Jump to content

The_mad

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by The_mad

  1. /care 23 due to structural errors, 34 due to design flaws, 154 lost in space without any fuel to get back home.
  2. I've reached speeds of over 62Km/s in a local star orbit, with 250KM seperation from the star at the periapisis. (which would be the lowest posible before burning up?)
  3. I would have to disagree partialy with bigdad84 because i do not want the free meal deal. I would like the move the requirements around a bit though, For instance gravity and G force have a device made by Squad use that as a requiremnt for G-force measurements. The engineer could be part-free because it is in the planning stage.
  4. there is one clear choice for me .20 for it sped up the game i wonder when this game will support multi core's.
  5. A work in progress because i have a tendacy to leave the star system at 16Km/s
  6. Design and build a ship capable of flighing fast, 15Km/s and up and do a reentry on Kerbin with that speed. Some trouble you might run into. -exiting the system.(star system!) -lack of fuel effcient motors. -lack of fuel. Some piece of advice, use gravity to your advantage. Allowed mods. -Kerbal Engineer Goal of this. Watching a ship burn up in the stratosphere when the developers implemented it. Untill then enjoy the long burn up from drag.
  7. I am not that good at C# but i have several questions pertaining to your code Cybutek. Geek Mode In partsim.cs i found some magic numbers in it, wouldn't it be more consistent for the code to declare a variable for it?(declare 9.81d along with flowrate because it's a static) And IIRC in C float's are promoted to double's.(Saw a lot of floats declared) Bool's are also promoted to Int's IIRC and same with Char's.(the main reason i use struct to encapsulate boolians) /Geek Mode worst first post ever.
×
×
  • Create New...