Kimberly
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Everything posted by Kimberly
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Is anyone ever going to update the ISA Mapsat plugin for .21?
Kimberly replied to Bluechance's topic in KSP1 Mods Discussions
The resolution of the scan is, at any one time, fixed. Your orbital altitude determines how that scan is applied to the planet below...at high altitudes, the scan lines will be far apart, creating gaps and other artifacts on the map. At low altitudes, you may move over the surface too much between scans, and also cause artifacts. The same applies to time-warping. However, you can go into the Mapsat settings to change your resolution...this allows you to get a high-quality image even at high orbit or high time. General rule: get into the lowest orbit you can with the highest amount of unique crossings of the equator. Someone calculated many of these a while back. Adjust your resolution so the scan turns out nice at warp, and you're in business. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kimberly replied to JDP's topic in KSP1 Mod Releases
In RemoteTech 2, ships can't orient to a node yet; that functionality is planned but not implemented. (Hence why RemoteTech 2 hasn't been fully released yet.) Instead, they just orient prograde. -
Remotetech GPS satellite placement made easy
Kimberly replied to John FX's topic in KSP1 Mods Discussions
That's an interesting method...most people just use constellations relatively fixed. I guess it might be worth trying for someone new to RemoteTech. (They're not GPS satellites, by the way. That's a whole different ballgame.) -
Anybody know the status of MapSat?
Kimberly replied to tstehler1's topic in KSP1 Gameplay Questions and Tutorials
The latest Mapsat development build is compatible with 0.21. You do need to allow it to update to the new terrain by checking "Auto-update hilo.dat" in the Mapsat settings (Mapsat window --> Kerbalpedia --> Settings), and deleting the old hilo.dat in your Mapsat folder. However, this build does take up a lot of RAM, so if you use many other mods it may cause a crash. No harm in trying, though. -
I'm trying to create a circular station, so it can spin to produce gravity through centrifugal force. Sounds simple, right? Well, the problem is, this happens: It seems my station wants to be a Mobius strip instead of a circle! I don't get what I'm doing wrong, can anyone spot the flaw? Here's my method: I take a single module, and slap Clampotrons on both ends. I angle each docking port two notches towards the top of the module (which I think is 10 degrees). I use Subassembly Manager to copy and paste this module, attaching docking port to docking port each time, with all of the modules oriented the same way. Why does that not make a circle?
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If we imagine that Laythe receives radiation of the same intensity as Io does from Jupiter, and you ignore the atmosphere, how deep underwater would you have to be to negate it to a safe level? I think it would actually be quite workable.
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Entirely possible in theory. But many perpetual motion systems work in theory--you can use electricity to split water into hydrogen and oxygen, then cause a chain reaction that releases energy and puts them back together again. In theory, no energy input is required. In practice, other effects are at play. You have friction to deal with, for example. And in the hydrogen example, you have to be able to capture all of the released energy--which you can't. Plus, no system can produce more energy than is put into it.
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Well that's part of the problem. I don't think buying a game should be tantamount to joining a community and signing some kind of social contract. I would like my shopkeepers to be just shopkeepers, so I can do business with them on the terms that you would expect and are fair from a shopkeeper. That is the problem of services like Steam, and also many others, that cram too many different things into one package. (Also, that community whose members are required to behave in a civil manner...what community would that be? Certainly not the Steam community!)
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Bigger charges with batteries/probe cores
Kimberly replied to Subcidal's topic in KSP1 Suggestions & Development Discussion
Sure, but a few passive sensors shouldn't exactly drain a ton of energy, if you ask me. It should be possible to have a simple measuring station on the Mun without needing a battery the size of the current 4K--the thing would make up over 50% of the weight of a measuring station! -
Bigger charges with batteries/probe cores
Kimberly replied to Subcidal's topic in KSP1 Suggestions & Development Discussion
It's fifteen days in the real world, but less than one on the Mun. Besides, the Lunokhod rovers didn't have an RTG--they remained stationary on the Moon during the night, and recharged with a solar panel during the day, without losing power. (They did have a radioactive heater, but it didn't produce electricity.) -
Well, I doubt it was hand-made.
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Bigger charges with batteries/probe cores
Kimberly replied to Subcidal's topic in KSP1 Suggestions & Development Discussion
It takes more than one 4K battery just to let a QBE probe core and four sensors last through a full night on the Mun--4053 units of charge, in fact. -
That's great, thank you! It was a good idea of you to move the signal symbol from right to left, makes the flag more balanced. (And you made the lines of longitude parallel but have the lines of latitude converge at the poles, just like they're supposed to!)
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I would like a flag for my system of low-orbit communication satellites, LO-COM. Specifically, I had in mind a light blue flag with the white outline of a planet on the left, with lines of longitude and latitude also in white. At the top right of the planet, I would like three sequential crescent moon-like shapes, with each being smaller than the last, to symbolize a communications signal. In the center of the flag, I'd like the text "LO-COM" italicized, thinly underlined and in white. (Sorry if that's overly specific. XD If you think you can change it for the better, feel free. I'm not a creative mind.)
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1/10 I just saw you as having the latest post in this thread, but that's the only time.
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No, I said that it worked except that it was a memory hog, which is objectively true. And he says that it you can't use with a "reasonable" amount of mods and is therefore totally unusable, which is subjective.
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Eh, that's subjective.
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What do you think qualifies as a base?
Kimberly replied to SuperWeegee4000's topic in KSP1 Discussion
I would say: a structure or group of structures that can (with resupply if necessary) maintain a crew of kerbals for an indefinite period, who can carry out scientific or other productive activity in or around the base. In places where the planetary surface is not habitable without a spacesuit (i.e. every place except Kerbin and possibly Laythe), modules should be connected directly or there must be a rover which can ferry crew between structures without depressurizing. The structures need not be in close proximity if adequate transport is available. It's perfectly legitimate to have habitation modules in one place and a laboratory a few kilometers away (helps with lag!), so long as a rover is present to shuttle crew between the two places. -
As far as I'm aware, Mapsat works just fine in the current release, when installed correctly and when using the latest development version. It's a memory hog, but that was true in the previous KSP build as well.