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Everything posted by Dispatcher
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I really like the Z-100 battery's green LED. I sometimes place them just for looks. I too don't know how that effect is achieved, but it would be nice to know. As for collision meshes, my KSP Blender models are so simple that I let Unity give my outer mesh its collision properties (I don't make a separate one in Blender). I've not been too concerned about poly counts. The reason for this is that with my whopping 2 gigs of RAM, KSP seldom crashes or lags on me. When that does occur, I think its due to a large (stock) part count while using KER; and usually in the VAB. I think you can optimize in Blender if triangle count is a concern. I'm sure others will pop in with good advice. Keep up the good work. (I'll eventually add some more fueled adapters and make them available at Curse.)
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could you build a bridge to that island next to ksc?
Dispatcher replied to ac30fspad35's topic in The Lounge
Surely not the "Bridge over the River ...Kwai". -
How many people have viewed your forum profile?
Dispatcher replied to Stealth2668's topic in The Lounge
I'm guessing that we get Mod visitors sometimes who might be checking in to ensure that things are in harmony with the forum rules. At other times just curiosity, such as the rest of us might demonstrate. -
Welcome, Corporal!
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" " is Bungie's next franchise and the first since becoming independent (again) by leaving Microsoft (with relatively few strings). The last game Bungie produced and released as an independent studio, prior to Microsoft's acquisition of Bungie and , was . Following an assumed successful attainment of certain financial/ sales volume goals, a small team at Bungie is expected to pursue another project, which is designated as Marathon (which leads some to believe that Bungie's former trilogy by that name will be revisited or expanded on). Come on; check out the above links: chock full of reading and watching and playing material. Edit: to answer the OP, no, I will not be buying Destiny shortly after launch. I'm not much of a gamer anymore due to time constraints and the fact that I don't use consoles. However, when games come to my platform of choice and I want those games (such as KSP), I eventually purchase them.
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I'd also recommend it.
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Best star trek episode (as in whole series)
Dispatcher replied to Pawelk198604's topic in The Lounge
City on the Edge of Forever... -
When to start Gravity Turns
Dispatcher replied to 3_bit's topic in KSP1 Gameplay Questions and Tutorials
I don't think you meant "graphics"; perhaps you meant "thrust vectoring." -
When to start Gravity Turns
Dispatcher replied to 3_bit's topic in KSP1 Gameplay Questions and Tutorials
If you've got a ridiculously overpowered rocket running at full throttle, starting your turn lower than the commonly used 10K altitude will allow your ship to shed some of its excess velocity due to the drag experienced in the lower atmosphere. However, if you have the opposite problem; a ridiculously underpowered rocket, chances are that you will not achieve orbit regardless of how you fly or when you turn. I've experimented with turn altitudes and for reasonably capable ships (TWR between 1.1 and 2.0) and dV of at least near 4500 m/s, starting my turn tends to work well between 10K and 12K altitude. These comments have been interesting reads, even if most are old. -
It would be nice to have pics of the project in question. It'll be easier to tell if a sawzall would be practical in terms of space and angling. And it is true, I'm not "most carpenters". As you know, each has his or her own approach, depending on the circumstances. Again, pics would be helpful. Edit: I didn't mean using a cats paw, which is more for rough carpentry, but for a rocking nail puller more like those used in finish carpentry and cabinetry. I don't see a pic of what I've used, as they have wider heads, but this will give a general idea of the concept: http://stockhoffsonline.com/acatalog/FPD%20Crease%20Nail%20Puller%20Angle.jpg
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I suppose the two main factors are about the condition of the screws and the skill of the tool user. Turning screws with locking pliers and also twisting screws using nail pullers works for me.
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If the heads are exposed enough, you could try using either locking pliers or a nail puller. These might score the wood, but having been exposed to the elements, you would probably want to refinish the boards prior to reuse anyway.
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[Video] 10 General Tips and Tricks for everyday use
Dispatcher replied to manni01's topic in KSP1 Tutorials
Its a good video. Thanks for sharing! -
The Marathon is starting to take shape:
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I've followed videos of MineCraft as played by people interested in recreating places in other games. In this case, its to be decidedly low tech and entail more exploration and looting instead of mining and crafting: I'm sure that this will turn into a playlist that can be followed by those who are interested.
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Where are people placing their space stations and why?
Dispatcher replied to gc1ceo's topic in KSP1 Discussion
My stations (and bases) so far are just renamed craft that have failed to return to Kerbin. -
what would happen if you lit a match on titan?
Dispatcher replied to SelectHalfling0's topic in Science & Spaceflight
Nothing would happen. -
Something to do with various facets of life.
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I think that given the fact that this is Squad's first iteration of Contracts in the game, that it has done a good job of it. Some contracts seem very reasonable and straightforward, and should not change. Many are not as straightforward in their implementation, but are possible to do. Of course, some may seem impossible while others really are impossible. I think it would be fun to leave these rarities in the game as a humorous jest. One concern that I do have with Contracts is that the mindset of most KSP players is to test parts in the context of a meaningful way. Thus testing jet engine(s) in space or on the Mun, for example, can seem counterintuitive. I had to rethink what was required of me to succeed in such a test, in order to progress. There are what I consider to be bugs in the Contract system as well. For example, testing a landed part is the same as testing that same part upon launch. I think two kinds of tests are proper in this context. First, there should be part tests done at launch. The current "landed" part testing should not work at launch. This may be a Unity thing to address. I also have recommendations for future iterations of Contracts. Adding biomes as contract filters (i.e. landing or taking off from thus and such a biome; and for the matter, during the day or at night or at dawn or dusk). These are just some ideas to go along with all of the others out there.
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Basic Aircraft Design - Explained Simply, With Pictures
Dispatcher replied to keptin's topic in KSP1 Tutorials
I understand and agree with you on all of the above, and I'm one of the many who have benefited from your (non-video) aircraft design/ build tutorial (thanks again!). While I'm not into making You Tube or other video tutorials, perhaps one or more of the others here might add to the video tutorials out there by addressing the basics of flight. Such could be a stand-alone or a series. -
Here's a link.
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Aye Mak Sicur: Infinity.
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I leave a Kerbal on EVA for the express purpose of fulfilling "flag plant" contracts. Edit: Similar situation with orbital science contracts. Permanent orbiter.
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Vacuum Isp of jet engines
Dispatcher replied to progressiveMonkey's topic in KSP1 Gameplay Questions and Tutorials
A simplistic approach to jet engine iSP values is to use the average between surface and vacuum values as a practical value.