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FancyMouse

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Everything posted by FancyMouse

  1. 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.
  2. What is this load time thing? I alt-tab to start my game.
  3. 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.
  4. 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.
  5. You don't need to specify dependency (:NEED or :AFTER) so that your patch is applied after CA mod is loaded?
  6. 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.
  7. 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)
  8. 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.
  9. 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.
  10. 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.
  11. This one looks like you're controlling from the probe core below.
  12. Uninstall KSP Interstellar mod? Stock doesn't have the overheating mechanism. (and you may want to ask in the Interstellar thread about the problem)
  13. Flat solar panels do create non trivial amount of drag (you could alt-F12, enable drag in action menu, then see the exact number of the drag force of the part). Overcovering the whole plane - my guessimate is that the total drag of the plane may increase by about 30%-50%, but don't trust my number - you should test out both plans and conclude from your own observation.
  14. Yes, the same waypoint icon will be shown on navball. It might be below horizon, though - if it's too far away (e.g. other side of Kerbin)
  15. There should be waypoints with corresponding names when (1) you're offered the contract and you go to tracking station, or (2) you accepted the contract and then you're flying your ship - in this case you can left click the waypoint and set target. If you haven't accept the contract yet, and you're flying a ship, map view doesn't show the waypoints.
  16. [WRN 15:58:20.277] [ShipConstruction]: No thumbnail image exists for thumbs/JIX_VAB_2 [EXC 15:58:20.342] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ConfigNode].Add (System.String key, .ConfigNode value) ShipTemplate.LoadShip (.ConfigNode root) KSP.UI.Screens.CraftEntry.Init (System.IO.FileInfo fInfo, Boolean stock) KSP.UI.Screens.CraftEntry.Create (System.IO.FileInfo fInfo, Boolean stock, .Callback`1 OnSelected) KSP.UI.Screens.CraftBrowserDialog.BuildCraftList () KSP.UI.Screens.CraftBrowserDialog.Start () yeah confirms an exception during thumbnail, but not modded parts though... I don't know KSP code so can't tell what's going on, but my first suggestion would be to delete all files in thumbs folder (in your main KSP installation folder) and try again. And just in case - since you aren't on windows, did you have two craft with the same name except for upper/lower case difference? While file system could handle it fine, KSP's internal hashtable might be using case insensitive comparison, which could cause the issue. If you have this situation, try to rename ships.
  17. My guess is during generation of the thumbnail something (most likely one of the modded parts) throw exception and then it bugged out. It would be helpful if you attach ksp.log here.
  18. You could gain speed because of gravity, "open a parachute" could mean just staged it, so it's really not distinguishable at this point without a picture. That's why a picture is important - people don't need to guess what happened.
  19. I usually don't care about 0.5t difference. For station vehicle I care more about part counts (affects performance, save file size, etc.), so I'm super willing to make it a little bit heavier but saving a lot of parts. For only 2 passengers, it's probably going to be pod - mk1 cabin - (T400) fuel tank - Terrier/Spark. btw, I tend to design those station modules in a rather thin fashion is because not only they are friendly as launch payload, but also require less on the station design - i.e. I wouldn't need to stretch the docking port of the station out to have enough space to fit a fat module.
  20. Oh my bad assuming some sort of spaceplanes. If it's just a ship for vaccum operation, then pod - adapter (C7, 1.25m to 2.5m) - hitchhiker - Terrier would be my first thing to consider. I don't know if the adapter is low-tech enough for you, though.
  21. I still prefer mk2 even I know they are draggy. A single mk2 crew cabin is all you need. And I don't use lander can/pod - either unmanned piloting or I use a true cockpit. Docking port I either use the shielded one at the front (yeah I know it's draggy), in which case I need to find an air intake solution, could be in front of side stacks, or using inline mk1 supersonic intake. Or just a regular one, surface attached on top of the middle of the plane. My design doesn't require it to be reachable to Mun/Minmus on its own - if I want to go there I refuel at LKO station.
  22. Nope KSPedia is in-game feature. It includes a big table describing the range between all kinds of antenna versus {all kinds of antenna and all kinds of tracking station}. I highly suggest you try it out, not only because TriggerAu is awesome, but I also find I don't need to switch to an external webpage once I put community stuff like PlanetWiki into KSPedia. The stock rating is the rating against the same antenna itself. So you basically look at the main diagnoal of the table, and find which class the antenna is. From there you know what to do next. Of course, this only applies to stock antenna - modded antenna set their own range arbitrarily, and they don't fall into a particular class in the table. In that case you'll need to go back to the formula.
  23. The remaining stuff on your main ship is purely cosmetic, just like engine shroud. If your main ship is unloaded and reloaded, they'll disappear. There will be no decoupler in the main ship's part tree (hence no mass) - they actually still stay on detached ships (and count their mass there). So just put it normally.
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