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Darnok
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Everything posted by Darnok
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With stock remote tech it wont help If another kerbal is in range panic level can be decreased slowly. Yes crying and sitting seems fine No, stamina can regained only inside ship. If you run out of stamina your kerbal can't run, but he should be able to walk very slow. Engineers without stamina can't do their job, same as scientists. In future only way to regain stamina could be food.
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1.1 is seriously bugged, but comes it as a surprise...
Darnok replied to Temeter's topic in KSP1 Discussion
If you think SQUAD was bad trying to earn money... just wait until people that got married will have their children born, then sucking money from company will go at 110% of normal speed I only hope that KSP is going to get better quality update soon, because for me 1.1+ updates are really terrible. -
Estimate, but that is not equal to measure
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I have few questions about LHC... How they measure mass of particles that are on move during experiment? Does their hardware and software is able to detect particles moving faster than light?
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What if we confirmed Aliens around KIC 8462852?
Darnok replied to Spaceception's topic in Science & Spaceflight
Name one independent country that doesn't have military When politicians are talking it is bad contact? Even leaders of countries that are during war are talking from time to time. Having military doesn't mean you have to shoot to everything, it is for your protection. For sure first contact with alien civilization would be diplomatic... I doubt Columbus shot at first Indians he met, killing part was later when Indians refused to give all their shiny resources and lands To discover what is in here? People didn't explored entire Earth because they couldn't find resources where they lived, they were exploring to find new things and more things that makes their survival easier. Your second statement just killed every reason for larger budget for space programs -
What if we confirmed Aliens around KIC 8462852?
Darnok replied to Spaceception's topic in Science & Spaceflight
Not hostile, they are probably living using natural laws, not like our western civilization artificial laws, where you have no property, you can't become king, everything is upside down etc etc. Why do you think any alien civilization would be friendly, if they would have larger military force than we do? If planetary civilizations can be friendly then why we have nukes? Why people that were living on same planet can't be friendly? It is super simple, one country agrees to live under laws that its citizens accepts, while other country disagrees with those laws. That is why we need armies to protect our law-system and our independence and same rule works on civilization level. Those natural laws where used in Europe during conquest of entire world... and look how many colonies Europe had back then. Of course those laws are bad for less advanced civilizations, like history shows, but hey evolution works on civilization level as well. During both Americas conquest European goal wasn't total destruction and death of every American (called Indian today), but conquest of lands and take control over resources and work force. I imagine same way of thinking works on level of solar-system-civilization that wants to expand and conquest new lands/planets, resources and slave-work-force. -
What if we confirmed Aliens around KIC 8462852?
Darnok replied to Spaceception's topic in Science & Spaceflight
First of all, science wouldn't matter, military would. Geopolitics of Earth would change, since now we have zero protection from orbital strikes, we also can't defend or attack any spot in solar system. If aliens would be on level of Dyson spheres and be able to travel to our solar system, it would be like Columbus meets Indians, but with modern technology and we would play Indians role. Our civilizations (we have few on Earth) would end, Earth and those who would survive, first few years of conquest, would be slaves forced to build bases for aliens. The good thing with all this would be that we as humans would have to change our way of thinking and turn around from artificial constructs like bureaucracy, democracy, banking, equality etc etc and back to things that do work and let civilization to grow. -
In career mode kerbals receive experience after every mission. Player could use those points to train kerbals in way he likes... this would require few additional stats for kerbals. Stamina/body strength - how far kerbal may run, now it is forever or rather until player gets bored. This should change way of thinking about manned missions, base plans etc etc. G-resistance - it should be important for pilots, if kerbal is under too large G he should pass out for few seconds and make craft uncontrollable. Panic limit - each time part crashes and explodes near kerbal he should increase his level of panic. If he goes above his limit make him uncontrollable and only way to regain control over him is to send other kerbal with rescue mission. Panic level slowly decreases over time when kerbals are in group. Panic level should increase over time for kerbals in EVA and inside small ships, if they are on mission for long time on ship with tiny crew space.
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Small hovercraft
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"1.1.2 even less stable than prerelease" agreed and if you crash on water some debris speed up to speed of light
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Should KSP have a Delta-V readout?
Darnok replied to bsalis's topic in KSP1 Suggestions & Development Discussion
That is why I used word "stats", because we could have message about current delta-v and fuel every 10% is burned, once we are orbiting. -
I was thinking about kerbal experience level and with "pilot task" it could work in a way like more experienced kerbal does given task more accurately and new pilots less accurately. For example 1st level pilot would keep given by player speed (1000m/s), but not as robot, at exactly value of 1000. He would speed up a little more up to 1100m/s, then he would slow down to 900m/s, of course he should change speed slowly, so in effect player should see inexperienced pilot. Same with other tasks, if low level pilot would increase and decrease altitude it would give effect like there would be new pilot flying. Even most experienced kerbal pilot shouldn't be able to keep given speed or altitude like machine at exact value player wants to, there should be margin of error... 10% for 1st level pilot, 8% for 2nd, 6% for 3rd, 4% for 4th and 2% for 5th level. This should make things more interesting and easier, since if you don't need to make task super precisely give that task to kerbal pilot, but if you need accuracy of 0.1m then do this your self. One more thing kerbal pilots during task should report amount of fuel not only, as I stated in first post at very end, but more frequently.
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Should KSP have a Delta-V readout?
Darnok replied to bsalis's topic in KSP1 Suggestions & Development Discussion
I was thinking about performance of dv, while mechjeb is calculating dv almost live it must have impact on performance. But during flight I don't really need it updated so often. If we would have delta-v messages send from KSC every 10-20 seconds during flight it should be good. Informations send from KSC could be shown as messages/chat from mission control like: "90 seconds of flight, your current delta-v is 1200m/s". And every 10 seconds we would get new message with dv update, of course only until we reach orbit. Then game UI should allow player to ask KSC about his ship stats on his request and KSC should send dv update each time new maneuver node is created. -
I know AI is not going to happen in KSP and that is fine, but IMO kerbal pilots should be more skilled pilots (with more options) than remote probe. For example: - keep current altitude (pilot would keep altitude by throtling down engines to compensate fuel burn), - keep current heading (more advanced than SAS), - keep current speed (pilot should keep set speed even if drag is lower or craft if lighter after burning some fuel) We should be able to pick few of those "pilot commands" at same time, so kerbal would fly at given altitude, with given speed and heading... of course after burning fuel he should crash. Right before fuel is over player should get popup message: Kerbal_portrait "KSC this is CRAFT_NAME, we are low on fuel, I repeat we are low on fuel..."
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Small craft with Advanced Inline Stabilizer is unstable again, I thought is was fixed in 1.1, but now in 1.1.1 it is back again. Somehow performance of 1.1.1 is worse than in 1.1.
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Has anyone else used Drake Equation calculators?
Darnok replied to Tangle's topic in Science & Spaceflight
Define civilization... I can name few that are here on Earth today, and if we look at history that number grows. -
This is just in section "promoting materials" not technical information
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It is exposed on Falcon 9, but it can be under fairing on Falcon Heavy?
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Ok, I've missed this news... are there any technical data about this new craft?
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Wait... 100t to Mars? How? If Falcon Heavy would be fully reusable it should be cheap to send Red Dragon to Mars. Splitting resources over few vehicles is more secure approach than loading everything on single craft.
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If they succeed Red Dragon can be the way to supply Mars colony.
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Like "OMG now we really have to make it fly". @Frybert sorry...
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The Grand Planet Formation Discussion Thread!
Darnok replied to RA3236's topic in Science & Spaceflight
What software you are using?- 47 replies