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About FancyMouse

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    Junior Rocket Scientist
  1. Editing save does not help. In the save the only value that matters, is the GameSeed value of ResourceScenario section. So you can't fine tune anything in save - only throw the dice again for all the distribution in the whole solar system. Or - if you're allowed to mod the game itself rather than only the save file, then you can go to GameData\Squad\Resources\Ore.cfg. It's pretty self evident - you can probably achieve what you want by just changing (poor man's method: directly change the file; preferred method: write your own MM patch) the MinAbundance value to be equal to MaxAbundance.
  2. That's why I have different sizes of tanks on my station so that I can get what I want (each operation would be either empty a tank or fill a tank to full, so that the ratio is always correct).
  3. For your theorem it is easy if you know topology - continuous function maps compact set to compact set. And compact set on real line is bounded and closed, so max and min exists. OTOH this has nothing to do with the original question - "shouldn't have local non-global maxima" is literally equivalent to "global maxima that is not on a boundary, is a local maximum", and it's trivial just based on the property that it's a "global" maximum.
  4. Yes. It's like a legal document - "land" literally means land, not splash. Good news for you is, if you only miss the last step, then you could just design a new ship, carrying only the number of required ore (game doesn't track where the ore come from), launch it, use separatron just to leave the ground for a second, then use parachute to make it "land" (on the launchpad). That will count.
  5. Did you even read the thread? This whole thread is about stutter, which is sudden noticeable pause of the game during playing, caused by a stop-the-whole-world action by GC to perform memory operations. Whether it loads everything on startup has nothing to do with GC stutter. In fact, it only improves the situation, because you avoid potential stutter caused by disk IO to load.
  6. What is this load time thing? I alt-tab to start my game.
  7. Each input lock layer has a name, and you could probably guess from there. If you don't know you can also paste in and ask forum if anyone has seen this.
  8. I usually found myself trapped in a small textbox somewhere. But alt-F12 should work, and you should be able to look at input lock layers to see who is locking up something.
  9. You don't need to specify dependency (:NEED or :AFTER) so that your patch is applied after CA mod is loaded?
  10. I've used it once, and my conclusion is X43 isn't well suited for Kerbin operation. Kerbin's orbital velocity is so low, you even need to push the nose down in order to get air for the engine, and it's not uncommon that you can push your apoapsis to hundreds of km by X43 alone. For Kerbin surface operations, you might as well just go to orbit and in vacuum you need zero fuel to move around, saving the trouble of diving to gain speed (the trajectory with X43 is similar to how a low TWR spaceplane breaks sound barrier, except it's now diving from 20km to about 15km breaking ~4.5 mach "barrier"). I would imagine if you're using some modded planet, which is huge, whose atmosphere has oxygen (like Earth), then X43 might be super useful.
  11. From my experience, if the hop distance is comparable to the size of the body, each suborbital is going to be close to a full orbital velocity. Do you really have the numbers to show it's going to save fuel? I feel really skeptical that you can do each hop within 0.707*orbital velocity to cover the distance between pole and equator. (and you said /root2 - you probably meant *sqrt2)
  12. Utilize Big-S delta wings that are both wings and fuel tanks. Put all those surface amount stuff into cargo bay if possible - they produce a lot of drag, they really do. Too heavy to take off is not a problem of too little wing - usually people really mean it's hard to rotate, and it's usually a problem of main gear too far away from CoM (and CoL behind main gear will make things worse). Double check if it's what's happening. And btw, to reach Jool I don't think you want to use LFO engines unless you really design for it. Even if you allow yourself to stop by Mun/Minmus to mine/refuel before leaving for Jool, it is still hell a lot of delta V. Think about it - if you have minimum 0.1TWR requirement, that's about 1m/s^2 accleration minimum. So with 2 nukes, they produce 120kN, so your maximum plane mass is 120t. 2 nukes only weigh 6t, you still have 114t to play around. You can even just substitute your current Poodle and a few LFO tanks with 2 nukes and all LF tanks and you can still have 0.1 TWR. It's a good start, better than achieve nothing.
  13. Assume we do want to ignore decoupler mass (which is important for many stages, but let's ignore for now to be consistent with all you've done). This nonzero limit is still explainable - you treat the staged engine & fuel tanks as "propellant" as well. This will of course reduce "calculated" Isp - but it still has a nonzero lower bound (this involves some calculation but not too hard, something like newIsp = Isp/9 or something better than that). This will mean that you could apply rocket equation to get a lower bound of the whole craft's delta V budget, which is nonzero.
  14. They can get deleted for various reasons: 1. In (almost) subortibal trajectory - if periapsis is below some altitude (different for each body, different from 0/atmosphere top), it will be deleted. This applies to all vessels, not only just debris 2. There is a global setting of max debris. I don't know what the number currently means, but it used to be that, if the total number of ships+debris exceed the number, then any new debris will be automatically deleted.
  15. This one looks like you're controlling from the probe core below.