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KSP2 Release Notes
Everything posted by Dispatcher
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Did the former. As to the latter, I will do a sandbox save so that I can test the new engines and add the results to my engine chart. After 0.24, I'll probably start a new Career and do a better job of collecting science.
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Well, this is more about presentation than it is about writing, but:
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Why am I getting these weird lines?
Dispatcher replied to jnrobinson's topic in KSP1 Modelling and Texturing Discussion
Did you try eliminating duplicate vertices in Blender, while you were in there? That could set you up for problems. -
Why am I getting these weird lines?
Dispatcher replied to jnrobinson's topic in KSP1 Modelling and Texturing Discussion
I've encountered that as well. Assuming its not a "feature" of the import/ export process, you might try adding more faces to the model, thus reducing the angle between them, which in turn might reduce or eliminate the unintended effect. Its not as if we are adding to the triangle count of, say, a character or complex parts. -
Hah! I never realized that, partly because I never use it. Thanks.
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Unity texture exporter sucks a bit?
Dispatcher replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
Well, it should. -
One thing to consider is the time Zone difference; HOC and Pleborian would release earlier than Manley simply due to that. I may be wrong on the next point, but issuing unique release numbers to each media gamer might make sense in the event of a game being leaked, etc. Not that this would ever happen, mind you.
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After viewing the Solar Gamer video, it looks to me like he was a little confused. The context of the video with respect to existing part tweaks might lead one to think that the Radial 24 engine is being tweaked. Yet when he mouses over the part for selection, it reveals no changes to thrust, iSP or any other factors which might alter its performance. On the other hand, he briefly moused over the 48-7S without discussing it. The mouse over reveals that the thrust for it has been tweaked from 20 kN to 30 kN. The video did not show its iSP, so I suspect a reduction in iSP to balance the change. Otherwise it is an .
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Found something strange in the settings.cfg
Dispatcher replied to firerider521's topic in KSP1 Discussion
Or NASA studying our designs. Will we be whisked away from our front doorways by a sunglass wearing team of ace, uh, whisker away-ers? Edit: -
I understand. The fueled clustering is a departure from previous stock KSP. It looks like the NASA ARM is its own solution to the problem of those pesky asteroids. I like it, but we're so used to cobbling something together in the current KSP that it seems strange to do otherwise. I suppose that in Career mode that these will be released late in the tech tree, something of a reward for succeeding with the 'now stock' parts. I'll probably mix and match when in sandbox mode. I also suppose that there will be forum challenges which exclude the NASA parts, as there already exist the "one hand tied behind the back" challenges now. We'll see where all this goes soon enough.
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Unity texture exporter sucks a bit?
Dispatcher replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
I don't know that you are doing anything wrong. Unity is an interesting beast. Obviously you are wanting to save on file size with the TGA. I haven't tried that, as I have always used the MBM format (simply because Squad does so). I've not had any problems with MBM. Interestingly, .tga origins are in video, rather than still images. The problem you describe may be occurring if Unity is using a lossless compression scheme like PackBits or such. The problem is that said compression is geared for simple graphics (think, generated characters and graphics in video) more so than for photographic images. Since that form of compression is probably lossless, you get the larger file size (edit: and worse looking results). -
One or two of the latter four videos show that; probably near the end of the videos in question, if memory serves right.
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I enjoyed Scott Manley interview with you guys (ksp devs)
Dispatcher replied to iNUKE's topic in KSP Fan Works
Its the first one in this group of videos. -
Imagine that a microbe deep within an adult elephant (or for the sake of the following analogy, within an adult human being), was capable of observing or postulating the entirety of the being encompassing it; further, that it could think as we do. Due to its limited lifespan and rapid metabolism (at least for this example), it fails to comprehend that the human host is sentient. I chose an adult solely for the size and mass. You get where I'm going with this. While I don't tend to attribute feelings or sentience to the known universe, we humans have the limitations of a brief life span (in terms of both individuals and civilizations) and we are limited in our senses and thought capacity. Can we conclude with confidence and certainty that the universe is not an entity; even possibly sentient? While we are not aware of any proof that the universe is sentient (or alive as we might define life), I don't think we are in a position to say that it definitely is not alive or even sentient. Even your sig line alludes to the possibility. Back on topic, does anyone have any idea just what exotic matter or exotic energy might actually be? Would the use of a particle accelerator be able to detect or generate it?
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Found something strange in the settings.cfg
Dispatcher replied to firerider521's topic in KSP1 Discussion
After installing KSP using Steam, I got a pop up window showing a choice for whether or not I wanted to provide Squad/ KSP with my IP. I selected 'No' out of habit for that sort of thing. I suppose it can be enabled if I want to do so. -
Physically correct?
Dispatcher replied to KillPinguin's topic in KSP1 Gameplay Questions and Tutorials
Since the game is limited to a solar system wherein reasonable travel times are had using chemical propulsion, it would seem like adding relativistic effects would entail a lot of extra work that Squad would want to avoid. -
De-extinction and creating new life
Dispatcher replied to Comrade Jenkens's topic in Science & Spaceflight
While bringing back extinct species of (hopefully benign, or at least controllable; no plague) organisms would be interesting to say the least, it would probably be successful on a limited basis only. Otherwise there are the considerations of large and diverse habitats, as well as other concerns mentioned above. For those species which have been lost due to human activity, such a restoration needs to address not repeating the extinction causes. -
Yes, it seems that any comparison with the speed of light is not in the realm of this kind of propulsion. It would be incredible to know how such a drive actually effects the ship and external observers.
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Warp bubbles within warp bubbles within warp bubbles.
Dispatcher replied to FREEFALL1984's topic in Science & Spaceflight
Would the "speed" of a space warp bubble even make sense, relative to the the speed of light (i.e. the mentions of 10c and 100c, etc.)? Or is a warp factor (unlike that of Star Trek) rather a measurement of the size or intensity of the warp? -
Warp bubbles within warp bubbles within warp bubbles.
Dispatcher replied to FREEFALL1984's topic in Science & Spaceflight
Using an analogy of soap bubbles in air, or air bubbles in water, these appear to not contain interior bubbles. Would there be any advantage gained in having warp bubbles within warp bubbles? -
Would it be possible to "block" the effects of gravity.
Dispatcher replied to FREEFALL1984's topic in Science & Spaceflight
I'm reminded of the concept of gravity waves. If we can use an analogy of water waves (particularly ocean waves), its very difficult to absolutely overcome such waves. However, there might be no reason why we could not navigate gravity waves, as the analogy allows us to do so with water. However, to do so with gravity remains a mystery to me. -
Here are a few tidbits: