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  1. Kragathea added Saturn-like gas giant with rings, you should talk to him, maybe you can add an actual Saturn
  2. 10/10 I don't even need to say anything because I don't have anything to say but because I want to talk, I just wrote a long sentence with no real point.
  3. to answer the first question if it was on one thread then there would be page after page of just rules. Not to big of a problem but i would have to follow this thread for everything rather than just a few things. If someone has a battle going on i would have to keep track of that, if they want to use Kerbitz to buy something i would have to keep track of that, if they wanted to design and post new craft i would have to keep track of that. When it is on one thread i cant follow everything as closely than if i split it up into several. So this battle thread is for battles, the Standing thread is for purchases, the Tier and Challenge thread is for posting challenges and keeping track of all those craft in one place, and the Buildings and craft thread is for posting combat ready designs and your creative buildings. It is far simpler for players and us to keep track of all that goes on in the game. It was either that or come up with some nifty java scripting and all though i can do that i had three days to come up with the best and simplest way to create an entire game in that allotted time. It may compress into one after we get everything set up and ready for more than 8 players. Most people would only have to spend 5 min to catch up with everything. There is less irrelevant junk i have to sift through this way. To answer the second question it is not that big of a deal honestly if you just mention it to the person you are battling with. I live in the states and i am on like 20 hours out of the day lol. If someone says they are not battling you because of it just tell me and I'll talk to them. On that note of your missiles are always doing the best damage to their targets and you never miss then a video of your turn may be required, but I'm sure you will be fine. It's only there to make sure people don't just reload their persist files over and over and over again. In fact if you take your turn and post the persist anyway after 15 min and still post the The "Battle of (name of battle) Turn (turn #) File Ready?" that's ok I'll just make sure that your opponent posts theirs in time. If you use media fire it will tell you when the file was downloaded so you can tell if they have had it for a while if you are suspicious.
  4. I think along side this, there should be two things. Difficulty and a scoring system for said contracts. Also, they should consider the "Costs" that would go into the program such as cost of parts, fuel, and supplies. They could go as far as Kerbal salary, but I think that would make the game a tad TOO serious. ANYWHO.... The first bit I want to talk about is Influence. This is pretty much your space programs reputation with the world and "corporate entities," for lack of a better term, and determines just how much money they would be willing to invest in your space program. As you complete these missions, you're scored based on various factors such as Kerbal survival, speed, cost, etc. This score determines just how much more this entity would trust you in future missions. This little detail would open up "factions" of sorts and can even make that second space center a possible competitor in the space race(IE you do bad, they get the contracts and not you). Influence would also influence the Kerbal Recruitment rate. If your space center has a bad reputation, then Kerbals will be less likely to visit that recruitment office. Of course to balance that out, using Jeb, Bob, and Bill would need to be discouraged in some kind of fashion(IE if Kerbal salary was a thing, they would be the most expensive since they're all just simply that awesome). Otherwise, your space program would thrive on just those three to cut costs. Difficulty would determine how hard it is to make money, produce science, and gain/lose influence rates. The easiest difficulty would start your space program out with more money, lower influence requirements for contracts and kerbonaut recruits. The easiest difficulty would mean a higher starting budget, higher rates of influence gained and lower rates on losses, and the influence requirements to open up contract opportunities. The hardest difficulty is pretty much the opposite of this and is designed for the most awesome of all kerbonauts with higher costs to everything, lower influence gain and higher influence loss, and mortal Jeb, Bob, and Bill because the truly awesome don't need to lean on immortal Kerbals to get the job done! ((On an added note, if things like deadly re-entry become official features, having the option to toggle these before starting would be very convenient. But yeah, added depth but nothing too serious to add further meaning to career mode. Also adds a way of FAILING HORRIBLY to the point of having a game over state by having no way of going on missions. Sandbox would be your playground, Career would be your tug towards the reality, not a drop off a cliff into stabby rocks of reality(unless you're hardcore and play on the hardest difficulties for sheer masochistic bliss), but a nice relaxing lounge that lets you use your think muscles a bit more to a void losing your space program to poor funding... or bad reputations because you like lobbing nukes at K2....
  5. I seem to have resolved this by moving the actual geometry to eliminate the majority of orientations I have to change in Unity, which was annoying, Unity is annoying, I dislike you Unity, I hope you get barked at by small dogs while trying to talk to somebody. I have all my stuff in Unity assembled as an empty with PartTools on it, then an empty which contains all the actual stuff; this way I can fiddle with the second empty to make it all the way I want, and I can fiddle with the first empty to line things up in Unity without actually changing the output. I previously had HexPod/HexPod oriented as (in node notation) 0, -0.75, 0, 90, 0, 180; flipping it backwards, rotating it right side up, and correcting it for being offcenter. For whatever reason reloading the ship seems to pass these down to the mesh or something weird, I can hardly guess; but changing the mesh has eliminated the need for a lot of this so whatever KSP does doesn't matter, I still need to doublecheck that I haven't broken anything crafts wise, I don't think I have.
  6. Challenge accepted! But lets not talk TWR ...
  7. They would talk about if and how Kerbals would digest Beer and how they get that stench out of a sealed Spacesuit
  8. There are. And I've seen quotes as low as $30k for a cubesat launch. It's pretty reasonably priced. You can do bursts. Dish won't do you much good on a cubesat. Since you are limited to 10cm on the side, even if the dish folds out, you'll have hard time getting something over 30cm in diameter. That's a 1GHz wavelength. Even at 5GHz you'll be lighting up a 10° cone. You can work with that in LEO, but from GEO you are doing hardly better than omnidirectional broadcast. Point is, if you want to "talk" to something in GEO, you need a much bigger sat.
  9. With all the talk in the news of the United Nations creating a plan to deflect asteroids. I was thinking there should an asteroid belt out in deep space, this would lead to random mission pop ups of an incoming asteroids that have been knocked out of the belt and on an impact course for the planet. The mission put a rocket / rockets into orbit and change the course of the incoming asteroids to save Kerbalkind. I think it would lead to orbiting stations ready to go intercept an incoming asteroid and and change there orbit. If you good you could put the asteroid into a stable orbit and mine it for resources to return back to Kerbal. (once mining is incorporated into the full non-addon game) If the asteroid is smaller than a certain size you could have it "loose mass" as the mining operation takes place, less mass means less gravity making it harder for you to land / mine on the next trip, but easier to change its orbit / trajectory.
  10. Wouldn't it be great if there were a way for people to find out what's planned for future releases? I dunno, like maybe reading previous posts? All trolling those asking for stuff aside...it'll be really interesting once you and Kevin get your stuff together so kOS and RT2 can talk to eachother. Especially for those times when launching something into orbit and it's out of line of sight, kOS could still perform commands (not the case now but thats ok). Granted once you have an established network that shouldn't be a problem. For now though I'm happy with what we have, once I can actually get my first 3 komm sats where I want. Sure I could put them there manually but what fun is that? It's more fun to try and write a kOS program to do it, even though it's not exactly compatible yet. At any rate, excellent work thus far. *Downloading/installing the latest update now*
  11. Chapter 6: Gene? Jebs Log: I's been more than a year on this planet. Nothing much has happened. Burbart made sure to get us good communications so we could watch the Kassini probe explore the Sentar system. He says that when we get switched out for a new colony crew, we'll be the first on the list for a manned mission crew. Apparently there is a moon like Laythe but further out from the gas giant it is orbiting. Erin, it's called. Possible for microbial life maybe? That's what they said about Laythe, but that was disproven. Kassini is the only one thing that has gone to Sentar yet, and there is no plans besides a manned mission for anything else. Somewhat off topic but Burbart is now the De Facto leader of the space program. Gene went missing. It is speculated he was caught in the war's crossfire or something. On a related note, Bob's brother and his wife were killed. Their daughter Sara lived, however. He was so depressed he didn't leave the hab module for a month. The only thing that got him out was Burbart getting him to talk to Sara over voice chat. He's still very quiet however. I feel bad. Maybe- Bill: Jeb! We've detected something deorbiting around Duna. It's going to land a few kilometers away. Jeb: Impossible. Bill: No, no. Come look! Meanwhile, up in the sky... Gene: BERTY, make sure we don't crash, dammit! BERTY: Gene, this is an optimal speed. We will land roughly 200 meters away from the colony at this pace. Gene: Not if we explode! BERTY: Do not worry, Gene. I do not make mistakes. Gene: Fine. Alright. I've never been on a spaceflight before, anyway. Never even commanded one on a landing, either. BERTY: Beginning vertical descent. Gene: Good, good. BERTY: Touchdown. 202 meters from Colony Sirius. Gene: I guess we didn't explode. *Gene opens the airlock and steps out with his suit on* Gene: Looks like they noticed me. Bill and Jeb appear to be outside. *Gene walks to them* Jeb: Gene? How did you get here! Burbart said nothing has left the space center since Kassini! Gene: I launched from the Kineea launchpad. Jeb: Kineea? They don't have a space program. Gene: Of course they do, how do you think I got here? Jeb: I... well... Bill: How did you get them to let you use their space center? *Gene reveals a concealed handgun* Gene: Simple. I've been a Kineean Officer for quite some time. Jeb: Woah, woah, woah! A gun? Gene: Yes. A gun. Bill: What do you have against us? Gene: You're all Kerbaltian. That jet that started the war? I ordered the pilot to do that. In fact, he was Kineean as well. Kerbaltia and Kerania we're bound to go to war, so we started the process for them, before they could drag innocent countries into it. Jeb: You're insane! Bill: Hundreds of thousands are already dead, Bob's brother included! Gene: Oh, I'm deeply sorry for that. *Grins* Jeb: You sick bastard! *Gene aims the gun at Jeb.* Gene: Hand over all the data you've collected here. I'll just bring it back to Kineea, then we'll claim Duna for ourselves while Kerbaltia and Kerania destroy eachother. We've entered a new age, Jeb. And you can't be part of it. Jeb: Wait! Gene: Last words? I really don't see th- Bob: YOU KILLED HIM! YOU KILLED FRANK! *Bob comes charging from the habitat module with a pipe, Gene turns to face him too late and Bob smashes Gene's helmet* Jeb: Holy- Bill: Bob! Bob: You.. *smash* killed... *smack* my... *crack* brother! *Gene is coughing blood and gasping for breath* Bill: Bob you breached his suit! Bob: Good! *Bob steps off, and looks at a battered and dying Gene, only then realizing what he did* Bob: Oh my god I killed him! I killed him! *Bob begins to collapse, sobbing under bitter realization* Gene: *cough* You've doomed everyone... *Gene takes one last gasp and slips away, dead* Bob: Oh god, oh god! He-he was a bastard and he got my brother killed, but, but- Bill: Bob, you did the right thing. Bob: No! Jeb: Bob, he would've killed us all! Bob: N-no, no more. Please. Home. I want to go home... *He drops the pipe and falls to his knees, blacking out* Jeb: Bob! *Bill and Jeb pick him up and put him in the habitation module*
  12. There's already a page operated by one of the #KMP Devs (Jumba) that lists all the active KMP Servers. http://kerbal.wlsing.nl/ Suggest you join #KMP on irc.esper.net and talk to Jumba. Maybe you guys can join your efforts. His list actually checks the health of the running servers. (PS: Jumba is entering exams period so you might not be able to chat to him before monday).
  13. you really think its that funny that you still talk about it and even consider making a mod about it?
  14. All well and good, but it did not answer the question asked/issue posed. That is where the issue came in for him. If you want to talk about how the UI design is an issue for you, then post without quoting the guy looking for help seeing if it's a bug or not instead of making a post that not only doesn't answer his question, but goes off on a tangent that really isn't germane to the thread at all. There are more appropriate places to discuss it (like the Dev forum) than inside this thread for this one addon. As it is, as a user of computers for 20 or so years (considering that I've only had 31 possible years to use them) and starting with DOS 3.1 and moving from there, I understand where you're coming from, but I also understand that in the real world, there are pushbuttons that look like radio buttons and operate exactly like MechJeb's buttons do. This is where the issue comes in - do you follow computer design convention or do you follow physical design convention. I think that is up to the dev and is bound more by feel and whether it actually works than by any convention as to whether the users accept it.
  15. It's a discussion, not a suggestion. Discussing things on the WNTS list is okay. Mostly. Not sure on the multiplayer side of things, though. I don't see the need for every planet in our solar system to have a perfect analogue, really... but um, if you really want to talk about it, go ahead.
  16. 1) Make sure your time warp factor is low (1000x max) when an SOI transition occurs. If you leave time warp at a very high value what happens is that by the time the game has recognized your new SOI and redone its calculations you will already be well beyond the transition boundary, and so the original estimate will be waaaay off. 2) To get better visibility on exactly what is happening at your intercept target, go into your settings.cfg and change the conic draw mode to 0. Mode 0 shows the flight path through the target SOI at the target's current position. This means you can tab through the objects in map view to the target body and zoom right in on it, allowing you to see your trajectory very precisely. I talk about this in my most recent video here: http://youtu.be/MryzqX5hUjw I also demonstrate the improved manoeuver nodes mod. This is not a mechjeb type of thing, it doesn't do any work for you. It's just a working interface in the way that the existing interface is not. It allows you to make small changes to your planned burns without having to be able to see the node itself in map view, and therefore without having to be all finicky with the camera in order to be able to click and drag the right handle, etc. It also fixes the problem with nodes closing unexpectedly (or rather, the problem becomes irrelevant because you no longer have to drag the node handles to plan your burns).
  17. To be honest I don't think Those engines should cost millions.. Talk about a grind fest. LOL. I will see what modules Interstellar drives has in it, and see if I can get the cost down. I have not checked to mod out in long time.. But I know that before you could upgrade a low End Drive to one of the higher ones while still on the vessel.. So in a way if you pay for a huge cost for a vessel.. keep the vessel in orbit (like you would anyway with this mod) then technically your only buying the vessel once. And getting free upgrades to that vessel. (other then the science cost to upgrade them in that mod) MCE should have no problems at all with the new expanded planets mod. The only thing I could think of that might be a problem is the names of the planets and assigning them in missions. The directions for making missions is located here.
  18. It was KJR causing this. Talk to Ferram, it's a known bug in his plugin. Oh, and try with a higher Pe then. It should give you lower Gs in exchange for greater heating. I might beef up the heatshield in the next version, but I think it should work.
  19. As I didn't tried to go on Duna when playing career mode( I did achieve to land on Duna but only after I unlocked all the tech tree,when I was somewhat bored and wanted something new) I can't reaaly talk about this. However, if I made a new career mode, I think I would wait until I unlocked the nukes, docking port and RTG(or solar panel).
  20. Sorry for lack of response, you've fallen off the front page. By "short period" I thought about a few (1-2) seconds, no more. Right now, "normal" KSP staging is usually possible, using the still stable flow from the boost to ignite the next stage. Meanwhile, IRL, the next stage is activated before the previous one is done running. If this was neglected, the next stage would probably fail to ignite. Also, how about interaction with Modular Fuel Tanks mod? You could talk to NathanKell about this, it'd really benefit both mods.
  21. <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>
  22. We are an online team people from all over the world come here (to the JungC) to hang out to talk, game, help with homework, and much more. We like to say that with this team everyone is a team member and that everyone in the team is important. We professionalize in keeping a clean and respecfull online place for pple to hang out, so if u like team work and respect your in the right place. Please join us on raidcall for more info, also check us out at www.jungfahacorpoation.com cya soon, take care
  23. Hi all and dev's, There has been some talk about the anomaly's not giving any science. Well i was thinking about the capability of taking pictures, just like in real life. Not just of the anomaly's, but also of the planet's. This would provide info on good landing site's, with inclination, elevation and stuff like that. I think it has a lot of potential
  24. I just started a thread about mine over in fan works. http://forum.kerbalspaceprogram.com/threads/57012-The-Kerb-Kerman-Show%21 Dressing it up as a talk-show interview.
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