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  1. I used to be absolutely addicted to the old Red Baron back in the days when everything was on floppy disks. I don't remember ever living through the entire war, but I generally gave as good as I got on my missions. Another one I really loved was Silent Thunder, where you piloted an A-10 "Warthog" on various ground attack missions. I did alright, although I only ever used Mavericks and FAE bombs (talk about overkill, re: the latter). Also bashed around a bit on Freelancer and Oolite (a remake of the old classic Elite), as well as a few others I have sadly forgotten. I'd like to get into War Thunder, but my shoddy internet connection won't let me
  2. Because sometimes you just need to talk to someone. This should be pretty self explanatory. If you need to say something (as long as it's appropriate) here's your empathy/sympathy bank. (this is also a test to see if something like this can even exist here.)
  3. Another issue. During Gemini, Buzz made a rather risky suggestion, when the ADTA "alligator" issue came up, of doing a risky EVA, floating over to the ADTA, and cutting loose the wires with a pair of pliers (how very Jeb). Frank Borman was furious at the idea and almost recommended that this sort of risk taking by astronauts should be grounds for err, grounding. I read this in Buzz's own semi-biography entitled "Men from Earth". He explained that he didn't feel it to be a risk at the time, but he also felt that Borman was really simply vehement towards any kind of "wild" ideas he had--remember, he had the reputation and nickname of "Dr. Rendezvous", because he was so obsessed with rendevous techniques, it was all you'd ever eventually talk with him about, even at parties.
  4. Well you heard it "straight from the horse's mouth" (is this expression still being used? LOL I am sorry if it sounds awful)...they will eventually come, so it's not a bad idea after all, to like, just talk about it and "play"/have fun with ideas! Deep inside I was confident that Squad would indeed integrate this, so that was my basis for starting the thread. Thanks Sal, much appreciated!
  5. I use the Mun as a grav assist every time I leave kerbin's SOI, and I've come as close as 300m off the surface. With a massive interplanetary vehicle loaded down with Kerbals. Talk about tense..
  6. Snjo and I talk and share ideas on many things. I will be using essentially the same code he wrote for Firespitter, slightly different but mostly the same. He found the solution to move to water, and the rudders before I could, he'll surely get mentioned for those contributions when R3 is released.
  7. I've tried updating to 0.6.6. On the desktop, when I open KLFClient in my KSP directory it says 0.6.6 but ingame it says 0.6.5. I have deleted all KLF files and reinstalled the mod but ingame the window still says 0.6.5. On the desktop I can talk to others by typing in the black window but ingame it doesn't work. Others have told me I don't appear on the playerlist or map.
  8. I found out that while you can't delete the Mechjeb 1.0 part.... you can -thanks to 0.20- move/delete it by grabbing a part next to it with the grab-all button ( Shift+left mouse click "Select the entire ship" ). Agreed it's not perfect when the Mechjeb part is only fixed to something huge, like a command pod of Hitchhikers can. But at least you can change the root node. And most of the time it's fixed to something you can ditch and replace. Edit : And don't talk badly of Mechjeb v2.0.8 ! It's over 9000 better than the precedent.
  9. Hi MopeyKing, Welcome to The Land of Little Flying..er...Kerbals. Anyway welcome. Nice looking ship you got there. Might be a bit tad overkill on the srbs, fuel tanks, engines given your payload, but I always says if it flies, it's a keeper. (I don't talk about my landings.) You might want to check-out some of Scot Manley's KSP youtube videos. He does a great job of helping us all fly better. Plus the guy is a hoot. Anyway, the 2nd mod you downloaded with the Gemini and Odin command modules is probably the NovaPunch mod (just called NP by most people.) If you are playing the most current version of KSP (.20.2) then NP isn't gonna work very well for you as it hasn't been updated since .19.1. But don't lose heart, the incredible modder Tiberion who has been safeguarding and unselfishly updating NP is working even now to bring it completely to .20.2. Also the Gemini and Mercury spacecrafts with their respective launch vehicles are now in a separate mod by the equally talented frizzank. Both Tiberion and frizzank are great people too. If you ask nicely they will be glad to help you with their mods. BUT always read a complete thread or do a forum search before you ask. Just a polite thing to do first. So cinch your flight harness a little tighter and strap on that old leather flyin' helmet cause you're gonna to the Mun soon. I just know it.
  10. Howdy, all! Bought the game on Steam a few days ago and I gotta say I'm loving it so far. It's a good mixture of realism and fun and why I might not be able to understand how to a lot of things such as building Space Stations, docking with another ship in orbit, keeping my Kerbles alive, etc, I'm still enjoying the game. It indeed keeps me busy while I'm bored at work on my laptop so it's done rather well on that point. I've been watching some of the vids that Scott Manley has done and that's helped out a lot. It's actually helped me get into Orbit several times. I downloaded a few addo-ns such as: H.O.M.E 1.0.3. Kosmos sspp R43 KW Rocketry Nova Punch and haven't the slightest clue how to use them! So there's that... but it's still awesome and I have so many Ideas that the base game could include. it would be cool if the Base game could absorb some of these mods into itself so you wouldn't have to DL them separately or just perhaps being able to DL them through the KSP Client itself. If anyone has any tips for improving my Game play experience please do tell! Tips on Anything! Anything to say! I dun care what it is! TALK TO ME, Fuzzdunnit!
  11. I try but for some reason most folk I encounter are either interested in synthetic marketing culture or sports. Even folk who can talk about cars for hours seem to have no interest in truly powerful engineering. I also wave my hands around a lot when I get enthused about whatever monologue I'm engaged in, it's now been dubbed "science hands" by anyone patient enough to tolerate it.
  12. Oh yes... I do... I am well known as a very nerdy guy, and it has been like that since my childhood! As the time passed by I managed to make my spontaneous science talk outbursts into humorous situation, ending them with either mad face hitting myself in the head saying "I told You not to do it in front of other people", or guilty face saying "sorry, it is not me, it is a geek inside of me" or "yes, I know, I am nerd"... Ladies usually dig it. Of course, there are situations when I am just to excited about certain stuff to control or make comedy about it. And it is mostly space science oriented. I remember when Curiosity landed on Mars, I got up in the middle of night to wait for THE moment until early dawn (in Serbia). After it landed, I was cheering and glowing with happiness, and I eventually got late to work because I wanted to see every scene that was broadcasted at that moment, waited for my father to wake up to tell him all the details and observe repeated videos with him (he is also space enthusiast), and when I finally got to work I gathered everybody to explain them in detail how it was done (with my hands vividly performing entire launching, interplanetary trip, descending and "skycraning" with lowering and crashing). They all stared at me for a while, looked at each other and silently dispersed, leaving only one colleague (older guy, veeery intelligent, ex hippie) who stared at me with undivided attention in silence for two more minutes, and he finally said "I don't know who is more crazy, You or them (nasa)"...
  13. Check romfarer's Lazor mod. I dimly remember there was talk about 'tractor beams' in package.
  14. Once a new set of parts are established, then yes a new thread for sure. If you want to talk code, sent Sirkut a pm, as he is a genius at that side of it.. I am but a simple carpenter Since the two items I require are the rotatron and the large hinge, ill work on alternatives to those now, ll let you know how I go.
  15. Firstly, I just want to say that I am outraged OUTRAGED that this thread, with its realism and practicality and really cool and well thought out implementation of an atomic rocket, plus its thoughtful consideration in permitting the community to participate in such a great project, has completely missed out on an opportunity of epic proportions! An opportunity to utilize - in a practical manner - what can only be considered to be the ultimate MacGuffin in the history of science fiction! A MacGuffin so awesome that it has formed the core of the greatest science fiction stories ever told, ever! Allow me to elaborate: Your atomic rockets use "canisters" and "nukes" of select sizes. Sure, this is realistic, but what if instead of canisters of nukes, a fuel tank was filled with raw Blutonium? And the size of the explosion was metered using a slider like this: Now, I know what you're thinking: Scoundrel, how do you manage to be so devilishly handsome and manly, and yet be so incredibly ingenious and brilliantly funny… how can I become just like you/have your babies? It's not easy, but stop trying to derail the thread, and let's get back to the subject of atomic rockets. So your next thought is: Okay, but there's no technology that exists that would allow pure Blutonium to be turned into an atomic pellet and detonated. How could such an impossible feat ever be accomplished? Ah-Ha! Excellent question! It is, in fact, the subject of this post! Scroll down to gaze upon this wondrously amazing piece of space technology that allows such impossible feats of science to become reality: Yes! That's right! You are staring at the Blutonium K-36 Explosive Space Modulator! This technology allows raw Blutonium to go in and atomic pellets come out! Of course, there is the slightest infinitesimal chance that by introducing the Blutonium K-36 Explosive Space Modulator into the game that there might maybe potentially be the tiniest of possibilities that Kerbals sent to Duna might use it to destroy Kerbin (because it blocks their view of Eve), but I feel quite confident that, after extensive analysis and risk assessments, the likelihood of such a scenario occurring to be no higher than 99.9998%. But enough talk about that! Now I shall further demonstrate its amazing utility by presenting the most technically detailed blueprint for an atomic rocket ever in the history of kerbal atomic rockets! Naturally, in the great naming tradition of naming things pretentiously like Death Phoenix or DeathRavenClaw or ShadowBladeEagleDeathEagleBladeShadowDragonPhoenixFangClawShadow, I too have given it a completely awesome and pretentious name. Ladies and gentlemen, I present the Variable Impulse Metered Pulsed Atomic Rocket Experiment, or V.I.M.P.A.R.E.! Hm. That wasn't quite the acronym I was going for… I guess that explains why I'm not in the naming department. But I digress. Now, I know exactly what you're thinking: Scoundrel, you've used the atomic rocket concept as an excuse to design a giant flying gumball machine! Wrong! I've used the atomic rocket concept as an excuse to design a giant flying nuclear gumball machine! To prove that it can actually be done, I present these amazing North Korean movie quality 3d renderings to showcase the V.I.M.P.A.R.E. in action! And, because no atomic rocket project is complete without its own flag/patches, I present a couple of flag designs - plus some recolours - for consideration for the program: And that concludes my presentation. Thank you.
  16. Unlikely of what most delta V maps say, Moho is by far the WORST planet or moon in the entire game. It starts off normally, with a small 1200m/s burn for the transfer. But then you often need a huge 1000m/s of orbital adjustments because theres really no way to have a perfect Hohmann transfer with it's inclination and eccentricity. Then, the capture burn turns between 2000m/s and 4500m/s, depending on if you're lucky enough to catch it at it's apoapsis. This is due to two reasons: one, Moho is insanely close to the Sun, it's twice as close as Mercury actually is if I remember correctly. This means that to approach it, you need to go very deep in the sun's gravity well, and you pick up an INCREDIBLE amount of speed going down. Second, Moho's gravitational force is pretty low for a planet, meaning it's escape velocity is also very low. There's no aerobrake possibility, meaning you have to burn up a huge amount of relative speed to get a catch around Moho. There's the same problem with probes trying to reach Mercury. If you look up on Wikipedia, it's the only planet that they talk about the insane amount of delta V required to reach it. Mercury is actually the planet with the smallest orbital inclination, but the largest eccentricity: it's nearly 1.5 times further away from the sun at it's apoapsis than it's periapsis. The delta V required to reach Mercury is even higher than the one require to escape the sun :l So yeah, basically Moho is hard.
  17. I can check the configs real quick to see if something might be messed up. InDev3 should be out sometime in the next few days. All I have to do is a part check to prevent GUI glitching and then add in the window method. Update on the raycasting (as much as I can provide it)– for some reason KSP doesn't seem to like the raycasting, since it works fine in regular Unity... I may talk to Mu to see what's going on if I still can't get it figured out by the time the rest of the plugin is finished. -One solution I am considering is a periodic check every 5 seconds or so which sets a boolean value that either enables or disables the temperature change induced by illumination and distance from the sun... -Another could be to set the collider during OnStart or OnLoad, making it stay the same as opposed to getting the collider(s) every frame; but I think that the problem is the raycasting, not the collider detection... I also figured out why PTanimateUniversal wasn't working– as with the raycasting, I needed to access the Animation component on the child of the object that had PartTools on it when the part model was exported from Unity so that I would get the expected result; it wasn't a problem with Unity.
  18. I don't talk all that much about space itself, but I can go on and on for hours on end about the engineering that goes into getting there and back again.
  19. Hello folks, so i'm the new one *lol* :-) Finally i mastered to reach the Mun with my "Megalopowermus"-Rocket. My little Kerb just did a great job, took some rounds around Kerbin, made plenty of swing-by's and all of the sudden, he had an Mun-Encounter - well, "all of the sudden" is rather meant to be, like 25 attempts or so.... But it was a great joy to see him laugh at all, and not to scream in insanity about crashing into the surface of Kerbin or getting lost in the deep void ;-) So, after around 28h ingame (with a lot of try and error) i'm happy it worked at all. So this is why i joined this forum now..perhaps i can find some new ideas or simply find nice people to talk about (even so small) progresses. With the landing on Mun i feel like i'm ready to participate in this forum ;-) And to mention it, i'm really happy, that after severeal years of boringnes i found a game, that's so much fun. I was just to give up hope... So long, Kooba
  20. As its my job, I tend to talk a lot about it with my gf when I get home. Mostly, she is not impressed
  21. There is no synchronization between detectors. (It's a requested feature.) However, multiple detectors on the same vessel can (but don't always) increase your scan resolution. The key here is that detectors don't talk to each other, so they won't take turns; they'll just all work individually, and if two detectors happen to scan the same space, oh well. So, if you want to increase scan resolution, you should stagger your detectors rather than starting them all with an action group. Alternatively, you could run both detector types; since they have different scan rates, most of the time they'll miss each other. In the next minor revision, I'll add some small variance to the detector timer. This should automatically push detectors out of phase, on average. It's also worth mentioning that battery capacity is important for scanning at time warp. The small detector uses 0.9 energy per second, or 0.03 per frame (assuming 30 physics FPS). As long as you have 0.03 energy available to draw, the detector will run at full speed. However, if you run at 1000x time warp, the detector now requires 30 energy per frame, and a small probe may not have that capacity. If you use RTGs, it's even worse, because they erroneously use the Update routine (graphics frame) instead of FixedUpdate, so its electrical generation isn't synchronized with consumption. (This is why RTG generation seems bursty.) So, if you have 45 capacity and there are six physics frames between each graphics frame, the small detector will run at full speed for one frame, half speed for the next, and then not at all for the next four frames. This is true no matter how many RTGs you stick on the ship. Regarding the scan colors: I made an error in that change, and I forgot to test it to boot. I've revised the coloring on my end and I'll include that with the next release.
  22. Hmm, the talk about background scanning got me thinking... I wonder if it would be possible to make an out of game process, schedule it to run periodically an monitor the autosave. Since the autosave has orbit numbers for the craft it could cache all the appropriate mapping sattelite's orbits and position, then when the autosave changes it 1: Verifies the satellite is still there and in the same orbit. 2: If it is, update the map data and artifacts.dat file appropriate for the amount of time that has passed and the terrain passed over. Then just make sure the plugin checks for changes in those files instead of trusting only a memory loaded version. It would be a lot of maths but since it is out of process from KSP it shouldn't impact KSP's performance as much as how it is being done now.,.. maybe? *shrug* just some random thoughts on my end.
  23. Photoshop from start to finish. I talk a little bit about technique a few posts above, though like most people who draw, I cannot certify that my methods would be effective.
  24. It folded up pretty nice. Don't worry, I too see the SEV, while functional in design and purpose on location, to be completely ridiculous to be sent as anything but a separate, costly, inefficient cargo launch for what it does. Now if it somehow contained an ascent stage, we could talk.
  25. Get the Chatterer mod, quite entertaining to hear Kerbals talk to each other over the radio.
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