when I saw that this mod was no longer compatible according to CKAN. I know that the Community Trait Icons mod is doing something similar for their v1.0.0 -
Ahh, okay! You might want to mention that in your signature to avoid future confusion.
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What happened to this mod? The OP was blanked.
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Help me prioritize 76+ mod updates - Updated
quietsamurai98 replied to linuxgurugamer's topic in KSP1 Mods Discussions
Personally, I would love to see Kerbal Launch Failure and Editor Extensions updated for 1.4.1. I definitely miss Kerbal Launch Failure the most, as it goes along quite nicely with the feel of the Making History expansion, and makes launches much more interesting. -
totm march 2020 So what song is stuck in your head today?
quietsamurai98 replied to SmileyTRex's topic in The Lounge
I Expect You to Die, from the opening credits of the game with the same name. I don't even own the game, I heard it in one of Nerd3's videos. -
Something similar happened to me on Wednesday while playing a newly started career save, using an unmodded 1.4.0.2077 install and the 64 bit executable with the "-popupwindow" command line argument. In the moments leading up to the crash, I was reentering Kerbin's atmosphere. If I remember correctly, the game crashed while I was retroburning at around 20km AMSL. I have 100% ground scatter enabled, in case that matters. I checked the log file, but the last entry was from a minute or two before the crash, and all the entries starting ~10 minutes before the crash seemed nominal. Since there was nothing out of the ordinary in it, I didn't bother to make a backup of the log file. I also noticed that the was no crash folder generated by Unity (the directory that contains crash.dmp, error.log, and output_log.txt, with the name being the timestamp of the crash (formatted as yyyy-MM-dd_HHmmss) The crash was of the 'sudden exit' variety, rather than the 'hang/freeze/not responding' variety. I just tested closing KSP by hitting Alt-F4 (window froze for 7 seconds before closing) and by killing the process via Task Manager (window instantly closed, same as what happened during the crash). There was no error message/window/notification of any sort after the crash. I restarted the game, loaded my quicksave, and successfully landed the ship without any further technical issues. I have not experienced any crashes since this one. Hopefully the extra details make up for the lack of log file, @Snark!
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When working on a resource rate calculator for KPBS + TAC-LS, I noticed an issue with the spreadsheet linked in the OP. Cell Q4 of the Rates sheet is positive, when it should be negative. It currently says that Greenhouses produce CO2, rather than consume CO2. Also, the rates for the water drill and airfilter say "1+", but in game it says the max output rates are 0.75/sec. Just wanted to give you a heads up, @Nils277.
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I assume that display is to prevent stuff like this, and perform is to prevent derivative plays, music, etc. I could be wrong though, since I am not a lawyer.
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
quietsamurai98 replied to Galileo's topic in KSP1 Mod Releases
Quick question, can this mod be added to an existing save, or do you need to start a new one?- 471 replies
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- kopernicus
- opm
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[1.2.2] Kerbal Galactic Expansion Mod
quietsamurai98 replied to UnnamedProdigy's topic in KSP1 Mod Releases
Downloading this now, I'm really interested in seeing how this plays!- 18 replies
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- planet pack
- trappist-1
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Highest Crew Capacity to LKO and Back
quietsamurai98 replied to quietsamurai98's topic in KSP1 Challenges & Mission ideas
Vanilla clipping is allowed, but you can't have the part clipping cheat on. -
Highest Crew Capacity to LKO and Back
quietsamurai98 replied to quietsamurai98's topic in KSP1 Challenges & Mission ideas
Sure! -
The challenge is simple: using one launch, get a ship with the highest crew capacity to LKO (Periapsis > 70km), then land safely! Your score is the crew capacity of the craft after landing, which you can either find by hand, or find using MechJeb. Actually filling every seat is not required, as it is too tedious to hire hundreds of Kerbals. Allowed Mods: MechJeb KER High Scores: Place Username Score 1 Quietsamurai98 409 2 3 4 5 6 7 8 9 10 My attempt: http://imgur.com/gallery/3SUus My score: 409
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Don't jinx it!
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You actually start laughing when you read the wikipedia page for bogosort
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Awesome! This is the most up to date branch of source code
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I've been making a simulation of a protoplanetary disk for a computer science course, and I thought that you guys would appreciate it! I wrote all of the code myself, and it is all publicly available on GitHub. You'll need to have some kind of java IDE to run the simulation from the source code, but all the links are to .jar and .bat files that anyone with java installed should be able to run them. This version is an older, more user friendly version. It has a live view of the simulation, so you can watch as it unfolds. This is the most up to date version. It outputs each simulation frame as a .png, and once enough frames are generated, they can be stictched into an AVI video using an external program, like VirtualDub. This means you can have it simulate many particles and watch the output at a steady frame rate. I have uploaded a few of these AVIs to my youtube channel, and I put them all in a playlist. This video is most interesting video of a simulation so far, in my opinion. It is one of the few simulations that resulted in a relatively stable system with recognizable planets that have significant mass. This video has the highest definition and highest particle count so far out of all the simulation videos, however I didn't give the particles a large enough initial random velocity, so they all collapsed into one huge star. I hope a few people find this interesting!
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Weird, it looks like SQUAD accidentally used the default OpenSimplex map that Kerbin was based on! EDIT: I just realized that if you horizontally flip the OpenSimplex map, you get a map of Kerbin.
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My oldest screenshot, from February of 2014