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Everything posted by HeadHunter67
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Yet, still, faraway planets can be at least as bright, depending on the conditions. Jupiter and Venus, in particular.
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I would imagine that if a real-life rocket looks a particular way, all accurate portrayals of it will appear identical enough to seem the same. Do you have any concrete evidence that they're stolen, or are you simply going on the fact that they look the same?
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Indeed - it's scarcely visible from the distance at which the screenshot was taken, let alone the planetary surface.
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Based on what, exactly? Ramon has stated that he will be returning to developing it, and in the meantime, Sarbian has been keeping it updated and making improvements. Your concern could be easily alleviated by keeping current with the threads in question.
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The OP has already rejected this point in an effort to defend his non-scientific expectation of visibility. My point is that the reflective quality of an object is far less significant than its apparent size compared to its distance, as Burninate has so ably and mathematically illustrated. Look at where the reflection is visible in his picture. It's off the glass, right? Wait a minute, isn't glass transparent, which means photons can pass through it both ways? Of course it is - the reflection is only visible when light strikes its surface at what's called the "critical angle". Like any such reflection, it's thus only visible from certain angles - this is why you can, as Vetrox says, sometimes see an artificial satellite at dawn or dusk. The point I'm trying to make is, a solar panel is not a mirror - in fact, it's as far from it as possible, or else it wouldn't work. It does not, in and of itself, turn a spacecraft or satellite or station into a beacon that can be spotted under all circumstances. Each of the OP's claims has been refuted appropriately - concerns about how it "should be" possible in the game have been answered by how the game actually works, and attempts at justifying it according to his perception of how it "should be" in real life have now been answered likewise. The picture of the Moon is intended specifically to illustrate that "reflectivity" (i.e., albedo) has little to do with an object's visibility under reflected light, as lunar rock is about as reflective as asphalt. Still, the Moon (not any artificial satellite) is "significantly brighter than anything in the solar system than the sun". The defense rests.
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Did you miss the picture I just posted?
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[0.22.X] BobCat ind. Historical spacecraft thread
HeadHunter67 replied to BobCat's topic in KSP1 Mod Releases
I like how it sounds like "Looney Kerbal"... they're all looney! -
I can see the need for one thing mentioned: I'd like a better way of knowing just how much delta-V I'd need to deliver a craft or payload to a given orbit. You can't really get that from MJ or KER. When someone says "will deliver x tons to LKO" that's kind of ambiguous as to the altitude. I'd like to be able to design a lifter that has just enough dV to deliver its given payload to a specific altitude, with a little extra in case of momentary sub-optimal piloting, and a bit to deorbit the lifter. Bringing up more fuel than I'll ever need means the lifter is heavier and more complicated than it needs to be.
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Albedo .136, about that of worn asphalt. You've disregarded science and game design the entire thread. Please stop talking about things you clearly don't understand.
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We could replace all instances of "KSP" in this post with "Minecraft" and it would sound like the same old argument I used to hear a few years ago. The fact is, early access results in an improved game, because it gives you a far greater base for testing and a lot more feedback, as well as generating an increasing fanbase. Don't fool yourself into thinking people get more excited for a game if it remains unreleased all that time instead. Feel free to doubt me, but you cannot argue with success.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
HeadHunter67 replied to Normak's topic in KSP1 Mod Releases
OK... I have a House Kurita flag on my Salyut modules? -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
HeadHunter67 replied to PolecatEZ's topic in KSP1 Mod Releases
I play at 1600x900 and "Good" texture resolution (primarily for smooth play) and it looks as good now as it did before. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
HeadHunter67 replied to PolecatEZ's topic in KSP1 Mod Releases
Sounds like you didn't follow the instructions - the readme is included for a reason. When you install as directed... it works. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
HeadHunter67 replied to PolecatEZ's topic in KSP1 Mod Releases
I don't mean to diminish the significance of your issue, but I have not experienced that bug when using this mod. Game loaded quickly, I went to the space center, visited one of my space stations via the tracking station, switched to an other orbiting space station, then back to the space center. Everything loaded fine and worked properly. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
HeadHunter67 replied to PolecatEZ's topic in KSP1 Mod Releases
Load times are faster, too. -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
HeadHunter67 replied to PolecatEZ's topic in KSP1 Mod Releases
Trying this now! The Squad folder has been the longtime cuprit in limiting how many other mods could be used - glad to see someone tackling the problem directly at the source. Looking forward to your IVA optimization, as that's the biggest chunk of bloated space in the folder. -
What career mode means for mods.
HeadHunter67 replied to Paul Kingtiger's topic in KSP1 Mods Discussions
I would honestly be surprised if some enterprising modder doesn't find a way around this whole process, anyway. Even if Career mode was closed to mods at first (which seems unlikely), it's all just code - and if you can write code to keep stuff out, you can write code to allow it in. So the more relevant discussion is in the "where does this fit?", and that's a matter that is beyond just one party - Squad can't answer that question for every mod, and modders can't make an informed decision on the matter without seeing the framework in which they'll have to work. Until then, this all seems academic. -
I relied on MJ to dock for me for the first moth or so, then I decided that I was going to get the hang of it myself. At first it wasn't easy, but Blizzy's interactive tutorial did the trick. Docking is easy (and fun), learning rendezvous was much harder! (But thanks to PebbleGarden, I got that down too).
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Add my vote for the MOL as well - basically, anything that lets you do more in space besides look out the window.
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[0.22.X] BobCat ind. Historical spacecraft thread
HeadHunter67 replied to BobCat's topic in KSP1 Mod Releases
The panels need to be added separately. Also, be sure that the panel attached to the MIR Core is aligned properly so that it opens parallel to the Kvant-2 module rather than through it. It is beautiful indeed, here's mine, orbiting in the proper alignment relative to the planet below: (I used the MIR Docking Module from Bilstech as well). -
What career mode means for mods.
HeadHunter67 replied to Paul Kingtiger's topic in KSP1 Mods Discussions
I think we might want to wait at least until 0.22 is released for testing, before making definitive statements as to what will or won't be available and how it works. -
As Sal said, everyone's got to start somewhere. And you never know what new paradigm some amateur might unlock. I know absolutely nothing about 3D modeling, but after exploring config files in the Desert Combat mod for Battlefield 1942, I came across the means to allow players to customize the textures for vehicles, uniforms, even the map itself. It blew the doors off what the individual player could do with the mod, and allowed more experienced artists, modelers and mappers to design an abundance of new content for the mod (which was basically a game unto its own). Allegedly "inferior" mods won't suffocate the truly innovative, quality mods out there. Those mods will stand on their own merits. Even if 90% is stuff you won't use, when more mods are released, the 10% that's "good" will be larger - and, of course, that definition is up to each individual's preferences and needs.