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Wampa842

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Everything posted by Wampa842

  1. So, is Kerbin now tidally locked to Jool? Well, I guess I'll have to live with the permanent sight of the Joolrise above the mountains. However, it would be good to have an option to set the rotation speed back to stock. Anyways, I'll be damned if I know how, but this mod effectively doubled my framerate.
  2. Nice, installing. Another feature I've seen that is requested is a 0x warp, to stop time without actually pausing the game; it would be good to have that.
  3. Don't mean to be rude, but is the release forum really the correct place for this? It seems in development to me.
  4. I'm fine with the aggressive texture compression; it's not any worse than having to play with quarter-res textures. My only question is, is there an option to simply include ALL folders in GameData? You see, I'm a lazy person.
  5. Interesting; I wonder how well this one goes with other mods. Kerbal Alarm Clock in particular. I'm pretty adept at planet-to-satellite transfers and can perform one without difficulties, but I still need the launch window planner for interplanetary transfers.
  6. This was the result of an unexpected encounter with Vall while waiting for a clockwise flyby with Laythe. My first probe mission to Jool didn't go as planned: I arrived from the wrong direction and started orbiting clockwise. I exhausted my science in Jool and started expanding my orbit to the moons. I had no chance of slowing below escape velocity, so I decided to do flybys. I was just past the fourth encounter with Laythe when Vall suddenly stood in the way! The SoI change wasn't even shown on the map. I was thrown out of Jool's SoI with such a planetary retrograde velocity, I was nearly falling towards the sun. I got a nice amount of science from Jool and Laythe, and also maxed out my transmittable limit in low solar orbit before my heat radiators (Interstellar) gave in.
  7. Nothing. They used to have different SAS software a few versions earlier, though. But right now, the adv stabilizer is inferior because of its mass.
  8. If I had to choose one, it would be the finale of the 1812 overture by Tchaikovsky. Just imagine a two-hundred-some-part rocket blowing up into pieces at 3:05! Boom! Boom! Boom! After an unsuccessful launch, you don't say "Aww rabbits, another kerbal lost", you say "Hell yeah, that was AWESOME!!"
  9. This is what appeared on my screen after an unsuccessful mission to Eve. I call this "The eye of the Kraken" How did this happen? I'll tell you. I got bored of collecting all kinds of data from Kerbin and its moons, so I decided to go to Eve. The small probe had multiple batteries stacked below a Stayputnik core with four solar panels and a small LFO tank and engine. The interplanetary transfer was uneventful. I got at least 1500 science from orbiting Eve and Kerbol, then I decided to dive into the atmosphere. From the trajectory, I thought I would splash down in a crater-lake. Oh, how wrong I was. The descent was fine. I collected quite a lot of science from the upper atmosphere, but in fear of losing my satellite dish, I decided to wait until I am safely resting on the water. The RealChute drogue chutes did their job well, I slowed down to 90 m/s when the main chutes were deployed. I didn't time-warp at that time because it would have pulled the stacked batteries apart. I was descending slowly over the water when it happened. First, the body was just shaking... then Hell broke loose. The probe's fragile body was obliterated by the invisible tentacles. In a mere second, all I could see was the Eye, as I heard the sound of the probe's parts touching water. This is the third probe I've lost to Eve's lurking predator (first in 0.23).
  10. I second this. The idea is good, however, there are some limitations in the game that make it impossible, or very hard to implement. I suppose you would just set the target choords and expect your rover to roll there while you're either time warping, or manning another spacecraft. However, since physics are disabled while doing either of those, which is a crucial part of rovers, it just wouldn't work. Keplerian trajectories are easily calculated without full physics simulation, it is very much needed to determine the force, the friction, and the weight on each wheel, and also whether the rover is going up/down a slope, falling, tumbling etc etc. Pathfinding would also pose a problem. NASA's mission control sends a string of commands to the Martian rovers (turn this angle, go forward for this long, do this, do that), so they never have to "think" on their own. They don't have to detect a rock, then find a path around it because the mission control does this. I don't think you would want to go back every five minutes to give your rover a new command. Maybe kOS and a lot of luck would help. Pathfinding is possible to implement, but the vast amount of variables (different rover builds, planets, etc) make it near impossible. So as much as I like the idea, I don't think it will be in the game for a long while.
  11. I'm admittedly a bro, but I don't want 'them' (the immature 13-year-olds that infect all forums, preaching how bros are the best and everyone else is either untrue, uncertain of their sexual orientation, or unskilled in gaming) to come here. If he plays KSP, most of 'them' will download it (either legally or not), fail miserably, then come crying to the forum saying things that will probably get them banned. They come in hundreds and can ruin any decent site.
  12. Create a shortcut to KSP.exe. Right click on it, open Properties. Go to the first text input (Target), put a space after the last quote mark, and type -popupwindow. It will remove the title bar. Now, run the game in windowed mode. While your English skills require some honing, I think I understood what you wanted and this provides the answer.
  13. I attended the last bit of KerbalKon yesterday when Tanuki explained how the new science system is going to work. If you haven't heard of it yet, the jist is this: you can only perform an experiment on a certain instrument once. This means you can't watch the Mystery Goo float around, send it back to R&D, then do it again and again before returning. You experiment once, send the results, then it's done, you can't use that again until you "refuel" it at an orbital science lab. She had to cut the stream short, though, so we didn't see it in action. I think that's not the best way to implement experiments, but this is just my opinion. Now, here comes my idea: All instruments should have a multiplier value: material weariness. On the first experiment, the multiplier is 1: experimenting yields 100% of the base science. If you perform an experiment, this multiplier is decreased by a certain amount, so on the second experiment, it only yields a percentage of the base score. Each time you perform an experiment, this value is decreased. For example, 60% on second experiment, 36% on third, 21% on fourth, and so on and so forth. Eventually you would reach a point where no experimenting can be done on the material (not necessarily 0%), then you would have to "refill" the instrument at a science lab. Another idea that came to my mind while writing this up is the equipment weariness. This would be another multiplier, which is not reset on "refilling". Performing an experiment would decrease this by a little, eventually breaking the instrument. When this happens, the kerbonaut would have to repair it on EVA in a similar manner to broken rover wheels, making manned experimentation more rewarding than probes. This is just an idea, feel free to post your opinion, possible questions, and what you would add/modify/remove from this idea. Other ideas are also welcomed!
  14. Please, let's not turn this into an argument over the best programming language. They all have their ups and downs.
  15. While everyone's drooling over the upcoming update, I've been browsing mods I want to see updated as early as possible. Somehow I also ended up on the "What not to suggest" thread, and it jolted my brain: why not? While I understand that there are mods that would break the sandbox aspects of the game and turn it into some kind of space RPG (such as resource mining, a.k.a Kethane), I see no reason why Squad wouldn't want to improve the stability of rockets (Kerbal Joint Reinforcement), or speaking of Ferram4, the rather poorly implemented stock "aerodynamics." C7's parts were added to the game, so why not? I've seen a proposal for a random events/malfunctions mod a while ago. Random events are on the "What not to suggest" list for an obvious reason: lots of players don't want their crafts to be destroyed or crippled only 80 kilometers from Kerbin, I know what a pain that is. However, some posters brought up arguments claiming that it would add to the "realism" of the game. I agree with both parties; although I like the idea, random events should be for people who really want it. Maybe a DLC (or a mod by Squad), but certainly not a stock feature. The same goes for RemoteTech 2: it adds a great deal of immersion, but it is certainly not something I wanted in my very first save. This all got me thinking: what mods do you think should be stock? On the other hand, what mods should Squad stay away from?
  16. That just about answers it, thanks. Some (or much, much more than 'some') research and leaning over my desk later I should be able to implement this in Pascal. To be honest, I have no idea why. The IT school I attend teaches Programming theory using Borland Pascal and Object Pascal, claiming it is the best for learning. That may be true, but I will be knee-deep in it when I have to learn C# or C++ throughout the summer before I start university.
  17. I have a school assignment to write a more-or-less useful program in Pascal (don't ask why Pascal). My idea is to make an orbital calculator for Kerbin which takes in some data, and returns whatever can be calculated from those variables and the constants of Kerbin and its SoI. These input data are: Apoapsis Periapsis Angle from semi-major axis (both deg and rad will do, I can cross-convert them) Velocity at apoapsis (if empty, it'll be calculated) Some outputs that I'd like to calculate: Current velocity * Velocity at apoapsis and periapsis * Current angular velocity * Eccentricity of the trajectory How much faster/slower the craft is compared to Kerbin's rotation Whether the orbit is kerbosynchronous or semi-synchronous, or close to that Whether the craft is on an escape/re-entry/collision trajectory The minimal delta-v required for an escape and a re-entry (Pe < 20km) from the periapsis and apoapsis, respectively The results marked with an asterisk are the ones I cannot write up a formula for, and this being the largest community of rocketeers that I am part of, I thought maybe some scientists can help me out. Cheers, Wampa842
  18. It happened to me once. Seemed like a CFG was causing KSP trouble, corruption or something, whatever. The point is, it couldn't load a CFG. Removing said file fixed the problem, but that subsequently led to the loss of that part, the ships that had said part on it, and ultimately my whole career mode save. It was only fixed when I completely reinstalled KSP.
  19. It actually does make sense (in a Kerbal way of common sense that is). I never even thought about using two command pods as a makeshift rover. Thanks for clarifying things.
  20. I have multiple workhorses, all named after gods and heroes from Kalevala. My general purpose light lifter, Ahti, is a stock lifter for RT2 satellites and small payloads, with just enough punch to put them on a stable kerbisynchronous orbit. Mk.2 can put the sat to an orbit around Minmus. The lifter I use the most consists of two parts. I call it Ilmarinen, after the first space station I launched with it. It is made of KW Rocketry parts. The lower stage uses six 2.5m Maverick engines in an asparagus config and a central 2.5m Griffon engine. They are aided by six SRBs, one between each pair of wings. Since they are so inconveniently placed, I can't commence gravity turn until about t+30 seconds after liftoff. If I do, the jettisoned boosters might break off an LFO tank. By the time I get my apogee to 75km, I usually have two third of the fuel left in the last pair of radial tanks, and a full central tank. Despite the enormous thrust, after jettisoning the radial engines, the central engine is barely strong enough to circularize the trajectory. Depending on the payload, I have to maintain a 20-40° angle from the prograde marker as to prevent premature reentry and the rocket going Crashy McSplodey. I usually have around 1/4 of the fuel left in the main tank by the time it lifts the perigee above the atmosphere. The orbital stage consists of four 1.25m radial engines, a 2.5m high Isp engine, and four radially attached retroengines to slow down the payload for orbital rendezvous. Ilmatar is fundamentally the same, only made with 3.75m parts. Ilmarinen with a ridiculously huge payload: Although not a workhorse, my experimental lifter, Joukahainen, is an overcomplicated monstrosity. It has four engines in an asparagus configuration, each of which is an asparagus config of four engines, making the total amount of engines 21. To my complete and utter surprise, it actually works! Some pictures of what it looks like (still in construction): http://imgur.com/a/xTbI5
  21. If I remember correctly, .22's experimental phase wasn't longer than two weeks. Probably shorter.
  22. The tree looks promising... though I find it quite unrealistic game-breaking that I have access to a high tech command pod with all kinds of neat electronics, but not a piece of rag to tie it to the top. I'm sure you have your reasons not to include a parachute, I just find it odd. Jebediah should've stolen Ms. Kerman's tablecloths and blankets. His brothers would be alive then.
  23. Bug report. Ever since installing the mod, if I time warp in with lights turned on, it lights up the dark side of the surface. The light dissipates as soon as I switch back to 1x.
  24. You know you play too much when you refer to forward and back as prograde and retrograde. You know you play too much when you launch your pen from your school desk, and start calculating the spring's thrust and specific impulse. You know you play too much when you look for the T button when your car gets out of control. You know you play too much when you wonder why that man is so unnaturally coloured... shouldn't he be green? You know you play too much when you read this whole thread and frantically try to find one that doesn't apply to you.
  25. Bob: Jeb, I know your tricks, I know you love crazy rockets. I don't think you can surprise m-- HOLY [FLUFFY BUNNIES]! My biggest payload so far. It's a large spherical LFO tank with a smaller monopropellant tank. Here's the payload and the upper stage boosters. On the launch pad. It's powered by my large workhorse, the Ilmatar launcher: six 3.75m liquid engines in asparagus configuration, and a more powerful central booster. The upper stage consists of a high Isp 2.5m engine for orbital maneuvers and four 1.25m boosters for a Hohmann transfer. Lesson learned: don't jettison your fairings until you're in space, especially if 80% of the struts connnect to it. To my surprise, the enormous bo-- I mean, tank didn't explode. At around 27 kilometers, I noticed a malfunction in the main engine: it consumed fuel a lot faster than it should. I still had one pair of radial tanks that should have been feeding the central one, but the fuel lines seemed to have been torn. Despite that, I still got the thing into orbit. Due to the amount of malfunctions, most of the ascent and rendezvous wasn't documented, but as the tank and ships were ready for docking, a kerbal at Mission Control sneezed and headbutted the Screenshot button. Jebediah: I call it... Unitesticle!
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