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Constans

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    Bottle Rocketeer
  1. Thanks, that sorted it. I deleted the local files via Steam and also deleted the common folder to make sure I got rid of the mods and such, then did a fresh install. Some variation of "Did you try turning it off and on again?" is always the answer to these kinds of problems
  2. OK, so I was nearly too embarrassed to post this. I've got hundreds of hours on KSP, but I've been away from the game for about a year. I tried to construct a basic rocket to just test out what had changed, and couldn't get the engine to attach to the bottom of the fuel tank. I'm using the latest version (experimental?). Everything else seemed to attach as normal. I spent over half an hour trying to do it, using different combination of parts. Has something changed here?
  3. Thanks for the quick response guys, and hope you're all having a good Xmas. I'm guessing the computation power required to model multiple gravity wells is too much for home computing with too little pay-off. Perhaps in some far future version of KSP.
  4. I read the linked article on arXiv about using ballistic capture for a Mars transfer, which uses significantly less delta V than a Hohmann transfer, and I wondered if this would be possible in KSP, i.e. does the game engine model enough of the physics to allow a similar approach to be used in game? For your kind attention, computationally-inclined ladies and gentlemen: arxiv.org/pdf/1410.8856.pdf
  5. 632. Why can't I land using lithobreaking - fix it!
  6. "Come fly with me, let's fly, let's fly <boom!>" Come Fly with Me, Frank Sinatra
  7. Ninja'd (a bit at least ... hmmm, needs to be a Kerbal ninja icon. 4. Design Kerbal ninja icon).
  8. I'm not totally familiar with all the details of the game engine, but aren't the active Kerbals always on camera in the bottom right of the screen? That means that they are always being observed (unless you don't look at the screen of course, but that makes it hard to play the game!), so the probability wave will always be collapsed: |state of kerbal> = (0.5)^0.5|kerbal alive> + 0.5^0.5|kerbal dead> is the unobserved Shrodinger Equation describing the situation if left unobserved, but if it is observed the whole time it will simply be |kerbal alive> and either become |kerbal dead> or stay |kerbal alive>. Things to do while waiting for 0.22: 1. Post on font thread - check! 2. Post on quantum mechanics of Kerbals thread - check! 3. Get back to work! - check!
  9. Things to do while waiting for 0.22 ... a thread on fonts!
  10. Anyone know whether last night's 0.22 preview and marathon was uploaded somewhere? Thanks!
  11. If I understand the issue, a number of people were concerned about the order things became available, in particular manned capsules before probes. If I heard it correctly last night, the tech tree is very easily moddable with respect to changing what is available when.
  12. Yes, but what if you reversed the polarity of your shields, ejected the warp core and locked down the tachyon array? I'm sure that was a Treknobabble solution to traversing null space.
  13. I've decided to uninstall while I still have time - I've seen the madness this game leads to!
  14. I've had this game less than a week, and I'm loving it. I signed up to the forum just to reply to this thread. Whackjob, more power to your mouse sir! I look forward to seeing the final version of this. I also learnt two things from you post - use of girders, which I was wondering about how best to employ, and also the way you cluster multiple engines around a single tank. So thanks also for that.
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