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Bottle Rocketeer
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Schitzree replied to Angelo Kerman's topic in KSP1 Mod Releases
Some change in the last couple of weeks has caused my LV-T270 Fulcrum engines to now have a thrust and ISP of 0.001. Since the MOLE mod itself wasn't updated I assume it was some other mod, but since it only seems to have effected this one engine I can't figure out which. I'll keep trying to find what's happened, but if anyone has a Suggestion I'm all ears. -
I've been working on building a KSP build with a lot of popular Mods like ATM, B9, FAR, RemoteTech, SCANsat, and lots of others, and trying to find all the advise to make them all play nice together, when I realized other people must have done all this before me already. But I've looked around and can't find anyone who has released their personal build. Are there any out that someone could download?
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Schitzree replied to RoverDude's topic in KSP1 Mod Releases
It's kind of confusing what part to put down first to build a sounding rocket. Payload Truss? -
While many (most?) Native American tribes didn't recognize the concept of individual land ownership, they all understood the concept of territory. And fought wars with each other over it. As for owning information, I would assume that in a post-scarcity/nanotech-revolution economy that Information (not just general knowledge, but also designs and 'copyright') might be the ONLY thing of value. They might not even have a concept anymore of 'property' as a physical thing. What is the value of an item if you can make as many copies of it as you want. Then only having the plans for building it has value. Ironically it would be like KSP's career mode right now - you can have as many of any part you wish, but first have to 'pay' for the plans. In this kind of economy you would HAVE to put the value on the info, the only other limiter is raw materials for the nano-fabbers, and that doesn't come into play until you start running out of planets to disassemble. It's literally the only workable post-scarcity economy. The only alternative would be a level of communalism that would make our worlds most dedicated communist governments seem positively mercantile in comparison.
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You obviously take road trips with a different crowd then me. Scurvy and Mutiny are the LEAST of my worries.
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back in Sandbox, Mechjeb taught me more about flying a rocket then anything else could have. Use it and watch what it does. Then let it calculate the maneuvers but preform them yourself. before long you should be able to do it all with Mechjeb as just an info provider. For career mode, the fact that the modules come online gradually as you progress means you have to be able to do most of the autopilot stuff you're self before you get access to them anyway. For myself though I made it a rule that I couldn't let Mechjeb do anything I hadn't done once on my own.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Schitzree replied to damny's topic in KSP1 Mod Development
That would be Handy, saving us from having to start it at the launch of every rocket. But it might not be necessary soon. From 0.23 Update News. Sounds like we'll be able to set any part for active at start when we build it. Still, as you need one open anyway on you current rocket for the system to work, it might be good to have the MapTraq Default to on anyway if it wouldn't be too hard to set up. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Schitzree replied to UbioZur's topic in KSP1 Mod Releases
I meant, as the array of panels covers the top half of the airship, I wasn't sure if the welded Array was being treated as a single flat panel or a dome that would block parts of itself from the light. By breaking them into left, right and top groups they would more naturally be treated as flatter sections that could have different sun angles. Ah, I didn't conceder that, thank you. And you were right, While welding them did decrees lag somewhat from fewer physics calcs, the improvement wasn't nearly what I had expected. On the other hand, now I am wondering if it WOULD be able to handle the domed shape for the sunlight calcs? So many experiments to run. In any case, after testing in flight I have come to realize that the array actually produce more energy then I could use even in the most adverse sun angles, and have redesigned the airship with less then half the panels. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Schitzree replied to UbioZur's topic in KSP1 Mod Releases
Ran into a few things while welding a bunch of solar panels to an airship body for my exploration airship. Needless to say, even with my own custom double and quadruple size solar panels I was getting some lag. So I figure this is what UbioWeld is perfect for. First thing was after welding it seems to have lost the airships model. Not it's effects, just the model. not a big problem as I just went into the part cfg file and edited out the airships module and subtracted it's mass, ect. Next was that instead of adding all the power ratings together it just got the rating for one of the panels. Also fixed by editing the part cfg. (not sure how it's deciding sun angle on a curved area, so set it at 3/4th the total. If I find it's too far off I'll break them into 3 or 4 sections instead.) And finally it for some reason placed the center of mass for the array at the very front instead of in the middle. I've seen others mention CoM problems and that it might be Unity related. Hopefully someone knows how to modify CoM because this really throws off my airships balance (not that I can't just shift around the load some, had to do it enough already ) So, all in all, a very handy Mod. Looking forward to seeing it progress. (ps had to go into config and change <int name="EditorButtonY">50</int> to 100, as it always put the button behind the sub assembly manager button)