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monstah

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Everything posted by monstah

  1. 6/10 Could loop better, but Wheeeeeee!
  2. But... you rescue them because they need your help, not to exploit on their skills! Poor green creatures
  3. Yes. If eating, go watch The Meaning of Life instead
  4. monstah

    My Summer Car

    So... is that how long it took you to learn not to flip off the grocer?
  5. monstah

    My Summer Car

    Yeah, I don't have car-fever, but I found this quite amusing: Looks funny, tho!
  6. Oh, yes, but like with economy, just a rudiment of a simulation may go a long way! Plus, if you want to know in advance whether it will be raining or winding at launch/landing, I can imagine for example using ScanSat/KerbNet, and doing the kind of meaningful science @Veeltch is tirelessly preaching. Yes, it would!
  7. Anyway, I'd like more mods that simulated even a rudiment of an economy or politics on Kerbin, so I'm reminded that I'm playing a Space Program. @linuxgurugamer just ninja'd my attempt to merge posts >:(
  8. You know, you don't need high gees. 1g is enough to get anywhere (interplanetary anywhere, not interstellar anywhere) quite fast, and your habitation is at surface gravity. Quite nice, really.
  9. O_O! I've mostly used TWP from the VAB, but I never once noticed this button!
  10. Do you mean this? Unfortunately, that is not what I meant that mod works by keeping the ship in focus and doing the thrust physics calculations as usual, only it does so in the rhythm of timewarp... which could be what you wanted, after all. I was thinking more like normal intercepts, where you set an alarm and go do something else, but if you want just a fast trip with the current focused ship, that might do (although the original mod only worked for very low thrust. Probably higher trust means numerical instability which means you can't just do the calculations quick enough for timewarp...) That works because ballistic trajectories (i.e., affected by gravity but not thrust) can be solved in advance, so there is an equation that says 'at time T ship will be at position X', and you can fast-forward (actually, time travel) to any desired moment and pop the ship at the right place. Persistent Thrust is still simulating thrust, and does so by adjusting the orbit every tick, so you need to calculate on every step of the way. And sorry for the long sentences, with many commas, that go on and on and don't ever have a period, because even though I know these are hard to read, my thought process sometimes comes out like this and I just keep typing and never pausing, again, sorry.
  11. Dude, awesome! That's actually pretty funny. Much better than Transferring Hohmann
  12. Or a crapload of (analytical) integration to figure what the on-rails trajectory would be assuming, for example, constant heading and thrust, and using that equation instead of conics. Which probably ain't happening, either. Anyway, the surface/weather idea pleases me, too. I've often wondered how I would do such a mod myself, actually.
  13. Question: how do I get to make TWP show me the ejection angle visually? I never knew it had that feature.
  14. True. That said, I don't like the idea of overriding an auto-abort on a timer. The point of aborting automatically seems to be to get the astronauts to safety faster than you could react and hit abort (otherwise, what's the point? Just hit backspace). If you're waiting for confirmation before aborting, you sort of defeat the purpose. If you wait longer than the player would take to hit backspace anyway, it's not doing anything too useful, IMO. If you wait less, then it makes it harder to avoid unwanted aborts than it would be to abort manually in time in the first place. All in all, I got mixed feelings about this. The best way I can think of now is having a toggle (global App launcher button? Tweakable on the part susceptible to failing? no idea ), and it either auto-aborts on explosions or not depending on that toggle; no clicking required during the action.
  15. How about a setting for which type of failures trigger an abort (with sensible defaults)?
  16. Stock already does this, you recover a percentage of the ship's build cost, which depends on how close to the KSC you landed
  17. Oh, I won't, I was just pointing out RIC was right
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