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Wild Cobra

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Everything posted by Wild Cobra

  1. And when my total CPU usage is averaging under 16%, what then? I don't slow down until the game is using about 3.5 GB of memory, for it's 32 bit engine. I just put in a bluray on my dual monitor setup. I have KSP in a window of 1600 x 900 on one, and playing the movie full screen HD on the other. My total CPU usage with a station of 1,395 parts and a refueler docked is between 15% to 18%, averaging 17% with all I have going on right now. My GPU load is between 3% to 39%, erratic. It's the GeForce GT 720. The processor is the i7-4790 at 3.6 ghz, and 32 GB memory. My resource monitor has KSP using 15.04 - 15.05% of the CPU, the movie playing is only adding a 1.09 to 1.12% load. It's a four core virtual 8 processor. Full load on one virtual processor would be 12.5%, so it stands to reason that I am limited on this point. However, if unity didn't have to swap memory to go beyond 32 bit, the processor would have far less work to do. Last I checked, this processor was about 40% as fast as a $7,000 top end processor.
  2. I can't answer that. I too am disappointed. I landed on what looked like a rich place on the Mun, just to find a max 8.54%, after scanning an searching with a rover.
  3. Yep. I took mine off of default, and went to max graphics, pixels, etc, as well on both my computers. If what I read is correct, and my interpretation, the limitations are how fast a single core can process the limitations of the unity 4 graphics engine in the game, which only handles 32 bit.
  4. Problem is, limitation isn't the CPU. Neither of my computers CPU's or graphics cards break a sweat for over 2,000 parts. It's some limitation in the game itself, the way it manages the parts. I don't fully know why, but I suspect it's the unity 4 graphics engine limitations. If what I read is true, it's because of that graphics engine's 32 bit limitation. My tower has a slightly faster processor than my laptop and 32 GB, but my laptop has a far superior graphics card and 16 GB. I use dual monitor with both, and playing a bluray movie on my tower while playing the game doesn't effect the game at all.
  5. Thank-You. Now that I actually have troops on a Mun landing site, I know the elevation, and won't crash like I did before. It should have enough thrust for a good controlled landing, if the sluggish nature doesn't keep me from controlling it. I started an imgur account. Getting tired of photobucket. I realized when making this post, I didn't have the starting pics of the lander. Her it is with the boosters, and just the lander portion, in the VAB: http://imgur.com/a/o8e1O The lander portion alone is 2,759.7 tons and 1,395 parts. Of course, it will me minus some of that fuel with when landed. With the boosters, at launch, it is 1971 parts and 8,766.8 tons.
  6. Thus far, it has been very tedious, and I am probably only half done. I started all over. If fact, since I've been playing on two computers and since my tower has the faster processor, the i7-4790 @ 3.6 GHz and 32 GB memory, I started fresh by removing KSP and reinstalling it, so there are zero mods on this computer. I needed to do this for stock challenges because I had lost track of modified parts, and in one launch, I even modified some stock components in their braking torque. Should someone wish to test my ship files, and should I find a place to upload them to, I need to make sure they are legitimate for this, and all future unmodded challenges. I will use my Leopard Pro laptop for my games using mods. This is 100% unmodded, guaranteed. Everyone has my word on it. I started a fresh sandbox game and put a scanner in orbit, then a manned expedition on the mun to find ore. Never doing this before, I have a failed craft in the Mun orbit, and two on the surface. The first on the surface, I used the wrong scanner. I then found a location and left my third ore explorer on the mun, with four flags planted for where I wish to land. Then, I sent an orbital refueler that is in orbit on the Mun. I should have removed the Mono propellant on it, since I'm not using any, but maybe it will be useful for something else? After several failures to make my original heavy Mun lander, because it had almost 3,000 parts, and I couldn't correct mistakes, I starter all over with a similar, but new design. It seems that I can build a craft with almost unlimited parts, until I leave the VAB and reenter it. I have not been able to remove or add parts added after around part #2,500, once I leave and come back, reload it, etc. My new design was almost flawless in its launch. My first attempt, I had five decouplers that didn't let go. Once I got that corrected, it was flawless. When I made Kerbin orbit, I ended up with maybe 1/4 the starting fuel of the payload I'm sending to the mun. I'm pretty sure it has enough fuel to make it to the Mun and land, but since the challenge is by mass, I sent another refueler to rendezvous with it. This was tedious, and all my attempts to dock with a Docking port Sr. failed. I'm glad I designed the refueler and lander with a regular docking ports as well. I ended up docking with a size 1 port, which was easy and wow... So many parts with two attached vehicles... fuel transfer was tedious and I need, I think, two more shipments to fill the tanks. If I end up redesigning this Mun lander, I will put a size 2 docking port on the bottom center. One of my size 1 ports is on the top center, seems to be part of that docking port bug. I've experience it before with other craft, but since my framerate is maybe 4 per second, and such large mass are so sluggish, I wasn't able to dock with a Sr. port. I have contemplated hanging it up, but I want to finish this. Not even sure if I can land this beast. here is where I am this far: Slideshows: Finding a place with ore and marking it: http://s181.photobucket.com/user/Wild_Cobra/slideshow/Kerbal/Heavy%20Mun/Finding%20a%20place%20to%20land Heavy refueler sent to the mun: http://s181.photobucket.com/user/Wild_Cobra/slideshow/Kerbal/Heavy%20Orbital%20Fueler%20to%20Mun Heavy ore mining station and first refueling in Kerbin orbit: http://s181.photobucket.com/user/Wild_Cobra/slideshow/Kerbal/Heavy%20Mun/Lander%20launch%20and%20first%20refueling
  7. Nice job. Looks like I may have to take another go at it...
  8. It does get difficult. I have been using two computers. My slower one, when I checked a week back in my laptop, has a 4th generation i7 that is 38% as fast as the fastest CPU available... which also cost several thousand. My tower has an i7 that is faster yet, around 45% as fast as the fastest. My laptop is a gaming computer, the MSI Leopard pro with a GTX 950X. It doesn't even sweat at all with this game. The game seems seems to be limited by its 32 bit nature. I can play a bluray movie on my dual monitor setup, and not see any slowdown of the game... slower than it already is, at the same time, and that's with my tower that has the faster i7 CPU, but slower GT 720 graphics card. I have been developing stuff for the Mün Rocked competition. I am currently at almost 2,900 parts for the Mun lander from launch, but have a defect I haven't figured out yet. Here is a pic of one of its incarnations: - - - Updated - - - I also have this refueler in the Mun orbit for when I get a station there:
  9. I'm disappointed. Nobody beat my entry yet. I wonder if I'm wasting my time, trying to do better. - - - Updated - - - OK... I'm actually kind of new to KSP compared to others. I didn't play it till 1.04 came out a few months back. What is the farthest reaches to be had, to clinch a victory?
  10. Then maybe I should actually try! Otherwise, someone will take my design, improve it, and do better than I have.
  11. I'm sure you will disqualify this entry. You didn't specify the "RV-105 RCS Thruster Block" though I believe that is what you intended. I used several of the "Vernor Engines" which are technically RCS thrusters too. Anyway, I ran out of fuel before I could land on the Mun. Here is a slideshow, cut down from 146 images to 43: http://s181.photobucket.com/user/Wild_Cobra/slideshow/Kerbal/Thruster%20attempt%203?sort=9 First and near last images: - - - Updated - - - If anyone is interested, here is a pic of the top two stages. All stages below the top one are identical... Copy and paste! 48 Vernor engines attached to the Rockomax Brand Adapter 02 below the fuel tanks on each stage. I triggered the decouplers at fuel levels of 14,400, 12,600, 10,800, etc. etc. etc. Each stage has 1,800/2,200 fuel/oxidizer, so I triggered at every 1,800 fuel.
  12. Well, I did this so far, but it didn't happen yet because I'm trying to improve upon it: Details will come later, when I'm happy with my results. I'm trying to orbit, but everything is happening too fast for me to control. Using 19 stages, and they burn fast. Going to try less stages with more fuel each.
  13. Both my computers work with almost ~2800 parts, which is as large as I have gone. Framerate is very slow, but they work.
  14. I made a large refueling vessel with all stock parts. Has a pretty good amount of fuel left once I made it to Munar orbit. Have to get the pieces in place for the Mun Rocked challenge. Here is a slideshow: ttp://s181.photobucket.com/user/Wild_Cobra/slideshow/Kerbal/Heavy%20Orbital%20Fueler%20to%20Mun
  15. I personally feel the MK3 parts should be lighter, but more expensive to account for higher quality alloys. Besides, they are up another level on the tech three, and on a different branch. I'm OK with the MK1-2 and Mk3 differences. I just wish there was a single adapter for MK3 to size 3 parts, and a single size 3 to size 2 adapter tank. I often use the MK3 to 2.5 meter and MK3 to 3.5 meter adapter tanks to go size 2 to size 3. What would be good I think would be to add MK3 type parts as a 3.75 meter completely round part. I like the MK3 capacities. I would like to see a 3.75 meter cargo bay for example.
  16. The missile was also already moving before the first stage was ignited: Sprint was 'popped' from its launch silo by a powder gas generator which propelled a piston on which the missile rested. The missile was pushed through a membrane at the top of the cell, while the piston is stopped at the mouth of the silo. Once clear of the cell, the first stage was ignited and the missile tilted over in the direction of the incoming target. Aiming the missile so early in the trajectory reduced the forces involved in moving the missile's trajectory and allowed a very fast interception to take place. Some reports indicate that the missile was supersonic by the time it left the cell. http://www.nuclearabms.info/Sprint.html
  17. Well... "The Sprint accelerated at 100 g, reaching a speed of Mach 10 in 5 seconds." In the wiki link. I don't think five to ten seconds is possible without editing the parts.
  18. Well, I used the Ginger Corp Stock Alike Hubs. Found an error in the top and bottom nodes selects and edited the files though. http://forum.kerbalspaceprogram.com/threads/80575-GingerCorp-Stock-alike-Station-Hubs I believe there was mention of the error in the thread, and it was easy to fix. However, some of those parts I modified myself. If you notice in the graphic, I have modified the quad coupler to a size 3, and a few other parts. I did the right scaling of mass by 27 times, but I don't know if the aerodynamic drag need modified, or if it's automatic. Some of the parts that I did modify, I changed the attachment rules. There are too many changes to allow the station I made to be part of any competition. I don't know modern programming, but I was programming in Assembler and Basic back in the 80's, so I can do a little damage from time to time.
  19. I took a dry run with and attempted to land on the Mun. I have only landed a craft once before on the Mun. I need to get one of these add-ons that show distance to surface. I was in retrograde, down to around 180 m/s horizontally at 3,700 meter, I think.... and hit a mountain... Oh well. I know the surface wasn't at sea level... no sea anyway. I didn't expect that however. Just the same, I should get a rover and kerbalnaut, find a high ore area, and plant a flag first. For my trial run, I didn't care where I landed. I just wanted to see what other changes I needed to make to the sluggish beast. One change I plan to make is is taking off the 60 Thuds, and replacing them with 30 Poodles. I should go for the higher efficiency. I also have twisting battery/wheel sets that need some struts added. The fuel capacity I have is good. I plan to keep the seven tank and engines on the underside to orbit, refuel in orbit, then go to the Mun. Refuel again if need be at the Mun, but I don't think that will be necessary. I already have a large station in orbit. that is now refueled for fueling others: I like those 8 port connecting hubs! I'm pretty sure I can land this on the Mun, but the custom parts violates the rules.
  20. Not entirely within the rules? I am not claiming success yet. I never expected success on my first successful launch into space, and was honest about what I did. Did I miss something else? What isn't within the rules? It is all stock parts, held together with struts. Or... did I mix in a custom part I'm not aware of?
  21. Nice. I was able to get about a tank and a half up. My efforts aren't worth posting though.
  22. I couldn't tell you how strong they really are. I've had unacceptable flexing when I haven't used enough, so I just use more. The file says "150" for strength, I assume that's tons, since kg would be too weak, but tons seems to much also. MODULE { name = CModuleStrut linearStrength = 150 angularStrength = 150 } I used probably over 300 struts in this Mun lander, and the rockets below it. I made it for the Mun Rocked challenge, but failed in this attempt. Had to cheat with infinite fuel. Going to refuel it and see how it lands, then make some changes.
  23. I should have asked. I just made a successful launch with no stage separation problems. I had to help however with my landing fuel to achieve Kerbin orbit. I then decided to see how far to the Mun I would get. Made it to a apoapsis of 2,276,600 before running out of fuel. Went to infinite fuel just to continue a dry run. The dry weight of this moon mining station and hotel is 876.2 tons, and 1,308.2 tons full of fuel. 2377 pats, 41.5 meters tall. 36.4 x 40.5 wide/long. At launch, 2822 parts, 7,478.4 tons, 57.9 meters tall. Sorry, can't just put weight on the Mun, I have to do something that is actually functional. Anyway, when I was in Kerbin orbit, I made sure my 12 drills toggled, my six ladders, solar cells, antenna, RCS, etc. Extended them again in Munar orbit for a few pics. A good "dry run." Stopping for now, but later I will see how well it lands, and how much fuel I need after refueling the tanks. Anyway, here are a few pics, though since I cheated, this launch doesn't count.
  24. What problem? I am now attempting to get a monstrosity to the Mun for the Mun Rocked challenge. It is only 2875 parts, six stages, and 11,580.6 tons at launch. Haven't had a successful first stage separation yet. I'll get the bugs worked out. The lander part is 2279 parts, 1300.9 tons with fuel, 41.5 meters tall, 41.0 x 44.1.
  25. Well Thank-You. Seems odd since none of those 8 CPU threads to the right of the one graphic look maxed out. Guess I will have to deal with slow motion.
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