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KSP2 Release Notes
Everything posted by Raven.
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[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
Raven. replied to Raven.'s topic in KSP1 Mod Development
Dude, you're awesome! You are pretty much dead on with the locations. The only one I noticed was that Stilleto River is further south (the river you labeled is Praetorian River/Lake) and Stilleto feeds directly into the ocean south of Continent #3, which is the Undersea. The surrounding mountains around Praetorian river and the Serpent's Hole is the Praetorian Mountains and Highlands. I have the locations and names mapped for the third continent, but I haven't gotten around to digging up the coordinates for them just yet (I still need to finish up the southern range for it). I will get on that and get those coordinates posted here in the next day or so. EDIT: Ok, i have coordinates posted for the majority of Continent #3. If I haven't posted the coordinates, it's because I want to go back and double check my work. -
For one, Gilly is an asteroid; it is a captured asteroid. Notice its orbit. And yes, Gilly is much larger than the asteroids that will be included in the ARM pack. Even then, the gravity on Gilly is low enough that Kerbals can gain orbit with their jetpacks; jumping on this rock is going to send you on a suborbital path. The asteroids in the ARM pack are not large enough, even in real life, to have any kind of gravitational pull that would be noticeable. Yes, you can calculate it mathematically, and you might even be able to detect it with the right instrument, but it's not going to be enough to even warrant coding for.
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[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin
Raven. replied to Raven.'s topic in KSP1 Mod Development
I think that is possible. What I think is also possible, as I've seen references to this, is that each biome can have its own scientific value that is essentially a multiplier. If this value works the way I think it will, then I can set different biomes to be worth more than others. So that some biomes, such as the grass field directly behind the KSC is not worth very much scientific value (almost next to nothing), but a hard to scale mountain on the far side of the planet would be worth more. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Raven. replied to Cilph's topic in KSP1 Mod Releases
Well, I stand corrected then. That brings me to a question. Is there any idea of how 0.23.5 is going to effect RT2? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Raven. replied to Cilph's topic in KSP1 Mod Releases
? .24 is not even out yet. There's no way anyone can guarantee compatibility with 0.24. Even then, I doubt that the 0.24 update will break RT. -
I honestly do not think that RT will add that much memory overhead. Now it may take up some CPU cycles, but not memory overhead; it's nothing like B9. I run RT and have no performance issues.
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You can orbit a carrier? Hmm, you should putting that thing either on Eve or Laythe, just for kicks and giggles.
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I've been using Gimp for the last month or so working on a new Kerbin map. I believe (someone correct me if I'm wrong) it needs to be shifted by 25 degrees to the right.
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Unity 5 [Is now available]
Raven. replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
Doesn't necessarily mean we will see this any time soon with KSP. Engine upgrades are big headaches for developers, and KSP will be no different. I do not expect a Unity 5 based KSP until at least Unity 5 has been released for a year. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
You could do: Famous Rocket Scientist Rocket Scientist Certified Badass Survivor Licensed to Crash Rocket Licensed to Ride up Front Intern Unpaid Intern Test Dummy -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
Lieutenant General, in the US Army, is a higher rank than Major General (weird I know). Even weirder is the Navy ranks, in which Rear Admiral can refer to either pay grade O-7 or O-8. Me personally, I like the idea of ranks for the Kerbals, but not Army ranks. Me personally, I think the ranks for the UK Royal Air Force would be a good start for Kerbal ranks: Master Aircrew Warrant Officer Flight Sergent/Chief Technician Sergent Corporal Lance Corporal Senior Aircraftman Aircraftman You could change this to: Master Warrant Officer Warrant Officer Flight Sergent Sergent Corporal Lance Corporal Senior Airman Junior Airman EDIT: And just to add an opinion, I would personally want strictly manual promotions, since the player should be the one who determines who qualifies for a rank up. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
I guess it may be a little late to report that I've had no issues with the custom ribbons since the 0.3.5 update after a couple days of playing with it? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
I'll give it a shot tonight, I'll let you know if I run into any problems. -
RT works off of line of sight, so yes, the KSC will control everything to just past Minmus, but that's only if the probe is in line of sight of the KSC. You still need to relay that signal if your probe is on the opposite side of Kerbin (or if the Mun or Minmus gets in the way). He's not kidding, there is some planning that needs to go into setting up a comms network. This is not something that you can stick at the end of the rocket and put it at an arbitrary altitude. This is something that has to planned, and your launch vehicle will need some precision. For example, in my save, I got six comm sats that have 3 hour orbital periods and are a perfect 60 degrees apart from one another on the same plane. This was tedious to get setup, and it took a lot of precision. The good side though, is that I can control any probe with 5,000,000 meters of Kerbin no matter where that probe is in relation to the KSC. However, there is a community fix that is posted in the first post of the RT release thread that fixes the duplication bug. I would grab that.
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In computing in general, there are two advantages. One is immediately apparent to an end user, the other is more of a concern for a programmer or an engineer. 1: You can address more than more 4 GB of RAM. In the case for KSP, a 64 bit KSP would be able to reserve more than 3.5 GB of RAM from the operating system. 2: Large data types can be moved through the processor faster, due to the CPU having 64 bit registers and a 64 bit bus, as opposed to a 32 bit register or bus. Typically, only your programmers and your engineers care about this. Not only that, but I bet that Squad may be holding out on some things simply because there's not any good 64 bit support from Unity. Like, more planets (more textures). Because with a 64 bit CPU, it only takes two clock cycles to shove a 128 bit float through the system's bus. On a 32 bit system, it would take four clock cycles (twice as long). It's the fact that you have registers that are twice as big and a bus that's twice as big that makes it easier to cram large values through the system. Basically you just went from a two lane highway to a four lane highway; the four lane can handle much more traffic. No, threading has nothing to do with 64 bit versus 32 bit. That's a completely different beast.
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the NASA Mission PAck will be free. From what I can tell, there will be two releases: 1. The 0.24 update to the game. Everybody gets this automatically. This will include new rocket parts that will be used in the NASA pack. 2. A little bit later, the actual NASA pack will be released. This is an actual DLC pack, and the DLC pack is free.
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Like Voculus has mentioned, Kethane located below water is inaccessible, unless it is close to shore enough where you can get a drill in the ground.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
I personally have not had any issues since the last update, at least not that I can tell. I played for about three hours last night with FF with the non-custom ribbons and didn't have any issue. -
Here you go: http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes
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Launch two rockets, one with an orbiter and the other with a booster. Show off to your girlfriend by docking the two in LKO, and then going to the Mun. Land on the Mun, then explain to your girlfriend that the reason why you're stuck on the Mun is because you've ran out of fuel.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
It doesn't matter where I assign them, whether it be in the space center or in orbit, the ribbons disappear the next time I load KSP. Note that they do not disappear if I exit to the main menu and then reload the save. They only disappear if I completely exit the game. Yup, just tried that. Ribbons disappear after exiting the game. The last time I attempted to assign a ribbon was at about 4hr 41m 30s. Specifically this was the "Custom 1" ribbon that I renamed, gave a description too, and then awarded to Bob. Here is my latest KSP.log file from when I loaded KSP after assigning the custom ribbons and then exiting. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Raven. replied to Nereid's topic in KSP1 Mod Releases
@Nereid: I think you may have nicked some of the problems with the custom ribbons. Earlier today I was playing KSP with version 0.3.1 of your mod and I had the bug that others mentioned earlier; my saved game was wiped out and the custom ribbons did not work. I installed 0.3.3 just earlier, and thus far, I have not been able to reproduce the error that causes the save game to be blanked out. However, the custom ribbons get erased if you exit out of KSP and then reload the game. -
Would a random* part accident mod be good?
Raven. replied to AletzN1's topic in KSP1 Mods Discussions
A completely random failure, no, absolutely not. This just simply irritates the player. If it is random, then make as sal_vager suggested: very rare. However, the other things pretty already occur in stock KSP to some degree. Engines overheat, especially the big ones. And connections between parts fail if there is too much sheer force on the rocket. FAR and Deadly Re-entry compound this even more so, and these two mods are very good options for those looking for a challenge. Me personally, I think the difficulty curve is just about right in KSP.