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KSP2 Release Notes
Everything posted by KerbMav
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I will abuse this so much! Updates to older probe cores, additional functionalities to the strange 2.5m 2-kerbal lander can to make its mass count for something etc.
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And there was great joy and jubilatin!
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It will take me another 10h to start testing, but asking anyway: Are there patch notes yet or will they be released with the final version of 1.2? Found them.
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Incentive for Space Stations
KerbMav replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
To have done it? There is not much in KSP that grants a ingame reward for doing it. I give the question back: What makes you play KSP? -
The v1.2 Hype Train Thread - Prerelease is Out
KerbMav replied to Whirligig Girl's topic in KSP1 Discussion
https://www.twitch.tv/ksptv/v/88734961 About 51 mins into the video you can see debugging in real time!- 1,592 replies
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I usually try to watch anything space/scifi, but often I dont get around to it until it is on netflix or similar. This reading as if it did not require a big screen I will most likely delay it deliberately.
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Regarding classics: Forbidden Planet. First old scifi movie older than star trek/wars for me. Anime: Space Brothers Cool series about two japanese brothers and their life at being and becoming astronauts. Newer movie: The Martian It is seriously lacking compared to the book, but if you read it you can fill in the gaps and still fully enjoy it.
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This makes having missed the opportunity to meet you at gamescom even more sad ... Fly safe! And call home once in a while!
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I always thought people should be allowed to make anime versions of source material that for whatever the reason was cut short in movies or tv. Imagine a 1:1 transfer of GoT or Potter?!
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Best orbit for a space station?
KerbMav replied to Kerbinchaser's topic in KSP1 Gameplay Questions and Tutorials
There is also an altitude at which the game uses a less taxing texture for Kerbin, which was deemed helpful for big/high part stations. If I only could remember all these numbers. -
There would have been other ways to destroy the comm systems and hurt Watney without stretching the rules of physics - although I do not know if lightnings are common on Mars e.g. Yet the author chose to ask the readers to suspend their disbelieve to get the story going.
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Disconnect science from tech research
KerbMav replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
The game simply omits parts of a process: What is the KSP supposed to do with its science points? Sell books for money? Maybe it does! The KSP gathers science data to feed the nerds back home, who in return crack their heads over new tech for bigger missions. It is more a give and take than real inhouse R&D - or a "science from space motivates them to think of new tech" thing. So, the KSC either fuels the minds of its techies or sells the data (by strategies) for fame and/or money. It may be a simple design choice, but it is not an as unreasonalbe one as some seem to think it is. Also, KSP was never intended to be a 100% realistic representation of real life space econonmics, the life on Kerbin follows different rules. -
The MK2 lander can should get some reasonable perk for this - I for one plan to make it able to hold more science reports like the lab, and maybe to turn it into a kind of field lab carrying some experiments or an inbuild probe core.
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What do you think of science-to-tech research mechanic?
KerbMav replied to Wjolcz's topic in KSP1 Discussion
It is good enough for me in my rationalisation: The KSP gathers science data to feed the nerds back home, who in return crack their heads over new tech for bigger missions. It is more a give and take than real inhouse R&D - or a "science from space motivates them to think of new tech" thing. -
We are ready to recieve thy wisdom!
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Why a Star Trek replicator will never be possible
KerbMav replied to TheDataMiner's topic in Science & Spaceflight
The dilithium crystals (see below). Replicators rearrange matter - but at least sometimes also creates matter out of energy. (e.g. the episode they wanted to trade the Kazons a replicator to solve their water crisis). Matter/Anti-Matter conversion is used to replenish the "fuel" of a starship to extend its range/operation time - it is never stated how fast this process works or how energy efficient it is. Anti-Matter is mainly used as a fuel that is able to generate vast amounts of energy at once to power a warp drive. The Romulans e.g. use artificial black holes instead. The Phoenix - Zephram Cochrane's first warp ship - is thought to have used a fusion reactor, since it only managed warp factor one anyway. Also: " At one point during the writing of First Contact, the writers of the film considered what might power the matter-antimatter reaction chamber aboard the Phoenix, in lieu of dilithium crystals. Co-writer Ronald D. Moore later recalled, "We had talked about it being from something modified from the thermonuclear warhead – that somehow setting off the fission reaction was what kicked it off." (Star Trek Monthly issue 45, p. 46) " Belated Thank You! Because the author did not concentrate enough on the always half naked buff wolflings, but that is just my personel opinion. -
How were the Apollo Spacecraft's 3 parachutes held apart?
KerbMav replied to Djsnowboy267's topic in Science & Spaceflight
Oh my sweet summerchild, do not underestimate Google's knowledge about what you do online. -
The name alone sounds delicious.
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... Quick, move Jeff Goldbloom to a secure facility! Too strong for you taste to be a simple radio signal but still to weak to impress you? I think I fail to see your point(s)? Regarding "all the energy of the star impacting the planet" - capacitors? Or something nuclear like an interstellar starting pistol shot?
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I am currently fooling around with mods to see if I would want them in a new game when 1.2.x ( ) hits us, so I cannot say for sure this is not a mod issue, although I am not really using physics changing mods, mostly UI and functionalities. Long story short: my capsules (with heat shield) tend to drift ever so slowly on the ground - without the need of a wheel.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
KerbMav replied to Galileo's topic in KSP1 Mod Releases
Wait what?!- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
KerbMav replied to Galileo's topic in KSP1 Mod Releases
I found a dds plugin for gimp. Exporting gives this error message. But something must have happened, as Mun is all black now.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
KerbMav replied to Galileo's topic in KSP1 Mod Releases
"DDS: It appears your image may be a volume map, but not all layers are the same size, thus a volume map cannot be written." I really know nothing these days.- 1,019 replies
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