Jump to content

Kerbart

Members
  • Posts

    4,573
  • Joined

  • Last visited

Everything posted by Kerbart

  1. The 0.2.0 version doesn't load on my KSP. Here's what I see in the log (it's Greek to me though) [LOG 08:04:06.321] Load(Assembly): kRPC/Google.Protobuf [LOG 08:04:06.322] AssemblyLoader: Loading assembly at C:\Users\Bart\Documents\Kerbal Space Program (modded)\GameData\kRPC\Google.Protobuf.dll [LOG 08:04:06.329] Load(Assembly): kRPC/KRPC [LOG 08:04:06.329] AssemblyLoader: Loading assembly at C:\Users\Bart\Documents\Kerbal Space Program (modded)\GameData\kRPC\KRPC.dll [ERR 08:04:06.332] Failed to load assembly C:\Users\Bart\Documents\Kerbal Space Program (modded)\GameData\kRPC\KRPC.dll: System.UnauthorizedAccessException: Access to the path "C:\Users\Bart\Documents\Kerbal Space Program (modded)\GameData\kRPC\KRPC.dll" is denied. at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 I have no clue what would cause access to the file to be denied; especially since the protobuf dll loads just fine. EDIT: Removed kRPC from the Gamedata folder, copied it back in. Removed all "read-only" flags just for good measure. Better but now I have the dreaded Protobuf problems... EDIT AGAIN: After downloading the Protobuf 3.0 b2 wheel file and "manually" installing it with pip, things work fine!
  2. I think it's an excellent idea. My fear with the current proposal that the system "learns" what kind of contracts you like is that my contract preference changes over time. Part tests are great in early career. And not because of the cheaty “let me not complete this contract that gives me access to part x” but because the handful of science points you get out of it really makes a difference in early career mode. Then at one point I'd love to focus on rescue missions as I'll need extra crew and I'm flying ships in transit to Mun/Minmus anyway, etc. Strategies would be a great way to facilitate this. The building is there, I doubt it gets much use in its current function (I don't use it) and it would replace hit-or-miss "learning" (where the only "hit" would be a KSP-style retrograde full impact) with something that is a lot more reliable and adaptable.
  3. Shouldn't be too hard to write a PovRay script that uses the texture to render the planet? Has the advantage that you get them automatically at the same size. Then combine with Photoshop, or if you want to go freeware all the way, use Gimp or ImageMagick?
  4. Skipper + Thuds = Great when you don't have a Mainsail yet in Career. But what's the point of having an engine that's only attractive during a very small time frame in Career? Well, because it's bloody handy when it's there and you need it. Case in point: the Flea.
  5. It's a short term effect and it will wear off after a few years. Climate scientists tell us that if we'd stop pumping CO2 in the atmosphere now (all of it)—a likely side-effect of a full scale nuclear war, global temperatures would still rise for decennia to come. So you'd have to have a full-scale nuclear war every few years to get a lasting effect. Aside from the question of such a thing would be an improvement over global warming, remember what Albert Einstein mentioned about that: “I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones” so that scenario might not work, either.
  6. Do you mind if, at one point, I take a stab at it? A lot of code is spent on writing the output, where utilizing the csv library would be a good opportunity to cut some lines and get cleaner code.
  7. I agree with @artwhaley, I've not experienced (significant) delays through kRPC. You can delete the mod and see if that makes a difference, to eliminate or confirm that it's kRPC that is causing the lag. Running KerboKatz, by any chance? I did when I ran KSP on my laptop as it really pushed the hardware to it's limit, and reducing framerates when KRPC is not active really helped keeping the temperature down. But at that point I did notice that, when switching to IDLE to run a launch script, KSP would run incredibly laggy... for the (once you realize it) obvious reason that the FSP limit kicks in once KSP is no longer active.
  8. It's lacking fins too. I bet it'll flip over during ascent.
  9. 10,000 BC. The wheel is only introduced in... what, Tier 3? Tier 4?
  10. What I'm waiting for is Elon Musk posting an KSP screenshot and saying "We're confident it will work this time, as our simulator shows"
  11. I'm sure many of us love to see you elaborate on that. What makes TAC LS “more real?”
  12. Even if it's larger than Earth... the reason Pluto was disqualified as a planet wasn't because it wasn't deemed a valid planet. It's because we came to realize that there's probably thousands of them out there and we don't want that. Assume this body will be found, and assume its size is halfway between Earth and Neptune; given the location it will be a matter of time before similar bodies are discovered. Instead of accepting it as a planet, we'll simply add another arbritary rule (eccentricity, inclination, distance to the sun, etc) that will disqualify it as a planet and instead classify it as a Transneptunian Body" or something along those lines. We don't want humanity be living on an ordinary planet "out of thousands" after all, we need to be unique (even though the fact that we live here makes us unique).
  13. It's amazing how much people can “read” from a fuzzy screenshot and extrapolate what the newest version of KSP is/is not going to do. But then again, that's why we love this forum. I can see reasons to be suspicious though. Somebody from Squad mastering the game to a level where they can land at the Mun? I'm surprised no one caught onto that. Suspicious, very suspicious... On the whole multi-core issue: it seems that the Unity 5 engine can perform physics calculations on multiple cores, so that part comes for free. I suspect that there's also the ability to create multiple physics threads or something along those lines, making it possible to run the physics for multiple vessels in the physics bubble in parallel, for example, and that they're not sinking their teeth into that right now because they have more important fish to catch, like "making the game work" (disclaimer: I have no clue what I'm talking about when it comes to Unity, to be honest. But I can write a line or two of code). So when Squad says they are not writing multi-threaded code it doesn't mean that nothing will be multi-threaded. Squad's primary concern is likely porting everything over to U5 for starters. And apparently update the UI (either because the U4 interface code doesn't work anymore, or simply because it really needed a workover in Squad's eyes) and a couple of other things, but I'm pretty sure that before anything else they just want it to work. After that they'll probably upgrade the rest of the game, section by section, to reap the benefits of Unity 5.
  14. As pointed out, there are certain aspects of Mars —the low gravity, the thin atmosphere, proximity to the asteroid belt—that seemingly make it a good choice for building the heavy stuff that goes into deep space manned exploration. Obviously there's no benefit if you have to drag all resources needed to Mars, so you'll have to develop mining and heavy industry on Mars. The question is of course if the lower cost of launching stuff from Mars will ever offset the initial investment of setting up manufacturing there in the first place and I don't have an answer to that. If such a plan ever comes to fruition, one obvious strategy would be to set up Mars as a penal colony. It's pretty much impossible to escape from and it gives its inhabitants (at least the less-voluntary ones) a "new life" like never imagined. It would also make bad work conditions and high fatality rates something that will be deemed more acceptable. Bring on the flames, but if we're ever going to see a Mars colony I'd not be surprised it would be like this.
  15. READ THE FINE PRINT. Remember that many contracts come from a mod with that name, for a reason Conversely, when a contract looks to be good to be true (That much funds? And I only have to do THIS?) it usually is (e.g. “Sun Orbit, 179° inclination,” etc) Collect funds to do science. If you can do science on a money-making mission that's great but don't bend over backwards for it. Same way, when doing a science mission it's great if you have a contract riding along to pay for it, but don't go crazy. Also, while contracts my offer juicy science sometimes, pure science is much quicker. Do maximize yield per mission, this is where you can (and should!) go crazy. That unmanned space station you're going to put into Kerbol orbit? It can also collect on that "put a satellite into orbit" mission and on "Put a space station in Kerbin Orbit" as well. Ka-ching! Just don't mix science with income, is my experience. Or at least don't aim for it. EVA reports get you an amazing amount of science. Send a Mk I into polar orbit, EVA over each biome and let the science flow in. You don't even need an antenna (or expensive solar cells) for that For landing, Minmus needs to be your priority. I recently did a Minmus visit with a lightweight lander (not sure how much DV I had, but not a lot) and I was able to cover all biomes with two surface expeditions (and a bunch of hops) which unlocked like the lower half of the tech tree. After that you've got enough scientific equipment to cover the rest of the tree with Mun landings
  16. I just enjoy the movie. It's not the kind of movie that entices me to get my notepad, fountain pen and slide ruler out to double-check on the physics. For all intents and purposes, is there any difference between the technology required to make it work, and magic? (insert mandatory Arthur C. Clarke quote here)
  17. It's not debris. I used to play it like that, until Teh Squad took that option (as a feasible playing style) away in 1.0. Chutes would stage together with the last decoupler, and since reentry takes such a long time (unless you were willing to roll the dice with physics acceleration) I would wonder off and do other things like doing the dishes, folding laundry or work on my penmanship. And when I'd return to my computer the return capsule was safely landed, with the various parachutes opening at decent heights and there was happiness and joy in Kerbart Country. So, setting up your chutes for automatic deployment at various heights is great... if it works. And currently it doesn't. I fully agree with you questioning how reasonable it is to recover SRB's from space, but having SRB's in space in itself doesn't mean You're Doing It Wrong™; it could merely be a case of A Stupid But Very Lucrative Contract™. But yes, no need to recover them.
  18. It's also listing "news" with the most recent item from January 13. What am I missing here that would indicate Squad has gone out of business since then? There's no 1.1 version yet, so yes, 1.0 is the most recent "big version." Adobe, Microsoft, Electronic Arts and countless others don't announce minor updates on their landing page either, why would Squad?
  19. And when one scrolls a bit further down on the main page.. KSP NEWS (most recent entry: January 13, 2016). Bazinga!
  20. The forum is directly accessible from the kerbalspaceprogram.com landing page. If that is not an indication that this is the “official” forum and not some fansite, then I don’t know what is. Going from said landing page to the forum leads you to the forum main page. The very first category of posts says “Announcements” and has the subtitle News and general ramblings from the KSP Team The second category of posts says “The Daily Kerbal” and has as subtitle “Daily updates from Squad about the Kerbal universe” While it is arguable that “from the KSP Team” does not necessarily means “Squad,” I’d like to see the reasoning why at this point “Squad” would not be “Squad?” Postings in Announcements are either made by “Squad” or by people who are tagged with Squad Staff. All posts in The Daily Kerbal are made by “Squad” With this in mind: Where would one get the impression that this is not the official site, but an independent fan site? How much further does Squad need to go to make this the “official” site, aside from linking to it straight from the landing page of the KSP website and referring to it as “our forum?” Why would, on the official KSP site, people listed as “Squad” and “Squad Staff” not be Squad employees or representatives, but 13 year old script kiddies in their moms basement? Mind you, this site clearly distinguishes between “moderators” and “staff” and we’re talking about staff, not moderators. The Daily Kerbal is updated... well, mostly daily (except for the weekends). How is that “not much activity?”
  21. Is it possible to replace the color gradient that is used by one where the luminosity of the color roughly matches the value? It doesn't have to be gray scale, but while the rainbow gradient is the default gradient in matlab ("jet"), it is far from being an optimal choice. See here, here, and here for instance. I think it would improve the tool to something even better than it already is.
  22. 238PU has very little gamma & neutron radiation; most of it is alpha and beta particles which are easily blocked. Americium produces more harmful radiation though.
×
×
  • Create New...