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  1. Success! You know what was the problem with Soyuz? All the bloody time I was running with an overweight 3rd stage! And why's that? I forgot to account for the cargo decoupler when setting stage mass. It turned out that it had mass of 1.5, which made the whole rocket weight one ton too much. Strangely, I didn't forgot about this when setting Soyuz ST decoupler mass (it massed 0.5). With this removed, you actually need to shut 3rd stage down early, because the equatorial orbit is so much more effecient. If you burn it to depletion, you might end up with something silly like 200x800 orbit. Also, Asmi, disregard the PM I sent you. Everything's fine now, though you're still free to play around with the ascent. So, without much further ado: Soyuz-TMA v.1.0, real scale. The configs are a drop-in replacement for BobCat's configs and require the latest Soviet Pack to work. The Soyuz uses MFT, Ioncross Crew Support, Engine Ignitor, Deadly Reentry, MechJeb2 (looking to switch to kOS in the near future), FAR and KJR. http://www./download/5n8zad99915c6d1/SovietPack.zip Also, here are the modified configs for Ioncross. They include basic food and water support. Drop-in replacement, like before. Mind you, this wasn't really tested on a prolonged mission. http://www./download/98titbm0yihj89c/IoncrossForReal.zip To launch the Soyuz, set Ap to about 250km and turn end to the same altitude. Turn start should be at 0.5km, with the grade being 35%. Disable autostaging. Jettison boosters when empty, jettison SAS (press "1") and fairings after passing the edge of second thickest atmosphere layer. Just before 2nd stage burnout (Ap should be 200-220km, you could tweak it), disable autopilot and drop the nose to the horizon. Engage 3rd ("2") stage just before MECO. After jettisoning the 2nd stage, remember to stage again to activate 3rd stage gimbal and jettison it's engine fairing. After you pass the Ap (stage still burning), pitch up slightly (5 or so degrees) so that Ap stops to rise. Cut off the 3rd stage when Pe is at the altitude you want it on. After that, stage and deploy the Soyuz ("3"). Congratulations, you made orbit. Fun, wasn't it? Future plans (in no particular order): kOS implementation. I kind of hope to write multiple ascent programs for various orbits and maybe rendezvous programs to simulate the Kurs docking system. The real Soyuz works that way. Turbopump simulation. This Soyuz is slightly overpowered, because I didn't simulate the H2O2 load that drives the turbopump on the real thing nor the N2 for tank pressurization. I'll try to implement that in a future release. Spacecraft improvements. Currently, Soyuz spacecraft needs a few tweaks, most notably to it's attitude control and electrical systems. I'll get to that eventually, but I need a few additional models for this. Also, it's main engine isn't really throttleable, but instead has 3 modes with different thrusts and Isps. MFT can simulate that, so I'll try to do it. Soyuz-U2. I'll need to talk to Nathan about that, but since the only difference here is propellant (Synthin vs. RP-1), it should be easy to make the Soyuz configurable as either U or U2. We'll see about that. Fregat. I wanted to release this version without further delay, so Fregat is out for the time being. It'll be back. Pre-flight. It takes about 20 seconds to spool up the engines, but I've got mixed feelings about it. It requires a fueling tower anyway, so unless we can simulate that, it's pointless. Far-future plans: Other Soyuz variants. Possible, although I'll need to master kOS first, since Igla is a very complex docking system that requires the target to be cooperative, because early Soyuzes had very unbalanced RCS. Rest of the Soviet pack+MrTheBull's additions. Proton, N1, MIR, Luna... There's a few things I'd like to do. The N1, an overengineered, half-classified beast that it is, will probably take forever, so don't hold your breath dor that. But Proton's possible, along with Luna-17. For Buran and Kliper, I'll probably need Ferram to do anything at all.
  2. <p><span><img src="http://media.tumblr.com/029295276005d87285b9343b52aa5b9c/tumblr_inline_mvtfk2HNj31rr2wit.png"/></span></p> <p id="docs-internal-guid-30a82f91-2ac0-baa5-1f44-29d5d51d7c0b"><strong>Felipe (HarvesteR)</strong><span><strong>:</strong> Many advancements on the R&D improvements. The lab modules are working, and the results dialog has been overhauled to allow you to make all science-related decisions through that one screen. Using the lab through its context menu is of course also possible. Working today on adding support for 3D Mouse devices. A 6DOF input device in a game like KSP can be a very useful thing indeed. I’m also taking the opportunity then to go over the flight camera code and work out some oddities there, stragglers from a time when everything was a placeholder and there was no way load games, so testing the camera code back then required launching and orbiting around. Camera control is just one thing we’re going to allow with a 3D mouse device. In flight, you’ll also have the option to use it to control RCS thrust, linear and rotation at the same time! On other news, I’ve also reworked the logic behind the flow of resources like monopropellant and electricity, to allow containers to properly drain and top off completely, since the current version’s implementation makes it impossible to drain those last dregs of charge on a battery, or pull that last whiff of intake air into your turbines. </span></p> <p><br/><strong>Chad (C7)</strong><span><strong>:</strong> *I’ve been working on upgrading some of the older modules, like the engines and landing gear. The landing gear can now raise and lower on command and do not require waiting for full deployment. The engines have been upgrade to run a bit faster, and have the ability to predict a flameout before it happens. With secondary propellants, the engines will be able to switch to another fuel before a flameout occurs. After that, I’ve been focusing my efforts and testing and implementing tweekables with Mike.</span></p> <p><span></span></p> <p><strong>Daniel (danRosas)</strong><span><strong>:</strong> *Last week I finished the Day of the Dead animation, and the images for that celebration and Halloween. This one, I’ve been optimizing some models.</span><span></span></p> <p><br/><strong>Alex (aLeXmOrA): </strong><span>*Set KSP Edu databases and started the system planification. I’m waiting for the requirements to continue the development.</span></p> <p><br/><strong>Marco (Samsonart): </strong><span>I prettied up the log in for KSP Edu, and participated in the back-end stuff meetings to see how the whole thing is going to play.</span></p> <p><br/><strong>Rob (N3X15)</strong><span><strong>:</strong> *Added an advanced banning system for our moderators, with included built-in appeals management. *Fret not, however, the moderators don’t get all the candy this week: *A reporting system for addons and user profiles has also been added. *I also fixed the front-page slideshow and fixed a bunch of bugs reported by our testers. *Email is still being patchy, though.</span></p> <p><span></span></p> <p><span><strong>Mike (Mu):</strong> </span><span>I’ve been working on the new UI interfaces for tweekables. This also includes an overhaul of how the UI system works which will allow modders to create their own control types for flight and editor scenes.</span></p> <p><br/><span><strong>Ted (Ted):</strong> </span><span>The QA Team and I have got our hands on the excellent R&D Improvements that Felipe has been working on these past couple of weeks. There are some great changes that he’s made that, from a balance perspective, flesh out the Science mechanic a fair bit. As well as the introduction of a new part/module which adds another dynamic to the data transmission system. Overall, it was a pretty great Branch Testing phase, with only a handful of not-so-major issues present that the QA Team quickly found and the Dev Team speedily fixed.</span></p> <p><br/><span><strong>Miguel (Maxmaps):</strong> </span><span>Been working on organizing that little event that you guys will be hearing more from pretty soon. Also have everything set up for an AMA on Reddit on the 13th. Be there!</span></p> <p><span></span></p> <p><span><strong>Bob (Calisker):</strong> </span><span>Just released our news about update 0.23 and look forward to talking about it more in the near future! We’re also working with TeacherGaming to make sure we can share more information about KerbalEDU when it’s ready - it just isn’t, not yet anyway. Oh yeah, Max has been organizing an event with me. As he said, we’ll talk more about that soon enough. </span></p> <p><span></span></p> <p><span><strong>Anthony (Rowsdower):</strong> Getting settled in. It’s important as a new CM to not walk through the door and immediately blow up the Mun. That should be a more gradual process. I’m getting acquainted with all the cool behind the scenes stuff that will help me take the already amazing KSP community to new heights.</span></p>
  3. Plasma engine powered designs are too greatly affected by heat. I can see the very obvious reason for this, with the lack of thermal energy venting. However, I don't think the addition of heat mechanics contributes to good gameplay. When the weight of your heatsinks exceeds the weight of your reactor, then something has gone wrong somewhere. Also, heatsinks of any kind are ugly and contribute to part count. There is also talk of fast atmospheric jets but I am just not seeing them. Nor am I seeing working examples of any kind of ship. That is pretty telling in and of itself but let's go back to the jets. You would think a jet powered by an antimatter reactor would be able to reach at least mach 2 speeds in the lower atmosphere but that seems to be a stretch right now. Before - on .5.something the turbojets would put out a few thousand kn of thrust on one of my designs and it would seem to be a good amount of thrust but I really was not impressed even then. Now it seems like the engines have been nerfed further and they are 100% useless now, putting out only a few hundred kn of thrust. If there is a combination with high thrust now, it is certainly way too large to fit on a fighter craft. The trouble with the thermal rockets is they need this massive stacked assembly to work, necessitating the design of your ship in a certain way. It would be nice to see remote antimatter tanks able to feed the reactors to reduce the overall length. Also, all the other configurations below the heaviest antimatter reactor are useless. To summarize: DT Vista - working great Plasma - too much trouble with heat Thermal rocket - too large and heavy Thermal turbojet - too poor thrust and isp My main point is not to make the game easier, but to open up possibilites that are being restricted right now. For example: a plasma powered SSTO (restricted by heat), thermal rocket VTOL (restricted by size), or a thermal turbojet interceptor (restricted by thrust).
  4. I would just like to add these two videos: Visual representation of what's been discovered And some PR talk from Administrator Bolden about it BTW is this a southern accent?
  5. Hi, It’s time to talk about our goals for the next update. As you all know, we’re on a major push to develop Career Mode, but after a release as large as 0.22 was, we needed to have an update to catch up on all the stuff we’ve added, fix bugs and revisit some of the features in the last update. This is all so we can start off the next big thing on Career Mode with a game that’s as stable and polished as we can make it. So these are our main goals for 0.23: * All-Around Optimizations We’re going through each line of game code and making sure things are getting done as efficiently as possible. We’re also optimizing the asset loaders to reduce loading times, and upgrading to the latest version of Unity, to take advantage of all its new tweaks and fixes. * The Science Archives Collecting scientific data isn’t just about advancing the tech tree. The Science Archives will be a new section on the R&D Facility, which lets you review all the data you’ve accumulated to date. This is your library to view all the knowledge you’ve gathered for Kerbalkind. Also, this overview should help plan future missions. * Tweakables This long-awaited feature is finally coming with this update. Tweakables will allow you to open a context menu for each part during construction. This allows for unprecedented freedom in design and setup of a spacecraft. Want your wingtip control surfaces to act only as ailerons? Or your landing gear to start deployed or retracted, or to make some of them steerable? Tweakables will allow for all that, plus many other adjustments. * Science Revisited We too have been playing the newly-implemented Career Mode, and taking in all the feedback from the community. We are changing a few things to make Science much more interesting: * The Transmission logic is being redone, so no matter how many batteries you’ve got, you won’t be able to max out a subject by just using antennas. * We’re also changing the way experiments allow being reset, so don’t get too attached to those endlessly-repeatable experiments. * Science Lab Module If getting the data back to the labs is not an option, you’ll now be able to get the lab itself to the data instead. With antennas not able to max out a subject anymore, the Lab Module will allow you to increase the max amount of science you get from transmitting, by giving your crews a way to run tests and analyze the experiment results ‘in the field’, before beaming it back home. Don’t expect this to be a compact piece of equipment though. In fact, not many parts are larger than the Lab at the moment. * EVA Data Transport With new ways to process experiment data, we’re also going to need new ways to move it around. EVAs will now be able to collect and store not only their own experiments, but also collect data from other modules and data containers, including other Kerbals on EVA. * Quite a lot of other stuff Overhauled UIs, 3D Mouse Support, Monopropellant-powered EVAs, Steerable landing gear, Secondary propellants for engines, more Biomes, and of course, hunting down some of the most critical long-standing bugs… The list goes on. So these are our highlights. As always, these topics are our goals for the next release, and do not imply a commitment on our part to deliver them. If something doesn’t make it in time, we’ll push it back, and conversely, we could even end up adding stuff that’s not on this list, so the bottom line is, we aren’t writing this in stone. Stay tuned for more news as we develop them. Happy Launchings! Cheers
  6. But then where do we talk about video games and rule 34 and ponies.... cause IRC doesn't work too well...
  7. You're not as likely to notice Lagrange points as you think you are. Lagrange points in reality are more stable orbits precisely because of the issues that N-Body physics bring to having stable orbits. So what's really being said is "We want N-body physics so we can get Lagrange points to solve the problems of N-body physics." Even with the EML4/EML5 "stable" Lagrange points, you're talking orbits that are stable only for millions of years, instead of orbits that are stable forever that you get in KSP. Of the five L-points in any given pair of bodies, three are inherently unstable in one axis, and the other two (and one of the first three) are in a position barely distinguishable from placing something in the same orbit as the smaller of the bodies farther ahead or behind in a patched conics system, unless the two bodies are closer in size than normal (Duna/Ike, for example), at which point the Lagrange points would be even less stable. Even the two stable points aren't as trivially accessible as you'd expect. We've found all of one asteroid caught in the SEL4/SEL5 points to date. Dust in space isn't any more common in EML4/EML5 than elsewhere, so getting captured there isn't trivial either. Of the two L-points that can't be approximated easily in a patched conics system, the main use for them is for solar observations in the case of SEL1, and stellar observations for SEL2. SEL1 makes for a nice place for solar observations because the earth never occludes the sun there and it's far enough from the earth to minimize interference from earth without being so far away to make communication difficult. SEL2 is used for stellar observations because the earth permanently occludes the sun, reducing the interference of said sun when trying to see dim items very far away. On the other hand, because the points are unstable in a full N-body system, most missions that go there are of a duration of a few years at most due to the instability of those L-points meaning that they need to do frequent station keeping. The Halo orbits people talk about using in the unstable Sun/Earth or Sun/Kerbin L-points aren't really a stable orbit, just the orbit that required the fewest course corrections. One other thing we'd get with N-body physics would be the Interplanetary Transport Network. As nice as it would be to have, I think that this wouldn't be remotely accessible to the majority of KSP players. None of this even considers the fact that N-body physics for more than three bodies doesn't work "on rails" (in fact, it only works for three bodies if the orbit of the middle body is circular) but just as physics warp, which would break large amounts of KSP. TLDR: N-body physics, or even simplified 3/4 body physics, would eliminate anything really being "on rails" for a reward that the majority of KSP players would find difficult to take advantage of. Yes, the geek side of me wants Lagrange points, but the realist says that we don't need them, we really are saying "We want N-body physics so we can get Lagrange points to solve the problems of N-body physics."
  8. If you buff up the LV-N to be have NERVA specs, but change nothing else, then the LV-N is basically the best engine for all stages all the time. Current engines have a reasonable balance, where no engine is always better for everything (the mainsail has too much thrust for small craft, and the Isp is low; the T30 has lower TWR; the 48-7S requires a large part count, etc). You'd have to adjust all the engines. There was talk of making the LV-N be politically difficult in KSP also; that was in the distant future where the mythical career mode was implemented. Things have progressed to where there's a career mode, though you still don't have budgets or politicians to placate.
  9. False because my voice is squeaky, i would if my voice wasnt squeaky? is there text so we can all talk? Edit: what IRC site? The user below me wishes yesterday didnt happen.
  10. May I suggest a sort of "wrapper" node where rules inside it have different parsing rules? I'm not advocating this over any other solution in particular, but I thought I'd throw it into the mix. This is absurd. It's an opt-in beta test. Of course it's not guaranteed to be painless. Also absurd. He talked to people (IRC) and then made a thread so people could talk about it more. There's absolutely nothing wrong with his methodology here. Testing isn't about developers doing exactly what you think should be done, and ModuleManager isn't nearly complex enough to warrant a public review of a design spec before releasing a prototype.
  11. What about space engine then, being made by a single guy? What about space engine then, being made by a single guy? the "This isn't a gaming company" argument is as stupid as it gets. Modders can turn the game upside down and create (and update) a part pack in a whim and squad battles to include 5 kspx parts per update? And I'm using parts as example, you can basically just use every feature in the game to talk about this level of incompetence. "If you can't do better then don't criticize" is, again, an invalid argument when there are clearly visible examples that something can be better. Jesus, this part was just too much, not even bothering. Show me a rocket that wobbles in real life. Yeah, lets complement a stupid argument with sarcasm, that'll sure show him. You are wrong, this game is more for me than anyone else because I want it to be the best. I get my balls together and criticize everything because I want it to be the best it can possibly be. I know they are doing stuff wrong and I'm not the only one that can see that. I don't see myself blinded by brand or game fanatism, and that's why I have the balls to criticize as so do a lot of members (that for some reason are on the "DON'T LISTEN TO" list). Once again the people here show their retardation when they can't take an idea behind an insult. Not everything is a hugbox. Go out and live freaking life, nobody is going to compliment you for your work except for fans, and guess what, fans are the last people you want to listen to because they are going to approve everything you do, even if it's wrong. Why do you think artists listen to critiques that pretty much destroy their work? because they want to be better. To reinforce my argument, everybody knows what everybody thinks about the ones that shall not be named, yet somehow max manages to get ideas, he manages to get good criticism and hell, even majiir, ted, artyom and nexis post there.
  12. Right, but to test it, anyone who downloads it has make major changes to their installation to get it to work. That is where the problem comes in. Again, you talk to people first about what you're trying to do on the thread instead of releasing it and then expecting everyone to be okay with it. Your first idea may be the better one, but you didn't let people discuss it in this thread and understand why you were wanting to make the change. As you saw, once the reason behind the change was available to everyone, several people not only were okay with it, but those who disagreed with the implementation suggested alternate ways of getting the same result without breaking compatibility. That's how community modding is supposed to work. That's how AAA game development works (within the company obviously and not on public forums). You talk about changes that affect everyone with everyone before you change it.
  13. Thank you for the great news! I look forward to the next patch. I invested over 7k science into those computer core stations so that after finishing the Eeloo probe mission I had just launched, I would be able to afford the last tech node as well as having a steady source of science for upgrading future computer cores and warp drives. Very happy my "supercomputer" stations will work next patch! Fractal_UK, you've done an AMAZING job with this mod. I tend to talk about KSP a lot around my friends and it was when I started using this mod that a few of them decided they wanted to play as well. Also, zzz, the art in this mod is bloody fantastic!
  14. The rocket was assembled and the Munar Test Rover "Daisy Runner I" was set firmly on its nose. Test engineer (on approval) TE (oa) Neilcan Kerman checked the last technical issues. His colleague Friedrich Wilhelm Kerman, rocket scientist, sat ready for test mission control. "Daisy Runner I" was designed as a 4 wheeled munar vehicle with extensive scientific instrumentation, a broad windowed cockpit and a small habitation module for extended stay in hostile environments. TE (oa) N. Kerman and RS F. W. Kerman did chose a 3-Staged Murania IV rocket for the test flight, with a probe controlled landing stage for the stability test. Primary goal was to figure out flight stability and achieve LKO (low kerbin orbit) with the construction. Lift off was planned for 23:16 local time. I designed a rover for exploration on Mun. To get it off ground I attached a intermediate probe controlled stage and a three staged Saturn V like rocket. To test the design, I intended to do a unmanned flight just to achieve orbit, then discard the vessel. TE(oa): Friedrich, all systems nominal. Mission Control: Copy, Neil, ignition procedure initiated. TE(oa): SAS enabled, vents open, fuel flow nominal. Mission Control: Ignition in, 10..., 9..., 8..., 7..., 6..., 5..., 4..., 3..., 2..., 1..., Ignition The rumble of the 5 mainsails let Neils coffee cup hop around slightly. Mission Control: Lift off, Daisy Runner I on its way. Tipping south by 2, rolling at 0.5 per minute, speed 15..., 29..., 30..., 42..., 71... TE(oa): Vessel stable, heading 92, horizon at 87, height 2275 and increasing. Mission Control: Acceleration nominal, struts nominal, structure nominal, speed 145..., 175..., 190... TE(oa): Remaining stage 1 burn time, 20..., 18..., 16..., 14... Mission Control: Height 12450, heading 91, horizon at 45, speed 245 TE(oa): Stage 1 burnout in 5..., 4..., 3..., 2..., 1... Mainsails off. Mission Control: Separation - check. Ignition Stage 2 -check. Heading 90, height 15561, horizon at 43, speed 282 and increasing. Jebediah: WOOOOOOOHooooooOOOOOOO!!!! On staging to the 2nd, I realized, that I forgot to remove Jeb from the crew list in VAB. Great job, Kia. For a second, I really thought, oh ****, what have I done. The whole design was totally untested, I didn't know, if fuel was enough, dV was OK, staging was correct and so on. It was a TEST in career mode. And now Jeb was on board. TE(oa): Erm. What? Mission Control: Was tht Jeb? Jebediah: YEEEEEHaaaAAAAAA! TE(oa): JEB! YOU ARE SUPPOSED TO BE IN YOUR QUARTERS SLEEPING! Mission Control: Heigth 22k, horizon at 25, speed 440 over surface and increasing. TE(oa): Abort! Abort! Mission Control: Aborting... Jebediah: Sirs, abort sequence aborted. *giggling* Mission Control: Aborting is red. TE(oa): Wait! Wait! WAIT, WAIT WAIT! Jebediah: Oh! I love the stars. Really. Mission Control: Height 40254, speed 651, heading 90, horizon 2, burnout stage 2 in 34 Jebediah: More throttle! TE(oa): Need a snack... Mission Control: Leaving Atmo in 15..., 10..., 5..., 4..., 3..., 2..., 1... TE(oa): Oh no. Jebediah: Can someone stop rolling? I want to have a look on this island. TE(oa): He is just crazy... Mission control: Stage 2 separated, ignition of stage 3... Jebediah: Whaaaam! TE(oa): Mission Control, do we have orbit? Do we? Please orbit somehow? Mission Control: Orbit 102.320 in 7..., 5..., 3..., 2..., 1... Orbit check. Engine shutdown - check. TE(oa): Jeb? Jebediah: I can see the mun! TE(oa) JEB? What are you doing? At this point I decided to go for it. Jeb was on board, in Orbit, I had fuel left, and the Mun was in a quite good position for transfer. So no risk, no fun. Mission control: Daisy Runner is changing heading. TE(oa): I. Can. See. This. Jeb, what are you doing, copy? Jebediah: To the Mun! Mission control: This is going to be troubles with the director. For sure. Jebediah: Engine activated... throttle... YEAH! Cool machine, you made there Neilcan! TE(oa): Please Jeb, no. Mission control: Daisy Runner is doing a maneuver for a free munar return trajectory. TE(oa): The director is going to beat me through the recruiting centre... Mission control: Trajectory in 27 seconds. Jeb: There is something shaking. Where is the duct tape? TE(oa): In the Hitchiker. Jeb: OK TE(oa): YOU will not EVA while in acceleration! Jeb: *bsssssss...chsssssskkksssss...ssssssss* Mission control: This guy is dangerous. OK. It was evening, it was a long day. So I tested the ladder configuration right in the middle of the acceleration phase to the mun. I just didn't think about throttling down. Jeb: Back in again. I think the engine's running hot. It is glowing. TE(oa): *sound of a head hitting a desk* Mission control: Engine is nominal, Jeb. Jeb: Great. I am just going to fix this strut. Mission control: can you give me back vessel control? Maybe you are not able to shutdown trajectory burn on time, because you EVAed. Jeb: No problem. EVA progress nominal. *sounds of joy* TE(oa): *sounds of crying* Mission control: *sic* I ended Jebs EVA just in time to end the transfer burn. I overshot only slightly and set a course to a 63k PE on the mun's far side. Some hours later. Mission control: This is KSC for Daisy Runner I. Copy? Jeb: Jep. Mission control: Jebediah, the director is not amused. Jeb: I am. Mission control: We decided, that you land at the anomaly at the munar equator. You would ignore other orders anyway. Copy? Jeb: WOOOOHOOOO! Yes, Sir, copy, Sir. Mission control: We are now sending the data for deceleration burn, descent burn and staging information. Copy? Jeb: Okidoki. Start sending. Mission control: Start transmission.... now. Jeb: Data is coming in.... more data.... even more.... and more.... more more... transmission done. Mission control: You will be on the far side in 3 minutes. You are on your own until middle of descent. Good luck. Jeb: See you! Director: Jebediah Kerman, we will talk about that, when you are back! Jeb: Thank you for the trust in my skills, Sir! Mission Control: *sic* I started with the deceleration burn using the last fuel of the transfer stage. After that I staged to the descent stage and did fall towards the mun. On 5.000 I ignited the support thrusters on the rover to get rid of the relatively high speed. 15 Meters above ground I separated the descent stage and got the rover down with the support thrusters. I staged away the landing fuel and support thrusters shortly before touchdown. Jeb: *bsssssss...chsssssskkksssss...ssssssss* Mission control: Daisy Runner I for KSC? Jeb: *ssskchkkssssss...chkksssss...bbssbbssssss* Mission control: Daisy Runner, copy? Jeb: Hi there! Mission control: Would Mr. Jebediah Kerman please extend the antenna, for that we puny mission controllers may read the status? Jeb: Erm. OK. Mission control: Thank you.... TE(oa): Are you fine, Jeb? Jeb: Yes, Neil. Activating motors... Mission control: Jeb, Daisy Runner is nominal. Jeb: Of course it is. I landed it. Mission control: The arch crater is at 103 from your current position. Less than 5000. Jeb: I am on my way. Cool rover, Neil... very... cool... and..... fast.... TE(oa): I out. Director: Well constructed, Neilcan. Mission control: Jeb, 24 meters per second are maybe a little to fast.... Jeb: WHOOOOOOHOOOOoooOOOOO! Finally, I managed to get the daisy runner near the arch. And there Jeb did some science. Now he is waiting for a return ship. Totally unintended, but very successful mission.
  15. I have been playing kerbal for a good 8 months now. Love the progress they made in the start of career mode. Even as the game is now, it is incredible. Every patch seems to make it better and better. My thoughts and concerns though are about the rate at which patches come out and the content in them and the overall gameplay ability. I am sure I will get alot of negative feedback from posting this, but I feel I must speek my mind. 1. Yes the Squad team is limited. So I'm not expecting HUUGE patches every month. But look at the last patch, I believe it was around 70 MB in data, which took around 3-4 months. Yes it was an awsome leap and added much more to the game, but other companies add 1-3 GB of data in the same time with the same size team. Look at overkill and payday 2. 2. I dont feel the devs, although they do a great job, deserve a break as many have said in the forums after every big patch. They are living on the money that we have payed as kind of a stock in them making the finished product they promised to deliver. I don't know about you guys but no boss in any job i have ever had has said, "you did that last job great, take the next week off with pay!" 3. I feel too much has gone into honestly what i see as stupid junk. I read for weeks in the weekly about how the astronouat complex was getting redone. All it ended up being was a nice pic in the background that gets blurred out cause of astronaut selection. So why even bother. How about putting purpose to the stats of the pilots rather than a background picture that noone will notice anyways. 4. BIG ONE. OLDER SYSTEMS. I have a system that meets all the requirements for this game, yet like tonight had to reload 20 + times in i would say 3 hours because of crashes while reworking and launching my ship. I would rework, save, try to send to launch pad, game crashes. Reload select launch pad , select ship and crew, and say launch, ship messes up getting into orbit, if i stick around and watch it crash into the ground, or hit revert to anything,, game crashes. ( I am running no mods, have 4 gigs of ram, 2.4 GHZ processor, win 7 32 bit) According to squad that should be no problem. The ship I am trying to get up is my interplanetary shuttle. It has around 580 parts I am guessing, so nothing too insane. many of the parts are struts. Yes my comp is a good at least 7 years old, but if they say a comp with what ever specs as minimum can run it, then it should be able to run without crashing. Lagging is one thing, but to reload ever 5 minutes is another. AS I said at the begining I LOOOOOOOOOOOOOVE this game, I just feel like things are a bit misprioritized at squad, I see more advertising than development for an alpha game (If i am wrong, look at the kerbal weekly and see how much was done for development than someone going here or there to talk about the game). I see more work on background graphics than gameplay. Gameplay is what us gamers want, the pretty graphics in the end to touch up are a nice detail, but overall we (or well at least I) dont care. My final note is that at the rate i see this game progressing, it will be at least 2+ years before 1.0 comes out, please someone tell me im wrong but be able to justify reason i am wrong behind it.
  16. And the result will be nothing like you'd expect from Special Relativity. SR deals specifically with a Minkowski metric. Near the event horizon, the metric is going to look very different. The line element in polar coordinates in SR looks like ds² = dt² - dr² - r²(dθ² + sin²θ dƲ). In the exterior of the BH, it's (1-rs/r)dt² - 1/(1-rs/r)dr² - r²(dθ² + sin²θ dƲ). When you are far from the event horizon, r >> rs, the two are very similar and you can talk about effects of Special Relativity on a ship in orbit. But for r only slightly above rs you have to discard all of your SR notions and deal with General Relativity directly. Kepler's laws break down way before you reach event horizon. In fact, there are no stable orbits bellow 3rs. So you can be a full diameter away from event horizon, and Kepler's Laws are already completely useless.
  17. By the way, concerning a possible RemoteTech/kOS compatibility, I think Cilph and Kevin really need to talk, they don't use each other's mod I guess so they don't understand what to do to make both work. Cilph is waiting for a contact, here is the post : http://forum.kerbalspaceprogram.com/threads/56399-0-22-Remote-Tech-2-Build-those-satellite-networks!?p=756045&viewfull=1#post756045. I suggested him a few work-arounds already but he doesn't seem quite interested in a cheap solution. Maybe Kevin would have better ideas ! I know he already has a lot of work on kOS but if he could try to do it that would be great ! I know he likes to add features in each update, and that is a quite demanded one.
  18. 4/10 The thing to do is instead of the same group of people posting over and over, slow down and let other people have a turn. That way it isn't always the same people over and over again. I'll be watching, so no side conversations. Instead talk about where you've seen someone before.
  19. Well, I'm up to 5 now. Jebediah was the first one .... isn't he always? It was a simple mission to orbit the mun and come back .... I forgot to deploy the solar panels, so now he is in a highly elliptical orbit (ok, so I had other problems as well) around Kerbin with half a tank of fuel and no energy. Lesson learned ... put a few OX-SAT panels on each ship. Soon after Bill went to the Mun to land on it, I mean why not, Jeb's mission went so well what could possibly go wrong ... I added a few cheap solar panels in case I forgot to deploy the main one's after all. Well he's sitting on the Mun in an undamaged craft .... and no fuel. The 2 unmanned rescue attempts were able to land within 2k of him ... well, if you include crashing as landing. Lesson learned LTP, oh yeah and more fuel. So I got to Jool in an unmanned probe, we wont talk about not realizing a certain moon has an atmosphere and getting too far into it for my nukes to get out. Although I did get a lot of science before I crashed. So I figured why not send a manned mission there (not to land, just to look around and scan) and have twice the fuel that my probe had. Well I had a lot of trouble getting there and had to burn way to long even for nukes. Anyway, got there saw Jool and left so I'd have enough fuel to get back ...... Bob, Bobsey, and Mattop are now in orbit around the sun with no fuel. Lesson learned don't over estimate my fuel economy. Well, I plan on rescuing them in the next day or so and unmanned mission are so boring ... so I'll probably be up to 10 stranded Kerbals by Wednesday.
  20. Granted, we can't talk anywhere. I wish to have a free conversation thread, just one PLZ PLZ
  21. I tend to do like eliteshadow, mission is named after target, Duna mission 2 is funny as it never was an Duna mission 1 except in WAB, this was during the evolution of the modular science lander and it caused an redesign. Then I rename dropped probes after purpose. Duna north pole rover, it became Duna north pole probe with an probe sign after the wheels broke Tylo is the great killer for me, Eve is pretty gentle even an fail to reach orbit result in an suborbital jump and a kerbal who hibernate for a year while drawing full pay. Any fail on Tylo result in an high speed impact. Now lets talk about accurate landings on Tylo. Even mechjeb tend to miss by 10 km or more, even if dropped from 1000 km orbit with an lander with TWR>2 all the way.
  22. @CAPFlyer : maybe you should spend some time on the #kspmodders irc channel before telling me that I did not get input first, because "that" idea comes from chats I had with other modders. @NathanKell We talked before, I know you want the mods to work and keep it easy. don't worry. Same for Starwaster, you keep helping users on the thread I read so I know you mean well. @regex last version had Final working fine since only one DLL did the work I'll revert the subdirectory thing. I'll name the DLL with version number, that code is too nice to trash it and it Even if it is indeed unlikely there will be a lot more realease. Just let me catch Majiir on IRC to talk with him.
  23. I am not really sure as I don't develop mods, but I think there are two easy things to do which will make everything work, but are maybe not very beautiful. 1-Do what you said : provide information to any other mod requesting for that. These mods will then be able to implement some things by themselves (like controls blocking). For details, I think anything could possibly be useful like : is there a line of sight connection ? What is its length ? Should controls be blocked right now ? etc... 2-Make every feature optional. If a mod needs a feature shut, it will be easy to do so. kOS for example would need command blocking shut so that key events are not duplicated anymore, and it could use your data to block the controls itself ("if RemoteTechFound() && remoteTech.shouldControlsBeBlocked() then block()" in kOS code) ! Obviously I provided pseudo-code here, members shouldn't be named that long. For you it's just a matter of conditions (if we can block controls, then handle controls; else don't touch them !), it would require a bit of configuration for users (knowing they have to shut things down) but it would be documented and at least it will work. If someone finds a more elegant solution it could be better but I think mine is not that bad. What do you think ? The very best would be to talk directly to the kOS major developer, he could tell you what he needs exactly.
  24. Bravo! A very original take on hinges. I can only imagine the work it was to get everything working right . One minor point, but did you know that the last engine placed in the SPH is the first that flames out? So just take the central one out and in again, and you will get that nice flameout warning you talk about at all times. Weird rule not everyone knows about. Rune. Now you do!
  25. KSC - Gene Kerbin "Boost that signal! We need to see and hear what is going on." Gene was frantic, inwardly. Externally he spoke clearly and with conviction so as to not allow any panic or create an atmosphere for stupid mistakes. Outwardly, he was a rock. Inwardly, he was very, very worried for his friends in space. "On it Gene!" Jo-Jo replied and cranked it to 11. The tracking screen went from full on static to a static laced screen but with contacts on it. "I've got something!" Milby at Tracking piped up. "I think it is our boys!" "Jo-Jo, see if you can get them on the Com." Gene "Right, Gene!" Jo-Jo said and raced to KapCom station. Pulling on his headset he quickly keyed his mic. "Beagle Flight, this is KapCom. Come in Beagle Flight." Kerbin Orbit - Beagle Flight - Reentry track Jeb shut Beagle II's crew hatch and settled down into the second control seat next to Bob. "We are on our way, Bob!" As the cabin filled with air, Jeb noticed Bob rubbing his coin. "Yeah I think that is a good idea buddy. No one has performed reentry like this before." "I'd kiss it if I could right now, Jeb." Bob grinned and put his lucky coin back in his suit pocket. "pssstrtsark! Come in Beagle Flight." Jo-Jo's voice filled their helmet, heavily laced wit static. "Jo-Jo!" Bob and Jeb replied at the same time. They both laughed and Jeb motioned to Bob. "This is your ship, Bob. Answer for the Flight." Bob nodded and keyed his mic. "KapCom, This is Beagle Flight. We read you." What came back sounded like total pandemonium with Jo-Jo yelling to be heard over it. "Beagle Flight, what's your status?" Bob checked his scopes quickly. "We are on reentry and about to lose contact. We are on course for landing near the KSC." Jeb flipped a switch. "Releasing Beagle I. Thanks Baby!" "Roger <squark ssst sssst>ght. Talk to you in <ssssssttt>" Then the signal got lost in the static as the flames of reentry washed around Beagle II. Jeb was checking the readouts. "Things are going to be happening quickly now, Bob." "Ssspstt!ight, do you read?" Jo-Jo's voice can back after the flames died down. "Roger KapCom. We're coming home guys" Bod radioed back. "I'm going to have a beer when we get down." Bob said. "Just one?" Jeb said. "I'm have as many as I can drink then pass out for a bit." The capsule touched down with a thud. The parachute was cut and drifted free. Jeb peered out the window and saw several vehicles all ready. Many of the military. "It may be a bit for the beer, Bob." As the boys were climbing out of the capsule the found themselves surrounded by Kerbs in green and those Kerbs had weapons. "Umm..." Jeb said while raising his hands. "We come in peace?" Bob tried real hard to not laugh. Suddenly, Gene pushed through the wall of green and guns and walked over to Jeb and Bob. He gave both of them a hug (a man hug) and thrust a beer into their hands. "Welcome home, boys! I'll hold them off long enough for you to finish your beers." He said with a wink and turned and started yelling for the Kerb in charge of the troops. Jeb and Bob clinked beer cans together. yes, it was good to be home. Beagle Flight continues.
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