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Cheebsta

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Everything posted by Cheebsta

  1. velocity * time_since_last_observed = problem_solved. I mean... There has to be *some* reason why the Standard Model and General Relativity won't sleep in the same bed anymore, right?
  2. I am getting this in the log, along with several other problems with the plugin in game that this is obviously the cause of. (Not grabbing Celestial body for new object, or coords of object trying to spawn them for example). Manually instancing and object doesn't seem to work either.... But I haven't worked out yet if maybe the KSC has moved or I have it inside one of the new buildings, lol. [WRN 23:15:11.919] Cannot find preset 'Low' for pqs 'Eeloo' [WRN 23:15:11.931] Cannot find preset 'Low' for pqs 'Pol' [WRN 23:15:11.988] Cannot find preset 'Low' for pqs 'Dres' [LOG 23:15:13.743] [PlanetariumCamera]: Focus: Untitled Space Craft [LOG 23:15:13.878] Flight State Captured [LOG 23:15:13.878] Saving Achievements Tree... [LOG 23:15:13.879] Saving Achievements Tree... [LOG 23:15:13.898] Game State Saved as persistent [WRN 23:15:13.899] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT ===================== [EXC 23:15:14.257] KeyNotFoundException: The given key was not present in the dictionary. [LOG 23:15:15.300] AddonLoader: Instantiating addon component 'KerbTown' from assembly 'Kerbtown, Version=0.4.4954.4667, Culture=neutral, PublicKeyToken=null' [LOG 23:15:15.333] ------------------- initializing flight mode... ------------------ [LOG 23:15:15.358] Target vessel index: 4 vessel count: 5 [LOG 23:15:15.360] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 23:15:15.363] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 23:15:15.366] Reference Frame: Rotating [LOG 23:15:15.389] [Untitled Space Craft]: landed - waiting for ground contact to resume physics... [LOG 23:15:15.393] Camera Mode: AUTO [LOG 23:15:15.396] stage manager resuming... [LOG 23:15:15.398] all systems started [ERR 23:15:15.440] KerbTown: Could not obtain CelestialBody component from: Kerbin [EXC 23:15:15.442] FieldAccessException: Field `LODRange:isActive' is inaccessible from method `Kerbtown.KerbTown:InstantiateStatic (PQS,Kerbtown.KerbTown/StaticObject)'
  3. Would you be able to point me towards some more information on how to do this?
  4. Space doesn't even have to be a thing outside the simulation, neither does any other notion relative to the simulation, like size. This is the primary reason why a) there is nothing you can do about it and there is nothing you can prove about it.
  5. You might fix both at the same time. You just have to make the UV for that face bigger if not, if it gets too big you have to split that face again, which will split the UV, and then you will be able to overlap the UV as needed. Also, granted, I've only been playing KSP about a month now.... But that is the coolest lander I have ever seen HoY. Raz, you do not leave much to test... I can't find a way to break this thing so far I do have a question though, but I still need to DL latest, so maybe pointless question. Why are there 4 axis... axises... whatever... 4 ways to move the thing around? Shouldn't it just be x, y, altitude?
  6. This is more along the lines of 2+2=banana, the square root of 50 is Venus, or 2 years going past in the time it takes to read this sentence. If it's got "Law" in it's name you're in trouble if it's your job to prove it wrong, lol.
  7. If you mean the grey edge: In the Blender UV editor, see if you have part of your UV hanging off the side of the texture. If you do, what is probably happening is that in Blender, and evidently Unity, your texture is repeated over and over like a tile floor, so UVs hanging off the left side of one tile will be getting part of their texture from the right side of another tile. If KSP does not do this, like I suspect, in game that part of the texture will just be missing, and you have to go back and move the UVs onto a single tile. If you mean the stretched gravel, that is a UV scaling issue, and you would have to make the UV for that face bigger (usually) to correct it. You can overlap UVs though, that won't hurt anything at all. I do it a lot to make sure I get identical features. It could also be that it's a little distorted on the UV map too.
  8. The world was never actually flat, and the discovery did not make it round. Our knowledge and understanding changes, the nature of things, not so much. I made very clear though I wasn't saying impossible.
  9. What does matter act as, a wave, or a particle? And what happens when I smash the rock? Or when a tree falls down and rots away... That's fairly complete change, and I've personally seen it happen several times in my life... I must be really old >.>
  10. You are probably aware, but this is actually an accepted quantum theory in a sense. Objects are just possibilities, observation allows, or forces, them to take shape. Making the goofy part how exactly everything takes the same shape for all of us. Almost like a universal non-local regulatory consciousness at work behind the scenes. Our universe also has at least one redundancy scheme. Each individual person exists physically, but there is also an instance of that person in their own mind, and in the mind of every person they meet. All these instances represent the same physical body, but can all also vary wildly from that, and each other. I am pretty sure this concept is what drove the guy who made Neon Genesis Evangelion crazy, lol.
  11. Yeah, I care about this, cause the link doesn't pop up in your browser without clicking.
  12. Yes, this will work, it's just not very easy to land right on top of something else, for me anyways. I have to use something dead stable or I end up just making big fireballs and Kerbal mist.
  13. Physics don't like conforming to this rule very often, lol. Though, like Wernher said, you do have to be real careful with that impossible thing.
  14. Only under UV, like "Glo Fish": "Anything" is a bit of a stretch though, thermodynamics will have something to say about it somewhere along the way. Give that link in miis post a read, it gets into those parts.
  15. It is also curious that the conscious mind allows you to imagine anything you want, but then forcibly restricts us to experience the same general reality... Without losing the ability to manifest "imaginary" emotions into a physical form (Yeah, I like Goswami, lol). Now if only I could figure out how to do that with $10,000,000.
  16. SRB Launch Vehicle Wiki Though, I don't know enough to know if that list is complete or not.
  17. I didn't want to hijack there, lol. This is massively laymanified: General consensus is usually that an unknown situation stimulates a neural path associated to a known situation. Rather than freak out and go nuts your brain simply stuffs the unknown situation in the back there somewhere with the rest, and you end up with the sensation that it already happened before instead of right then. As was said in the other thread, our brains are not as reliable as they might seem, and we certainly have very limited control over function. I mean, yes, we can walk, and think, but try to tell your lunch when to digest, or your heart when to beat. Our brain can easily convince us of things that aren't really there, as well as prevent our perception of things that are. Consciousness is pretty much kicked back riding around on autopilot.
  18. lol, exactly. Because that is the point of simulation? I am still pretty sure computers that run Minecraft are not restricted to being made of cubes, and playing KSP doesn't turn me into a Kerbal. But hey, what do I know? Maybe I am a Kerbal, made of cubes, and wearing a hat with badass horns. >.>
  19. I've been toying with a part model that has double levels and two ladders. I am able to climb up and down no problem at this point, on Kerbin anyways, but not at first... At first it was just like stock ladders, fall off all the time, possibly roll off the second level, and splat on the ground. I kept playing with it till it worked, and the trick was to angle the top of the ladders in a little, or kick the bottom out, whichever way you want to look at it. I've been wanting to try it with vanilla ladders, but have yet to get around to it. Maybe worth a try?
  20. Ions are roughly equivalent to a Kerbal blowing air through a straw. I don't think they will be enough either, but that certainly wouldn't stop me from trying it anyways
  21. In the realm of possible, this strikes me as a rather close minded theory. Why would the simulator be restricted by things relative to the simulation it's running?
  22. The backgrounds look out of place together, but I like both of them. Highly interested to see how this turns out. I'd offer to help with testing, but I am already trying to help test another WIP when I have time. Also, that big open space you left with the mod name above it made me think that would be a really nice spot for a mod part list
  23. I am sure NASA just throws them suckers up there all willy nilly like and hopes they make it. Also:
  24. That real long one? Even at full res I can't see it on there, but I can see the mate to all the rest np.
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