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Everything posted by check
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Definitely science, but I'm curious what the latest new (non science) parts will be. I've made full use of the new parts that were introduced in 0.21, so if they're as good as those, I'm pretty excited for that.
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I just added the Lazor Docking Cam and I think it's a mod I'm going to keep. Makes docking easier, but in a realistic way.
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See, that's the thing. You need to find the right balance as to how rep power is calculated. I've been part of forums that underwent hyper-"repflation" because the rep power was too high. I've also seen the rep system remain stagnant because the rep power was so low, or people weren't using reps..which is the case here. It's not a big deal, but if it's a feature you want on the forums, then it should be done in a way that works. Part of the problem is that a lot of people aren't aware of the feature. Maybe a good idea is to rep the newcomers who bother to post in "Welcome Aboard" sub forum?
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Oh, you don't need periods after } anymore? News to me. Excellent. Yes, I've actually encountered the exact same problem with the until loop. I had UNTIL x : DISTANCE < 3000 { etc... and found that the first time I ran it, it would just chug along past when it was supposed to break from the loop. I did the same thing you did, ctrl+c and ran it again and it worked. Always works the second time, never the first. What version of kOS are you using?
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Seems like it could work. Might be a bit slow to find an enounter though. You are missing a few periods at the end of some of your }s though. That could be mucking up your script. I've made the corrections: Print "Transfer to Mun..". set b to 0. set z to 0. set c to 0. clearscreen. print "Looking for Encounter" at (20,15). until 0{ if encounter="Mun"{break.}. print c. if z=5{ set b to 0. set z to 0. }. set time2 to time+45. set x to node(time2,0,0,850+. add x. if encounter = "None"{ remove nextnode. set b to b+10. set z to z+1.}. set c to c+1. }.
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It will likely be China by the early-mid 2020s. The Chinese space program has been chugging along at a very measured and methodical pace. While the focus of their manned program this decade is space station construction in low Earth orbit, which likely has many military applications, that will probably shift or branch off by the end of the decade to manned lunar missions. This has military and economic value to the Chinese, not from mining operations, but to establish itself firmly as a modern superpower on par with the United States. Only the US has sent people to the moon, and granted, while that was more than 40 years ago, it's still a technological achievement that's gone unrivalled. But it's not just for reasons of international recognition or prestige that China will want to send people to the moon. China is facing a very serious case of 'brain drain', where their best and brightest are leaving to other countries to make more money and/or work at the leading edge of their field. Having a manned lunar project might entice some of them to stay. It would likely be worth the investment for that reason alone.
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Read through this: http://kos.wikia.com/wiki/Tutorial_-_XYZ_system_of_KSP It explains the XYZ coordinate system in KSP. It's bizarre but apparently necessary to reduce errors.
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Thanks. I was pretty surprised to find that no one had made something similar before... it was pretty much just guesswork and hoping that you have enough chutes. Happy with the way it turned out. Haha! Glad you found that Thanks I'll look into that. I don't really know why some people get errors and some don't, though. It's frustrating.
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Mod-friendly research tree.
check replied to Garm's topic in KSP1 Suggestions & Development Discussion
From what I remember, the developers did add some 'mod only' nodes to the tree.. I'm assuming this means that modders can specify where in the tech tree they want their mods to appear. -
Alright, well I'm going to tackle this. Going to use the wiki as a reference: http://kos.wikia.com/wiki/List_of_all_Commands I'm going to write a script that tests all the commands under Self explaining commands, Math Functions and Other.
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Sorry for necroposting, but was just about to suggest this, before I searched and found this thread. I think with the new R&D system, having the EVA suits start off with an umbilical/tether and then being able to research EVA packs with rcs/jets might be cool.
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Good Aerobraking altitude for EVE
check replied to Dingbat1967's topic in KSP1 Gameplay Questions and Tutorials
This is a very handy tool for calculating aerobraking altitudes: http://alterbaron.github.com/ksp_aerocalc/ -
What about breaking the test program into different parts that can called using the action groups? Like you have one part that works as a ground test that will test simple things like math expressions, IF, WHEN and UNTIL loops, etc. Then another part that can test things in atmospheric flight, like steering, latlng expressions, vessel info, etc, something that can be tested in orbit, like maneuver nodes, orbit info, another test that can look at rover functions and a final test that can run the whole test program together. Breaking it into steps will help to isolate problems easier and make troubleshooting faster.
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From my PM to Bizz Keryear: Sounds like a good idea to me. Would require at least 2 spacecraft though to test the target vessel function. That could be skipped though for simplicity. I think a script that lands a simple rover on the mun is probably the way to go, since we now have the ability to create follow maneuver nodes, and we need a way to see if changing our SOI body registers. Thoughts?
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I'm going to say cheap Sustainable Energy, as producing that would solve or significantly reduce many of the other problems.
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It really should be.... because if you look at the member list and sort by reputation, out of 85,000 members: Two have 11 full reputation bars, one has 3 full bars, seven have 2 and the rest have 1 or less... It kind of defeats the purpose when only 0.01% of your members have received the second/third lowest number of rep bars.
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I started with the v0.13.3 demo. I think I did suborbital, then LKO and then managed to get into orbit around the Mun. Pretty exciting. I bought the game at v0.18 and did the same as above. I think I then sent a probe win an ion engine to Eve and managed to get it into a very elliptical orbit. After that, I managed to land a probe on Eve...which ended up in the sea. I landed a probe on Duna, which ended up on a steep slope and tipped over. I then sent probe all the way to Laythe.. spent hours fiddling with the maneuver node while still near Kerbin to get a direct encounter with Laythe... got there and ended up in the ocean. All this was before I learned about quicksave. lol. I didn't try landing kerbals or probes on bodies without an atmosphere until a little later. Having played Orbiter, I knew I would be crap at trying to land somewhere without an atmosphere to kill my horizontal velocity.
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Well, the PRINT AT () and Floor() functions have come in super handy... Altitude (x) and surface speed (o) launch profile: Altitude (x) and surface speed (o) reentry profile: Terrain elevation (x) profile:
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Yeah that's strange. Sometimes I need to hit shift+reload to get the site working. My host sucks. If anyone can recommend a good, free host, I might shuffle the site over to that.
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The official unofficial 0.22 discussion thread
check replied to EvilotionCR2's topic in KSP1 Discussion
If anyone caught the news at the end of KSPTV's broadcast last night, looks like they're adding a suspension system to the landing gear? Neat. -
You can lock it to a geoposition. Lock wheelsteering to latlng(0,-75). should work. If not, try Set x to latlng(0,-75). Lock wheelsteering to x.
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That's pretty awesome!
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LoL. The idea for these just popped into my head last night. I even considered making a 10x10 light grid and looping a 10-15 frame animation... but the lights don't blink fast enough.
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My two latest inventions: A countdown clock and an instrument landing system. All stock built, but controlled by kOS.