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pincushionman

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Everything posted by pincushionman

  1. Remember that Thuds are radial-mounted, and thus always contribute to drag. Furthermore, by turning them off, you carry their dead weight around, which hurts any Isp sdvantage you gain. Turning off multiple engines mid-burn also pretty much requires action groups, and staging Thuds off with decouplers would require fuel lines, both of which may not be early enough tech to qualify for "early career." You may just have to eat the Isp and drag hit to get your required TWR. Of course, as others have said, your TWR doesn't have to be that high after the initial kick in the pants to get you off the pad. And fully-stageable side boosters, especially low-Isp, high-thrust solids, are pretty much made for exactly that job.
  2. I believe you also need to make sure all the docking ports (all four) are "ready" (I think; I don't know the status indicators off the top of my head) in the RMB. Sometimes they glitch out. And if they do it's possible you need to change them by hand in the savefile. Hell, how hard would it be to just edit the save file so they're connected properly to begin with?
  3. I guess there's a whole lot of pendulum effect going on too, which I didn't think about. EDIT. It doesn't help that aero forces are applied at the wing root, not at any kind of center. It's why dihedral doesn't really help much unless you use multiple wing sections. The moment arm is too short. Where are elevons' forces applied?
  4. Would have had trouble getting a good set of photos. You need to adjust "orbits" so your impactor arrives well ahead of your cameras so you can get a good shot, but NH was travelling so fast to begin with that would have been extraordinarily difficult.
  5. As Snark said, you need ailerons - any control surface will do, attached to your wings. Set to roll only. Start with just two; otherwise you may end up with more roll authority than you know what to do with. Set horizontal tail to pitch only, vertical tail to yaw only. And disable torque in the command pod. If you think you need it then you don't have enough control surface.
  6. It shouldn't be in the context menu. It should be something like mod+double-click or mod+middle-click. Of course, I just got done with a whole day of wrangling CATIA, and in that program all your camera controls are based around manipulating the middle button, and it's awesome for it.
  7. I don't think he's suggesting engines being convertible between LF/O and monopropellant. I think he's suggesting setting engines to respond to RCS controls rather than the throttle. Like using Thuds like Vernors on steroids.
  8. How did we get from "can we do the same math in a different number system?", which is a valid question but the answer is well-understood, to "I think we actually don't understand math", which willfully ignores what modern "pure" mathematics research is aboout (being "find out where our understanding breaks down and find ways to patch it up when we find those places")?
  9. Because the whole game is digital delivery, and there's no difference between "part packs" and extenting the parts list in the "main" release?
  10. pincushionman

    Music

    Based on your mention of Styx earlier: Foreigner. Toto. But I agree with the others - "good rock bands from back in the day" is very, very broad. My first thoughts (currently) are '70's style funk/R&B/soul: Commodores, Lakeside, Isley Brothers, Parlaiment…
  11. pincushionman

    RAM

    Now you're getting into "virtual memory" and paging, which starts to get way more complicated. Imagine your desk. You can have sheets of paper on it, which you write things on, erase from, or crumple up and toss in the circular file when you are done. Your desk is big enough that you can only work with ten sheets of paper at once. This represents your physical RAM. Now, how do you deal with more things going on at once? Here's where paging comes in. You also have wire baskets on the desk. You split your work up into "processes" like your math homework, your history, and your doodling. These represent processes like your game, your Excel, your Chrome browser. Don't have enough room for another page of math work? Take something you think you won't come back to for a while, like your history paper, and take one page and put it in one of the baskets. Now you have space on the desk for another sheet of math. The wire basket represents a file on your hard drive called a "pagefile" or "swap space," depending on your OS. But you set some rules for yourself. Not only can you only have up to ten pages of work on the desk at once, each homework (math, history, etc.) can only have up to ten pages each. Otherwise you'll never find what you already did. But as long as you follow those rules, you can swap pages between the basket and the desk as much as you need to. That's how virtual memory systems work. Except your desk is a lot bigger and you can dedicate a lot more pages to each task. When us Windows KSP players complain about memory, it's actually the second rule that's giving us problems. Even though we can have a lot of sheets on the desk, KSP has to fit on three pages, period.
  12. For your landing problems, I think you have a lot of wing, a lot of engine, and a lot of speed, and you need far less of all three. 80 m/s is darn near 180 mph. How slow can you go before you stall or lose control? You want a low stall speed, but once you get down you want to stick to the ground, not float.
  13. [salutation] [welcome and statement of includion in the community]! [shameless self-flattery about awesomeness of community and its members]. [suggestion about becoming more badass].
  14. Ah, but you need to do the EVA-take-data-put-data trick to actually run an experiment for different biome/situation. Which is also not exactly obvious.
  15. Just a quick primer: All "closed" orbits around a body are ellipses with the body at one focus (NOT the center!). Periapsis: the point in the orbit that is closest to the parent body. At this point you are moving fastest. Apoapsis: the point in the orbit when you are furthest from the parent body. At this point you are moving slowest. Delta-V: Only two things are needed to completely define an orbit: position and velocity (speed + direction of travel) at that position. Once in orbit, you can't arbitrarily change position (the only way to do that is to follow the orbit); the best you can do is change to a different orbit that intersects your current one at your current position. Since the position is the same in both orbits, the only difference is the velocities -different speeds, different directions, or both. The vector difference in these quantities called delta-V ("change in speed and direction") and describes the maneuver to get from one orbit to the other. In KSP the magnitude is the dV number shown, and the direction is marked on the navball. You'll also see delta-V bandied about when describing ships - in this case, it's describing the total change in speed the ship is capable of (the "direction" part of velocity is meaningless when used in this manner). In a nutshell: - To get somewhere, you need to be in an orbit that gets there (this orbit has a periapsis and apoapsis that describes it). - To get to a target orbit, you need to be in an orbit that intersects your target orbit somewhere. - Once you reach that intersection point, you perform a maneuver to move from your current orbit to your target orbit. This is accomplished by changing your velocity (speed and/or direction), and is described by delta-V. Keep in mind "target orbit" doesn't have to be a specific orbit; most of the time it's "anything with about these peri/aopapses is good enough." Hopefully this helps a little; I know it didn't address the "slidey bits" you asked about (the pull handles on the maneuver editor maybe?), but maybe that gives you some insight into what you're trying to accomplish.
  16. I'd recommend recording in 1280x720 in windowed mode, myself, which is both 16:9 and a "standard" HD video resolution. It also means "bigger" GUI elements, which is useful for Youtube viewers who watch in non-fullscreen mode or on smartphones. And in windowed mode you have quick access to other stuff like capture software contols and whatnot.
  17. If Squad wanted to DRM through Steam, they wouldn't have contracted to GOG and Amazon years after they began Steam distribution.
  18. Disregarding the ability to spread vessels across threads (which…frankly, I have my doubts about), it is certainly possible that PhysX 3 is just plain more efficient than 2.x. I would think that any *real* performance increases we see would be due to this more than anything else. That said, we will still be limited by part count. Do you really think we won't just start building bigger ships?
  19. As noted, in the Tracking Station and in Map mode they'll show up. In map mode you can click them and "Activate Navigation" and they will then be represented on the navball. This is helpful once you approach them; if you're still halfway around the world not so useful, as they point directly toward them (through the ground and whatnot). Even better, you can install a mod like Waypoint Manager, which will render the waypoint icons as GUI elements.
  20. The fact that you even ask the question says to me that, for you, it is not worth stranding a Kerbal. Plan a means of return.
  21. What is the graphics card, and what is the sound card (is it on the motherboard)? Does the sound card even support 5.1 out of any of its connections? I presume you're talking about a Panasonic A/V receiver (sound system), and I agree it is probably a problem with the capabilities of the computer itself, not the receiver.
  22. Maybe. But on Earth you need something more like 10 km/s. The "get to space" (vertical; get-to-space) part isn't that much less than what we deal with for Kerbin, but for "orbit" (horizontal; stay-in-space) you really have to be going like a bat out of hell.
  23. We need MORE time-based issues (life support, build time, etc.) to make the clock more than just numbers in the corner of the screen. Just because you can timewarp through it doesn't mean it can't be meaningful, when there are rendevous to hit, snacks to consume, contracts to expire, etc. ...That said, time-based repairs probably would just be an annoyance, as unless you're going to take hours or days to make the fix, the time taken is probably negligible in the big scheme of things.
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