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6.forty

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Everything posted by 6.forty

  1. I don't know for sure what config you're using, but it sounds like the config is way off what it probably should be if you're hitting that speed. If you can swerve side to side with no forward throttle and still gain speed, RollingResistance is too small or your torque curve is much too strong.
  2. No max speed, the only way they break is if they break off like any other part. If that happens, you're gonna have a bad time.
  3. It's been written to be mostly universal, but it's universality hasn't been tested.
  4. Another quick thing to check is that you aren't trying to throttle up in map view with the navball hidden. And that you aren't accidentally in docking mode.
  5. I want the Utah Data Center, so that I can wipe the disks and put it to some real use. The world's largest and most comprehensive database of lolcats.
  6. 6.forty

    Riddles

    Well, penguins can't fly.
  7. 6.forty

    Riddles

    Maybe not just an atom, but an ion?
  8. What about this is limiting it to Windows only and how many penguins would I need to throw at it to try this out? Or is it using DirectX voodoo of some sort?
  9. FAR would be perfectly fine, but I would prefer to do without DRE. I'm already bad enough at forgetting RCS thrusters, solar panels, or antennas that I wouldn't want to add heat shields to my already too long "Why I Failed" list. This seems like the logical solution to me and I already try to build planes that way. I see intakes functioning on struts as a very exploited bug. As it is, intakes act like magic portals for air.
  10. The horse took all the good sounds. How much does an apostrophe weigh?
  11. I believe parts don't collide with other parts when they're part of the same vessel.
  12. Mechjeb's landing autopilot typically results in lithobraking for most anything I've built, and it's entirely useless when you have to land something that doesn't have a probe core, pod, or docking port facing up. Smart A.S.S and manual throttle control works so much better for me.
  13. I use it all the time for docking. If I need to rotate, I just press space to switch to rotation mode. One hand on the mouse for camera handlage, and the other on WASD for my translatizing and rotamation all in one place.
  14. My English teacher in high school insisted the word "leviathan" was pronounced "le-vee-the-an". And my physics teacher seemed to have no problems with me playing Unreal Tournament on my laptop almost every day. Good ol' American schools right there.
  15. I must have a terrible sense of time. I pretty much assumed the hour because I swear it's sometimes an hour early or I'm losing my mind.
  16. The engine is providing methods to take advantage of multithreading. They aren't saying "Our APIs are thread safe now, but figure it out yourself!" because they know half their user base have never even heard the word "mutex".
  17. Seems like a daily thing, between roughly 5 and 6 AM UTC the forums respond with the bland nginx 502 Bad Gateway error for most of the hour. It's regularity makes me think it's intentional or planned or something.
  18. Docking station parts after realizing in orbit that I forgot to change symmetry from 1x when placing the RCS thrusters.
  19. There will be a toggle to enable/disable individual sides of dual tracks for such use. As long as the platform is square and the inside tracks are disabled, they should work together as expected.
  20. This should not be a problem for anyone, each track keeps itself in sync with its partner. I haven't tried any unbalanced payloads yet, so that might be a factor. Working on taming the adjustable suspension before I try strapping 100t to one side of it; right now, height adjustment launches it into the air and stiffness seems to be ignored.
  21. Is KSP still considered an "alpha/early access" game? That concept isn't logically compatible with paid DLC.
  22. I am the linux based user I test-fix-rebuild roughly every 10 minutes as I'm working on it, to catch any bugs as soon as possible. It might not be too easy to have any testers keep up with that. Slows things down some, but it might save it from needing a bunch of bugfix updates later on. It's entirely new code, which is why a fix for the old parts hasn't been released yet.
  23. No, Ageia puked it up. Nvidia ported PhysX to CUDA, eliminating the need for the dedicated PhysX card. OpenCL wasn't a thing then, so they used what they had. With the optimizations in PhysX 3+ CPU vs. GPU performance likely won't be noticeable unless you build like Whackjob.
  24. There are a few small things left to implement, followed by more testing and bugfixes. Procedural tracks will not yet be one of those things. I can say with 100% certainty that a release date is sometime in the future Much sooner than later though.
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