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ModZero

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Posts posted by ModZero

  1. 3 hours ago, Nibb31 said:

    A large empty volume carries no major benefit (other than maybe some extra comfort).

    Uh, I mostly agree with you, but for a long enough mission (where how long is "long enough" is still an open question, as far as I know) that extra comfort may prove to be an actual major benefit. Of course Bigelow behaves as if it "long enough" was established and less than a year (which we know it's not), but I wouldn't dismiss the issue as much as (I think) you do.

    Though personally I don't think long-term space missions will become viable before (and if) we can build habitats in space, from stiff materials. Of course inflatables may (or may not) remain situationally useful, but I'd be really surprised if they became common.

    That doesn't mean I don't watch them with interest. Tech doesn't have to be useful to be cool to watch, though spending lots of money on something that's just cool is another matter. But it's not *my* taxes.

  2. 4 minutes ago, AngelLestat said:

    they should started with an isolated inflatable module not connected to the space station.  Something like a big sphere or cylinder with light materials to test the wear, pressure lost, etc.  

    But they did! Look up Genesis 1 & 2. BEAM is another stage, to (cautiously) put in near humans, test an integrated module etc.

  3. 1 hour ago, Frida Space said:

    As long as the winds hold, it should be fine... after all, delays or abort on Russian rockets are pretty rare (except for yesterday)

    Why abort when you can point the rocket back at the ground?

    (I kinda like Russian rockets, actually, but that particular crash was way too pretty to ever forget).

  4. On 3 March 2016 at 7:43 PM, A35K said:

    I don't see why this should be the case. Unless it lands exceptionally fast, there is no reason it shouldn't be able to land at most major airports.

    It would need a special runway for take-off, because of the abort requirements, extra-high take-off weight (which a hefty part of it will shed almost immediately, by jettisoning the water that would be used for braking in an abort). I don't think I've read about any special requirements for landing (though it's kinda biggish, so it probably won't land on your local Cessna airfield). OTOH, because it needs water cooling for the brakes and jettisons the water, it's presumably be way worse at braking during landing (but also far lighter).

    Of course guessing at it's landing gear is kinda silly, they need an engine first, then an airframe, then someone who's excited enough about 12t to LEO to pay for it. By the time it happens (if it happens, as right now it's at "why not?" level of funding) it might be a flying saucer, for all we know.

  5.  

    16 minutes ago, QPDO said:

    Asking about fun .. how much fun is losing all your cash due to not being able to revert and just not having enough dV to complete the mission?

    Don't ask me, I'm playing with tools. But I've seen people enjoying the randomness (and often science mode, so no funds to worry about), and I don't believe the forum is representative of general KSP population. *Maybe* Squad has useful data to judge this, but we don't.

    Personally I'd like stock LS, readouts and kOS (my personal preference is for giving the players a computer, not an autopilot — but letting them share code). But it's all personal preference, and I do have really good, well integrated mods that do these, so I'm not going to cry too much :-)

    16 minutes ago, QPDO said:

    Sorry, I´m always talking about forced stock on consoles. Hardcoded Vanilla.

    Fair point, but how useful are information-dense displays on TV screens? I don't have much console experience, so maybe it's perfectly fine, I'm just wondering.

  6. 12 minutes ago, QPDO said:

    just check if a number is between 1 and 2

    At which altitude? :-P

    I actually ten to use KER or VOID (depending on my mood), but TBH back when the reviews happened, I've seen people actually appreciating the "just wing it" attitude encouraged by KSP as it is right now. It's also probably the reason we have no life support in stock (the punishment for underestimated ECLSS requirements on an Eeeloo mission would hit way too late). So it's a question of which option encourages (encourages — people might have options, but options encourage to turn everything on, and possibly have less fun) people to have more fun, where fun is a quite subjective idea. And we can't gauge it with a forum poll, so please don't start one. Please.

  7. 35 minutes ago, Wallygator said:

    Hey man, even activists have the right to undertake hobbies.

    Ah, you misunderstood me a bit. Risking getting a bit too serious for my original joke, I'm actually a bit of activist myself, but I do find the specific application of energy a bit on the silly side, mostly due to the "take action" tone, which will soon lead to people burning 64 truck tires in front of Squad's office. But, of course, a sad activist is an inefficient activist. Unless they're a poet. Everyone knows poets are supposed to be sad.

  8. 4 hours ago, Temeter said:

    Just use transfer to move people into exitable pods and everything is fine.

    That requires you to free up a space somewhere, which is doable, but annoying (I end up shuffling Kerbals in EVA, and Kerbals aren't very great at stationkeeping).

  9. Um, yes, I know that the last non-64 bit computer was sold somewhere back in the middle ages, but last time I checked (back when Rome ruled Europe) schools tended to be quite behind on upgrades — and KSP strives to provide educational benefits. Now, I don't have any precise stats, but I wouldn't be surprised if Squad had a small but valued (possibly for non-financial reasons) market segment that can't use 64 bit software, especially in the developing world. So I won't be surprised if the 32bit version gets kept around for a while, even if becomes a bit of a drag.

  10. 2 hours ago, Vanamonde said:

    I can't believe this is coming up again so soon after the last time I had to say this. Squad is not a marketing company. some of the people now making KSP were working for a marketing company when they got the idea for KSP. They were split off from the marketing company several years ago as their own sub-company. They do not do marketing. Most of the people now working for Squad have never done marketing. KSP is Squad's first game, but it is the only product that this game software company currently makes. 

    Please stop repeating this misinformation. 

    Could you please spread some information then, instead of strongly worded posts? If there was news about Squad splitting, I've certainly missed it, and you're the first time I hear about it. Everything else, including this forum's footer, reference "Squad S.A. de C.V.", which I'm pretty sure is the same old company. I mean, sure, I know that it's a distinct team with distinct tasks and maybe even their own office (though even in dev notes not more than a year old I remember mentions of someone helping with the main Squad operation - but it was just once and mentionable, pretty unusual I guess), but "hey, it's separate companies" would be significantly bigger than that. Seriously, the only reason not to dismiss what you write out of hand is your mod status.

  11. 7 hours ago, Snark said:

    Not a fair comparison.  Toasters and TV sets are consumer electronics.  They build one SKU, test it, send it out the door.  They have the resources of a multi-billion-dollar corporation behind it, probably hundreds of engineers working on it, and often a year or two of lead time to build something for one release.

    Ah, you forgot one more thing (that actually supports your argument): the market is actually quite full of cheap consumer electronics devices made by a myriad of companies, many of them unsafe (poorly grounded, melting USB hubs, the recent hoverboard mess, unsafe "heated showers" and so much more); there're too many small entities that can change their name at will for boycott. That's despite their flaws being infinitely more important than the ones in KSP. So no, people don't really boycott you over crap, unsafe toasters unless your name is Bosh or something.

  12. 1 hour ago, zKrieg said:

    but I think KSP should perform like any other polished game. That's all I ask.

    You know, just today I've had X-Com 2 completely break a save at the end of a very dramatic extraction mission. Before that my ranger intercepted an enemy on another side of the map. In hand-to-hand combat. Stuff that happened to the horse in the Witcher 3 (probably most polished big game to come out recently) was hilarious. And that's the better things to come out last year. Fallout 4 was, well, Bethesda.

    None of these games have to deal with physics systems as coupled as KSP (they may have many objects, but just look at any ragdoll in recent games, and that's the closest they get to what KSP does. And the size of the single object matters, in this case), or with the scale range (that's not "there's a huge planet", that's "there's a thermometer attached to a fuel tank orbiting a planet). And yet they manage to the terrifyingly buggy. In fact their forums are always full of people complaining that the game isn't polished any other game. Thing is, games aren't critical stuff, and them being out is more important than them being perfect.

  13. All of the non-experimental USI stuff, Nertea's and Necrobone's stuff, DMagic, KIS/KAS, Workshop, launchpads and outer planets mod is what I run now. Also a bunch of convenience mods like VOID, KAC, waypoint manager, stuff I forgot.

    I'll look at whether I'll keep AntennaRange (dropping this one would feel like betrayal, there's something adorable about the mod), but I'll add some visuals — scatterer, planet shine, distant object enhancement, clouds if I find some that I properly like. 

  14. 9 hours ago, PocketBrotector said:

    I've submitted pull requests to Nertea for USILS patches for his Station Parts and Near Future Spacecraft pods; you can review or grab them at those links. 

    I'll have to make sure again, but they should contain them — LSModule.cfg does add replacement parts to modules with crew space, that's why I skipped them.

    EDIT: ah, I see what's wrong, there's too little of the recyclables. Got it, but I'll just keep your cfgs, as they make sense, and are already merged.

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