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lajoswinkler

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Everything posted by lajoswinkler

  1. Why the hell are you so jaded? Holy negativity Batman. If you remove those issues, the whole scenario falls apart. The whole possibility of making a film about such thing falls apart. Just shut up and enjoy the film, the rest has been made extremely well.
  2. There is no really realistic sci-fi. When it's realistic and well made, it's called SF, which is the proper abbreviation for science fiction. Sci-fi is a name for fiction with topics regarding science, but done in a casual, or downright goofy reckless style. Also, to comment on someone mentioning it, films like "Star wars" aren't either of these. They're fantasy genre that happen to occur outside Earth.
  3. If someone damages the standard kilogramme by then, we're screwed.
  4. Its mass will be exactly 1 kg up to the moment of official decision on next year's Metrology day. After that it diverge from the value.
  5. We've got all relevant units defined through kilogramme which is no longer defined as equal to the one in Sevres vault. I wonder why it took this long. https://www.bipm.org/en/measurement-units/rev-si/
  6. Exactly, you got the gist. The particularly passionate opposition is there because some people don't have the patience to read and understand the proposition, but feel the need to stomp something. For example, even though I explicitly explained this is basically for close-to-Kerbin missions, lots of folks (in one online group) attacked it vehemently "because you can't go to outer planets in your lifetime". Or, even though I explicitly explain the whole point of the atomic clock synchronization is to be able to turn off both the computer and the game, tons of people started squealing about how they don't want to keep the computer running the game for days or longer. Or when you ask them to evaluate something in a general way, regardless of the decision not to use it or have benefit from it, they say it's crap because it's all about them. If it doesn't bother them, it's automatically crap. No matter how much you explain, they don't listen, and when you get annoyed by the avalanche of verbal vomit, they even feel offended(!) by it and start vomiting even more. It's partially an indictment of the way Internet has been evolving during the past ten years, and some other things I'm not allowed to say on this forum or I'll get banned again.
  7. Because it's a unique idea I'm sure some people would consider using. I would use it for missions lasting few days, at most. That's my limit. Some people would use it for ones lasting few hours, maybe even few weeks. I think the best feature is that it follows an atomic clock no matter what, game or computer being on or off. It's just an idea and now it's noted on the forum. I'm not pestering anyone to actually sit and make it.
  8. It says that right there in the OP: I'm sure there's nutty people who would use this idea even for such endeavours, but I wouldn't.
  9. Here's a funny idea. Making a mod that disables timewarping. Sure, you can always choose not to timewarp, but it's tough not to. All it takes is pressing one key. This would prevent that. However, to combat the annoying proposition of having to keep the computer on all the time, the mod should follow the actual time pace we live in, so you could close the game, even turn off the computer, and next time you start KSP, it adjusts to the time that has passed. You can start a mission now and get back to it in a week. For those who say they could just switch the system time and cheat that way, I propose a feature of mod synchronizing with an atomic clock like the one at time.nist.gov. It's not a mod for deep space (unless you're really into it), so evaluate it in its own context. It's for Kerbin, Mün, maybe Minmus, for spaceplanes, suborbital jumps, rocket missiles. It would work nicely with Kerbal Alarm Clock. I have no means of programming this myself. It's just a plugin so I can only offer advice and ideas. @CaptainKorhonen You might be interested in this.
  10. This is one of my must have mods now. Suggestion for instruments - anemometer and something for ocean properties (salinity, temperature). I've deployed an ocean buoy so I thought those would be handy addons.
  11. Does anyone still use this mod in the latest v1.5.1? Any problems to report?
  12. Let's assume: - nonrotating supermassive black hole (to avoid spaghettification near it) - impactor "very far" from black hole - impactor has a clock visible to observers outside - starting point of impactor contains a stationary clock - impactor is stationary relative to the hole, kept from falling by a teeny tiny thruster with a non-zero force Then the thruster stops working and impactor starts to accelerate towards the hole very slowly. In Newtonian mechanics, regardless of the frame of reference, impactor will move at c when it reaches event horizon, and keep accelerating towards the center. In special relativity, frame of reference has to be pointed out, and claims have to be made in the form of "A does this and that, relative to B". Now the question. What does the impactor witness? It sees the hole approaching faster and faster, but it can't approach faster than c because that's a constant in all frames of reference. That's what I find problematic. I'm not concerned about the outside observers. We all know they see the clock on the impactor slowing down and its image turning dim and redshifting. Wouldn't, from the standpoint of this impactor, the journey end at the event horizon, because it would experience zero time from the moment of reaching c to the moment of reaching center where it's perfectly destroyed? Also, while approaching the event horizon, impactor looking back into universe's clock should see its time accelerate to the point of witnessing the death of universe. Even more puzzling, it should see the hole in front of him reach its end, right?
  13. Sievert is equivalent dose and is directly related to gray. Gray is generalized, sievert is specified for human tissue and is a product of gray (specified for exact type of radiation) and special factors which depends on the tissue and circumstances. It's expressed as: H = D * Q * N where H is equivalent dose in sieverts, D absorbed dose in grays, Q quality factor, N modification factor (usually 1 for simplicity). We can simplify this as: H = D * WR where WR is weight factor (1 for electrons, photons, muons; 2 for protons and charged pions; 20 for alpha particles, fission fragments; variable for neutrons). What gray is to rad, sievert is to obsolete rem. As you can see, sieverts are very complicated because they depend on several variables and are strictly for humans, where we play with Kerbals and autonomous probes. Grays are simply J/kg, easy to work with and basis of everything. Here's my old Geiger-Müller counter. Gray scale (pun intended).
  14. I suggest the modder(s) to seriously consider switching the ionizing ray dose rate from rad/h to Gy/h. Rad is not an SI unit and strongly discouraged even by NIST. Gray is a world standard used for a long time, and easy to calculate with. Given that KSP is a game which respects SI units, that rads are obsolete and archaic expression of physical quantity, and that dose equivalent sieverts are very tangible connection to gray, this would be a smart and reasonable change. 1 Gy = 1 J⋅kg−1 1 Gy = 100 rad 1 rad = 0.01 Gy
  15. @DaggerCan you tell us how to use this mod for custom made planetary bodies? I'd like to include it in one mod.
  16. Are there plans to use this? It would be very, very interesting.
  17. Godrays are anything but light version, and the mod itself isn't applicable for potato computers. They don't have to be beefy, but potatos won't be ok with it. KSP doesn't have light scattering. That's why Scatterer was made. I only use it for making Kerbol nicer, and for atmospheric scattering, so that I actually see there's atmosphere present. I turn off ocean waves and everything else.
  18. It's not unclear at all. The title is part of latest official change log and I'm criticizing it.
  19. I'm not a fan of this. Far enough you can't even see anything, yet the system still wastes resources on calculating it which slows things down. Players actually used to move away from complex vehicles during reentry, to turn off the plasma and bring back the framerate up. There should be a compromise with distance involved. Increase it if you will, but don't make it infinity. It serves no purpose and ruins framerate.
  20. Stopping the momentum by timewarping (stock behaviour) works, but torque is highly attenuated (mod behaviour).
  21. It's not new nor mysterious except in the eyes of the sensationalist online media. It's been observed on several occasions. It happens on Earth, too. Here's a small example.
  22. Reporting that, on v1.5.1, this sometimes work and sometimes doesn't. I think it needs to be recompiled.
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