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Everything posted by Stone Blue
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LOL... I doubt it... There is REAL, tangible, HUGE $$ to be saved if its a sustainable, repeatable, stable technology... Not like a faked Moon landing... If they can regularly, and safely get at least 5 to 10 uses out of a single 1st stage, I bet they'll do it ALL the time, and you'll see other manufacturers looking into the technology/designs... The thing is, right now, they need to be SURE they can safely, and reliably get more than just a couple uses from a single unit... Hence, all the testing they will undoubtedly do on the next few recoveries, BEFORE attempting an actual launch with a refurb... And while I could be wrong, I wouldnt doubt if they only use the refurbs for UN-manned launches, for the first few years...
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Stone Blue replied to rbray89's topic in KSP1 Mod Releases
Ahhh... Thanx!...Sorry I mispoke of ATM... I have CRS, and I admit I havent had to use ATM in QUITE awhile... It must be something else i am thinking of that was an .exe that had to be run before the KSP.exe... -
IIRC, they are going to take it apart, inspect it, put it back together/refurbish it as if they WERE going to reuse it, which they WONT...They will just do static equipment and engine tests with it... I think I read they wont plan on actually re-flying a 1st stage from the next several launches, until sometime late next year (though they probably WILL attempt recoveries on every launch from now on...)
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Ascent paths, gravity turns, SRBs
Stone Blue replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
Holy Cow!!... you mean you've been going straight up to +70km, THEN turning??? ... So basically you've been doing it WITHOUT a gravity turn at all..??? By keeping the AoA at 5°, doesnt mean you set it at 5° and leave it there... By 5°, you keep it there while slowly pitching the nose just in front of the prograde marker... SO you do a CONSTANT turn, slowly, and keeping the center of the Level Indicator (gold "V"), on the end of one of the three little yellow lines (about 5°) sticking out from the Prograde circle.... So by 10-15km, you should be pitched over, overall, between 30°-45°, depending on how big, heavy, and stable your craft is.... By 45km-50km, you should be pitched over, overall, almost horizontal... And, ok... You have more than just a pair of opposing boosters, so you dont need to roll THAT craft....lol Yeah, the decouplers are too low on the boosters (I usually place just a bit above center on the booster), AND also, the boosters themselves are much too high on the tanks... I try to keep the nozzles on boosters even with the nozzles on the rocket, if not even a hair below... (So if the whole thing was sitting with the nozzles on the ground, ALL the nozzles would be on the ground...) -
Ascent paths, gravity turns, SRBs
Stone Blue replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
Interesting... I usually dont get wobbles or "drifting" until I get some speed up, and usually not till around 1000m.... I also dont usually start my grav turn till I DO have some speed built up, and usually around 1000m... So I usually dont have issues having time to do a 90° roll in the 1st 200meters...500m at most... And yeah, why DO they start you facing North instead of East?... I'm sure I've seen it discussed before, but I dont remember the explanation... -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Stone Blue replied to rbray89's topic in KSP1 Mod Releases
So is this a separate executable, like ATM, or is this in-game?... I guess I'm asking, cuz I'm wondering if this worx on Linux (or Mac for that matter...) -
JebmaScript - KOS Alternative using Javascript
Stone Blue replied to JoerT's topic in KSP1 Mod Development
Nahh... KerbScript... lol -
[Stock] [1.05] Hurricane Launch Vehicle Family
Stone Blue replied to Temstar's topic in KSP1 The Spacecraft Exchange
Nice..... So how best do you recover the boosters in a stock game?...Or would you recommend using Flight Manager for Reuseable Stages ? PS- I STILL use the Munshine lifters in 1.0.5.... They are proving to be timeless... -
I went and bought a computer that matches the recommended KSP system specs JUST to play KSP on, so that I wouldnt be cheating... Any thing more than an: i5 CPU GPU with more than 1GB VRAM 4GB system RAM 2GB HDD would make the game too easy... Do you KNOW how hard it is to find a NEW computer with these specs?... I had to replace the "stock" 8GB RAM and graphics card with some OLD ones I had laying around....(Good Lord...Now I guess I'm a "computer-cheater"!).... And I couldnt even find an old IDE hardrive that was only 2GB, so I had to improvise that part, and partition the 500GB down to 22GB (20GB for Win8.1, 2GB for KSP), and leave the rest unformatted... But, whew!... At least I'm not cheating at KSP...
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Ascent paths, gravity turns, SRBs
Stone Blue replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
Actually, thats EXACTLY what I was trying to say.... but I always have trouble clearly communicating my thoughts...Also, me being longwinded does not help...lol -
Ascent paths, gravity turns, SRBs
Stone Blue replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
How many srbs, and how is your craft oriented when you jettison them? If only two srbs, make sure you are oriented so they are on the north/south facing side of the craft, not east/west (if you were flying horizontal, this would be ground/sky).... If you need to rotate 90° so the srbs are off to the sides, and not under/on top of your craft, do the roll within the first 200m of launch... Then, it depends on where you placed the decouplers... Too high on the srbs, and the bottoms will kick inward and hit the bottom of your rocket... Too low, and the nose of the srbs will kick inwards... I find placing decouplers just above the center of the srbs is best... Unless you use a pair of decouplers... then placement is not as critical... Also, you can try decoupling the srbs just a split second before they run out of fuel... That will help keep them parallel to your craft till you outrun them, then they can go whatever direction they want without contact with your craft... -
I have had lots of experience with "bottom of the barrel" cheap used cars... I can say that yes, you are correct, a cheap car probably wont run long-term.... And may require more $$ in the short term for hidden repairs... You are definately gambling when buying cheap used cars... I WILL say, however, I did get lucky with a high-mileage 9yr old, 1985 Toyota Tercel hatchback, once... It was probably the best $500 I ever spent for an auto... It had no reverse gear (4spd manual), had a large rusted hole at the bottom of the rear glass, and had dents all around it... I drove that thing for 4yrs... I beat it... Thru heavy winters and snow... Even spun it off the road into a DEEP ditch at 40mph, bouncing 3 of the 4 corners off the bank... Drove it for another year after that... I also used to take it "off-road" on roads that many people would not even take small pickup trucks... Anyway, that was a lucky score...
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Best space station expansion pack?
Stone Blue replied to Clear Air Turbulence's topic in KSP1 Mods Discussions
^^ This... Everyone of those.... I hope Sumghai comes back with a release of FusTek for 1.1... (Here's hoping) If you play career or science mode, theres this, which gives more purpose to stations: StationScience -
[1.1.3] Large Structural Components [24th August 2016]
Stone Blue replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Anyone tried these lately?.... Last I tried them in 1.0.2 and they seemed to work... Anyone tried 1.0.4 or 1.0.5 yet? EDIT: Ok, so I fixed all the nodes (except the "Lean"...THAT one has weird nodes...), converted the textures to .dds, and took these for a spin in 1.0.5.... So far everything seems good to go... Parts could probably use a little tweakage, just to bring the .cfgs inline with 1.0.5, but other than that, I'd say these are good... Now, with that being said, @udk_lethal_d0se, any chance of an update on these?... These could be timeless parts, except for the lack of updates... I know you've posted you had bigger plans for these, as far as a plugin(?), and MORE parts, but what about just updating what you've already got? Seems like a shame to let these disappear, since the basic .cfg tweaks could all be updated VERY quickly,, and we'ld have another EXCELLENT, useable stock-a-like station parts pack.... ??? ...Or maybe open up the license to allow someone else to pick these up? -
Training/Tutorial Suggestion Thread
Stone Blue replied to Glaran K'erman's topic in KSP1 Suggestions & Development Discussion
Hehe... It would be nice to have efficient, optimized, working ships for the tutorials.... However, Squad hasnt even provided working optimized aircrafts in the game itself... I dont think the stock crafts have been updated since very early alpha or beta releases of the game... Its a struggle to fly some of the stock aircraft, as they arent even trimmed properly and cant hold stable "neutral" flight with no user input... I realise you dont want a craft that will just fly itself forever, but having an aircraft practically lose control as soon as there is no user input on flight controls, and having to constantly struggle with pitch/yaw adjustments is quite frustrating for a new a player... 2nd statement I agree with also... The way the tutorials are now, I think it would be best to not even HAVE them... Having broken tutorials, that new players will assume are working, updated and optimized, will only frustrate new players and turn them off the game...Making them angry & 2nd guessing themselves for spending $$ on it... I think it would turn more players away from the game, than those who would turn away, because there are NO tutorials at all.... -
JebmaScript - KOS Alternative using Javascript
Stone Blue replied to JoerT's topic in KSP1 Mod Development
Wow... I didnt even realize how old this thread was till I saw the difference in timestamps between CoffeeKills' post & JoerT's... lmao Talk about necro... -
For asteroids & asteroid belt: Custom Asteroids 'Nuther planet mod: Kopernicus
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HAh!!... I dont know about THAT!..... But I totally agree with everything else you said... EDIT: OK, I'll give you easy...it IS easy.... But its NOT a FRESH install... As long as you jump thru MS's hoops, blatant data-mining practices, attempts to suck every nickel out of their "customers", and their pyscho-socio-pathic tendencies to spy on everyone...Then yeah, its easy to download a 3GB-4GB OS, and give up email addresses, phone numbers, and all sorts of other personal info you dont even know you are handing over, any time you want to feel like you're getting a "fresh" install.... And just because I am paranoid, doesnt mean they arent out to get everybody...
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Stone Blue replied to Starstrider42's topic in KSP1 Mod Releases
Welcome back, Starstrider!... Thanx for updating this! I also just wanted to give my 0.02¢... Yes! Pleeze keep going on this mod if its not too difficult... I'm sure those of us who have middlin computers, and cant even THINK of running planet packs, and just struggle with one or two large parts packs, appreciate Custom Asteroids light footprint, over having to install, say Kopernicus just to get asteroids... -
Why, Yes!....Yes, there IS just such a thing: http://forum.kerbalspaceprogram.com/index.php?/topic/75115-10x-protractor-continued-rendezvous-plugin-v251-may-15th-2015/&page=1 And if you want to go partless with it, Malah has a small utility that makes it stock: http://forum.kerbalspaceprogram.com/index.php?/topic/90061-105-malahs-stock-configs-updated-stockplugins-and-stocknocontracts-20151111/ And if you only want to go partless on Protractor, and NOT the other mods, see my post here: http://forum.kerbalspaceprogram.com/index.php?/topic/75115-10x-protractor-continued-rendezvous-plugin-v251-may-15th-2015/&do=findComment&comment=2245715
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^^ On THAT note, I would LOVE to see displays for Kerbal GPS (Figaro) and Waypoint Manager... I dont know if together in one set of display screens would work or not, but that would be AWESOME-SAUCE if they WERE integrated together...
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Stone Blue replied to NecroBones's topic in KSP1 Mod Releases
Are you playing sandbox, or career?.... If career, have you unlocked all the tiers yet?... -
The Idiots Guide to Blender Animating
Stone Blue replied to a topic in KSP1 Modelling and Texturing Discussion
Well, after several hours, I think I got the animations all worked out nicely. I found that having three, overlapping objects, animated so they "telescope" in one axis, I had to make them all the same dimension in the animated axis... I had originally tried just gradually lengthening the largest on the "bottom end", that was to be animated first... With the two other objects staying the original smaller size, being "dragged" along, flush, with the end of the first object... It all lined up and looked good as I was stepping thru, keyframing... But when I actually played the animation, there ended up being empty gaps between the ends of the objects as they lengthened... I think partly because I wasnt placing the new object center points properly in relation to their new lengths.... Ended up being quicker and easier to just make them the same length, and "hide" them inside the larger tubes till they needed to be animated on their own... It took so long, because I was playing with textures, and screwing around trying to figure out how to close the dozen "window frames" I ended up opening so easily with a couple simple, split-second mis-clicks, and then the 10 more I opened with trial and error trying to get them closed.... I'm sure Blender experts like how Blender saves your current "window frames" layout when you exit the program, but for someone who hasnt gotten the hang of the VERY un-Windows like interface, its quite infuriating to say the least...lol Thanx a bunch for the tute, @CliftonM.... Hopefully I can give the Unity part of it a try soon... I still have to get a handle on finishing up the textures, too... Oh, and the colliders... -
Ahhhh... Thanx... I forgot about that... I've tried the different RangeModelType's a little bit, but havent gotten as far as MAM.... Though I probably SHOULD, since I've been tweaking down the Blackleg omnis, since 15Mm seems high for such tiny little antennas... I could see using MAM to combine 2 or 3 of them, if needed, since I have them tweaked down to 7.5Mm...