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E805BzRo

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    Rocketeer

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  1. In career as well as sandbox, the game crashes immedately when I click on the Infernal Robotics tool in the toolbar in SPH (the button that appears at the bottom as soon as I add the first IR part to the vessel). Outside of the hangar the IR tool works (can move parts, no crash). KSP 1.9.1 with Making History DLC, running with -force-d3d12 on Ryzen 3600X CPU, Radeon 5700, 32gb RAM. Any ideas? Thanks. EDIT: Just tried without -force-d3d12 and it doesn't crash when clicking the IR tol in SPH. (However now I have the no-water issue with Scatterer again. That was the reason for using d3d12.) EDIT 2: Same in VAB. Crash with d3d12, not without.
  2. Thanks that's it, at least in the VAB. If I click KK in the KSC view it only allows me to repair all facilities.
  3. I can't figure out how to re-open the Space Port on Lua. I have the Making History Extension. I'm playing career mode (new save for this mod) with "user alternative launch pads" enabled. I can switch to and use the alternative launch pads on Rhode using the control under the green "launch" button. I have Bill standing in front of the VAB on the KSC on Lua. I currently don't have the 7 million bugs that I'll need to re-open this space port, but before flying 10 missions only for raising funds I'd like to know how I can use the Lua KSC. Is it available as alternative launch site in the list under the green button in the VAB? Do I first need to upgrade a building? Or does it come through a contract?
  4. Yes. I guess everybody is starting new careers in 1.05... I am. Cheers, EzBro
  5. Re-starting with 1.05 after the K-201 10 fight is certainly fine with me - how couldn't it, with giving me the chance to be the last champion of the 1.04 era and all! EDIT: I would very much appreciate if we could also include Doke's submission if it comes rather soon still in the 1.04 series - his Skua was the first thing I tested my planes against and I hated it (in a good way).
  6. In effect it is the same as pitch control, but I think if you activate the spoiler function it will pitch only at low speed. You could get the same using DD to dampen with normal pitch control at high Q, I guess. It is confusing. You can use pitch, the AoA slider, and the spoiler slider for the same goals. Especially with DD I think the boarder between what sliders achieve are blurred. Testing is not easy as the rest of the plane must be adapted to changed amounts of pitch authority - and then you compare apples with pears. I built another test plane (K-202) purely for understanding more about the general question if front-facing control surfaces are better used for pitch authority (like canards) or for AoA, or if there is an advantage of using two for this and two for that. That plane doesn't like those surfaces to be used as spoilers (stalls until you dampen everything using DD, then it doesn't corner well anymore), but it achieves superb slow cornering performance with AoA. With the K-201 10, which looks almost identical, it was the other way round . In fact, with AoA K-202 beats K-201 10 and Hummingbird all the time .
  7. Never used spoilers before. Saw them in action on DrDavinci's plane and started playing with them. Found out that configuring control surfaces to act as spoilers helps with cornering a lot. Before, I configured front-facing control surfaces with naught to -100% AoA. Higher means more stable at high AoA. But cornering is slower than without the AoA setting at least on some of my planes. Setting the same surfaces to act as spoilers, on the other hand, makes for faster turns with lower AoA and thus lower loss of speed. It is kind of the opposite of using AoA with negative deflections. I still wonder if setting the AoA parameter to something positive would not do the same as the spoiler setting, effectively. Have to try that out at some point. Be that as it may, I now have another parameter that is worth playing with, and that's good! I use spoilers extensively in the K-201 10, and I find they help with cornering while slow. I saw 10G in a turn while slower than 150m/s! More importantly, when slower than 100m/s it runs like on rails where it was stalling before.
  8. So the K-191 found its master after all... So I herewith submit the K-201 10. Thanks DrDavinci for some inspriation concerning AoA and Spoilers. Never understood those before. https://www.dropbox.com/s/w9fg758o6j11bhw/K-201%2010.craft?dl=0
  9. Sure I'm taking the compliment ,-) Yeah, K-191 turned out strong. It is the result of two weeks of continuous optimization. I ran it against D-10 and Swallow F-1 while testing until I could reliably beat both of them. I still can't claim I understand what makes it good. As I wrote before, It is easy to save 2 tons of weight while keeping control authority, lift, and thrust the same as K-191, which should be better. But isn't. Maybe having a bit more momentum helps going into a near-stall in a way that the KI can cope with. I never optimized for low straight-line wobble. The moment in which your craft shoots the opponent is almost always in a steep curve, and in that situation the control deflection is maxed out, meaning no wobble. I also played with rear cannons, which scored the occasional kill against craft that do a better job putting themselves behind me. Never got more than chance kills, however, so no way (for me) to design a champion on that basis.
  10. Tried the meme fighter in a fresh installation once more. I used CKAN and picked BDA, FAR, DD, and VesselMover plus their dependencies. Physics delta was always at 0.03. At 1920 with AA 4x and full textures and rendering, the meme fighter disassembled in 2 of 3 fights. Worryingly, also the K-191 that I used as opponent broke apart once. In my old install with trajectories, distantobj, Engineer, Cool rockets etc. and also with 1920 and quality as above, meme fighter broke in 1/3. Still in the old install, it broke in 3/3 both with higher quality (everything full quality plus 8x AA) as well as lower (1280, quality to medium, AA 2x). Concluding, my standard settings seem to be quite gentle; planes break more often with higher AND lower quality graphics and also if fewer mods are used. If I had the time I would do more systematical tests to figure out if FPS or number of mods is the decisive factor.
  11. So here is a video of a fight between two prop planes, made with KAX. My resumée: boring, doesn't add anything really new. Whats really nice, though, is the sound of the prop engines!
  12. OK, I'll do a separate install. I gained more FPS by changing display settings. Before: 1920x1200, 4xAA, full texture, render, and FX quality, physics delta 0.03 - time display more or less constantly yellow - 20FPS, dropping as low as 10 if more than 2 planes are loaded (I always have several lined up for testing my craft) After: 1280*720, 2xAA, hal texture and render quality, FX still full, physics delta 0.04 - time display green most of the time - constantly >30FPS, average much higher The F-22 that I submitted earlier was optimized and strutted while I used the low FPS settings. It could do 25G turns reliably, but I know from optimizing for hours that there was not much margin. With high FPS settings, the F-22 broke up every time.
  13. No, the Meme Fighter didn't break on my install. Pulled up to 28G and held. (Still Hummingbird won ;-) ) I am uploading a fight that I ran between two hurried propeller plane designs. Fights are a bit slower, KI still making the same mistakes. I'll post the link in the morning (11h from now).
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