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Slow Dog

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    Bottle Rocketeer
  1. Nothing springs to mind. Looking at the craft, its fission reactor is out of fuel (though at 0/100, rather than NaN) and cooling, so that must have recently run out. I've not been paying it any attention, and that'll have happened during a time accelerated interplanetary transfer. I could probably load up an old save and compare, and run it forward; though if it's anything like software testing at work, nothing untoward will happen. Will do.
  2. Interstellar 0.11. My orbiting power station, which has couple of sizes of fusion reactor, and a small fission reactor, has run out of fuel. Well, stopped working. Each fusion reactor has NaN/100 Deuterium and Tritium. The bar is full; but I can't transfer any fuel in (NaN+100 = NaN, so that's not surprising). The Error console has lots of: [Error]: Body::setMass: mass is -1.#IND00, should be positive! W=hich may or may not be relevent.
  3. KSP Interstellar has a fuelless drive that supposedly uses quantum fluctuations. Indeed. Niven's also described the Puppetteer drives, which use Neutrinos (which thus pass straight through normal matter) as the reaction mass.
  4. Why doesn't energy usage of the Fusion Engine appear on the Power Management Display? //Edit I've just seen a post on the previous page that implies the Fusion Engine doesn't draw power because of a bug.
  5. Regex, thanks for making the tool. It's one of those mods that has features needed in the base game. I'm going to stick to a single request: Could you add something that allows for a greater time-step adjustment? The usual reason is wanting to try the same maneuver another complete orbit along, and 100 seconds isn't enough.
  6. Your name (assuming it's a typical Steven Poole, or something similar) would seem incorrect for most foreign humans, and most non-modern humans. Why would you call yourself the equivalent of Rob Human? Well, perhaps to distinguish from other space explorers (Albert Rhesus Monkey, Laika Dog, and similar), or other intelligent but-as-yet-unknown Kerbal species. Or to contrast Jeb Kerman and Julia Kerfem. Or just because that's the way they do it.
  7. I'd agree. For a Niven-Sized Ringworld (i.e. around the sun) you can do this to get some sunlight variation, sort of bouncing the ring up and down. There's also a sort-of-discworld megastructure that's something like a (scaled up) Long-Playing record with the sun in the hole at the centre - local gravity's perpendicular to the disk - and that would be so massive you'd bounce the sun up and down to get the same effect.
  8. Have you seen this thread? KSP tends to be CPU limited, rather than graphics limited. Even if you can't find a FPS counter, you could try the test from that thread and compare your time to stage 5 to see if the Linux game implementation is slower than the windows version.
  9. I've got an Intel Core 2 Duo E4300, 1.8 Ghz. One above the slowest minimum spec spec. Data What's not immediately obvious is the sheer amount of time; 26 minutes to stage 5. The meaningful values aren't just about framerate, they're about simulation speed. At launch it was running at 8 simulated seconds per real second, 4-1 at stage 14, 3-1 at 10, and 1.5-1 at stage 5. All but the first of these are approximations, but the issue is real.
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