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Everything posted by HeadHunter67
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Of course not - Kerbals have never actually gone to the Mün... the landing was all done in a sound stage at the Kerbal Space Center. (that's what's in that "Mission Control" building we can't select!)
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
HeadHunter67 replied to blizzy78's topic in KSP1 Mod Releases
OK, thanks. I guess I was confused - I see now that the main post has Toolbar support as an eventual goal. I haven't tried to use the window yet, but I did get it to pop up when creating a new node or clicking on an existing one. At no other time can I get it to come up, but I suppose this is intentional. Now I just need to figure out how to use all this wonderful functionality. I'm planning my first manual interplanetary trip (I did some probe flybys in .21 using MJ, but I haven't felt a need to use that since) and having the ejection angle is very helpful. Between this and Kerbal Alarm Clock, I think I have everything I need to get the mission done! Thanks again, Blizzy. I owe so much of my success and enjoyment in KSP to the things you have provided. Your plugins and tutorials are essential to me! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
HeadHunter67 replied to rbray89's topic in KSP1 Mod Releases
That looks so nice - and I'd sure prefer that to the blobby city lights I have at the moment (some of which are underwater near certain coasts). Is that texture released yet? I'd love to use it. -
HotRockets! Particle FX Replacement + Tutorial
HeadHunter67 replied to Nazari1382's topic in KSP1 Mod Development
Thanks for the latest fix. I came to the thread to find out why I had just the one error in MP_Nazari.cfg with MM 2.1, but the new version of HotRockets seems to have fixed that. -
Make a wish... and have it horribly corrupted!
HeadHunter67 replied to vexx32's topic in Forum Games!
Granted, but trying to live your life like that turns everyone into insane, bloodthirsty carnivores. I wish Squad would incorporate some of the better mods I find myself using in every build. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
HeadHunter67 replied to blizzy78's topic in KSP1 Mod Releases
I have PreciseNode .12 installed, but I don't see the option to configure it as one of the visible buttons on the toolbar. Do I need to have the CBA installed to do this? If so, how can I even install that module on the ship, given that it has a category of "none" and therefore does not appear in my Part Catalog? The only thing I could imagine is that I have installed it incorrectly - but the PreciseNode folder is within my Game Data folder alongside all of my other mods. No nested Game Data folders or anything silly like that. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
HeadHunter67 replied to TaranisElsu's topic in KSP1 Mod Releases
Well, you're incorrect. Haven't you watched Apollo 13? http://www.madsci.org/posts/archives/2006-01/1138467020.As.r.html -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
HeadHunter67 replied to TaranisElsu's topic in KSP1 Mod Releases
I like those ideas - I'm just not sure why you couldn't simply eject any non-recyclable waste into space (as the Apollo astronauts did with their urine). -
Focus on the topic, please. We are talking about time dilation as an object is accelerated toward a fixed point. Therefore, at some point well before infinity, the object will have reached that fixed point and thus, its maximum speed. Yes, the time it appears to take light to travel depends on the observer - but if you are trying to contend that time dilation can truly become infinite for the subject, then you need to consider this: At infinite time dilation, the subject could travel an infinite distance instantly. Since any measurable distance is not infinite, and any measurable unit of time is not instant, this of course cannot truly happen - it is only in the perception of the subject relative to the reference frame of the universe - and (by definition) without an external reference frame, there can be no measure of distance. The subject is still limited by the speed of light.
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I'm surprised that so many people here on the forum seem to never have done this experiment in high school science. I've heard people on the forums and Facebook imply that they think a spacecraft reaction wheel violates Newton's Third Law somehow. It's more fun with an office chair!
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
HeadHunter67 replied to Paul Kingtiger's topic in KSP1 Mod Releases
I can understand why you want to have a consistent unit across all mods, but I must say that I personally find it more intuitive to look at life support resources the way TAC does. I don't have to try and remember how many liters of water a Kerbal drinks in a day, or how many cubic meters of oxygen he will consume. A man-day's worth of resources will last for 24 hours with one Kerbal, or 8 hours for a crew of three. I'm not recommending that you change, just trying to offer insight into why that works. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
HeadHunter67 replied to ferram4's topic in KSP1 Mod Releases
That boggles my mind, since at typical flight altitudes, that's supersonic! I just started a new game with FAR and noticed that Kerbal Engineer no longer shows terminal velocity. I know the FAR window does, but there's a lot of other stuff there I don't need. Is there a way to re-enable it? Nothing in the KER settings, it's possible that there might be something in the FAR settings but seriously I get information overload just looking at all that stuff.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Theoretically, an object travelling at c should have infinite time dilation... but there are two things that kind of punch holes in that theory: 1) The black hole has a finite size, therefore it has an upper limit on the amount of acceleration it can apply to an incoming object. 2) Light itself has a fixed speed, and therefore can only travel a finite distance in a finite period of time.
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Again, there is no "other". You do not gain mass from the gravitation of the black hole. You may be confusing it with weight. Your mass increases from tau, which is the subjective effect of relativistic speeds. The time dilation and the increase in mass are caused together and in equal proportion, and so the increased mass cannot possibly "cause" time dilation - both are the product of relativistic speed. Seems you are confusing weight for mass, and cause for effect.
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Make a wish... and have it horribly corrupted!
HeadHunter67 replied to vexx32's topic in Forum Games!
Granted, just look at Squad's press release today. I wish they'd come up with a replacement for the old Spaceport site (whoops, looks like that one's already been corrupted!) -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
HeadHunter67 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Eagerly awaiting the TAC and KAS packs. -
[0.90.0] The Bolt-On Mission Probe (BOMP) revival thread
HeadHunter67 replied to jinks's topic in KSP1 Mod Releases
Oh, but don't these look nice. I've wanted inline probe cores (especially for my lifter bodies) and a .625m for a while. Thanks for making these available. [EDIT: GASP! The sheer size of these files means I might pass on installing them in certain mod-heavy builds. I know these are old parts with new configs, but 45MB for four probe cores is kind of prohibitive. I might use them in builds that are mostly stock.] -
I have a little trouble placing the crew tower (specifically so that it aligns with the Mk1-2 hatch), but I know what you mean about the umbilicals. I remember watching Apollo launches as a kid and seeing all those gantries and umbilicals fall away as the rocket launched.
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I'm sure there are some people who want to use the full pack, and can't. You can say "not my problem" (actually, it's a Unity problem), but presenting it as an all-or-nothing proposition means some people don't get to appreciate any of your work at all. So maybe they won't ever get the chance to decode an SSTV signal... because the game crashes for them. So maybe, they want to pare it down to something that's manageable. We all know it can be done, I don't think anyone is trying to insult your beautiful and brilliant hard work by asking what can safely be omitted. You have the opportunity to help those people enjoy and appreciate what they can, or you can snub them and turn them away. Giving people choices doesn't harm anyone else - aren't you glad that Squad doesn't feel that way? If they did, we wouldn't have any of these mods at all. Mods exist because none of us here are content to play the game the way Felipe intended.
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- renaissance compilation
- visual enhancements
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
HeadHunter67 replied to Orionkermin's topic in KSP1 Mod Releases
I have wanted a stock-alike 2-man command pod for a long time. I shall have to try these out! I'm also looking forward to the release of your Soyuz/Shenzhou parts. -
Whats youre favorite epic kerbal meme?!?!
HeadHunter67 replied to IvanTehFennec's topic in Forum Games!
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I finally finished assembling a fairly large modular space station in LKO. It has full scientific facilities, a considerable amount of fuel (about three X200-32's worth) and monoprop, docking facilities for ships of any size, four little 4-man escape pods, and a robotic tug. When I have time to play again, I'll post pics in the other thread.