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ToukieToucan

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Posts posted by ToukieToucan

  1. 29 minutes ago, RYU AZUKU99 said:

    What are its bugs atm besides its dislike of slopes?

    It sometimes messes up rendezvous when both vessels have a close Ap or Pe. It also isnt really dv efficient but fixing that is a little to complex for me. Gilly is also a difficult target because its elliptical orbit makes it hard to make initial estimations. Landing can also be a little imprecise at times.

  2. 44 minutes ago, EpicSpaceTroll139 said:

    With some ships that have very low acceleration (for example, 1m/s or so), it can be inefficient to make an ejection/transfer burn in one go, because the ship could travel something like halfway around the planet before the burn is completed. So commonly one will elect to start the transfer several hours or even days early, and start with say, a 300m/s burn, raising the apoapsis somewhat. The engines are then shutdown and the ship is allowed to follow the new orbit around and then perform another 300m/s burn or so. This process is repeated until escape trajectory is achieved, at which point the rest of the burn is completed, putting the ship on the desired trajectory.

    I'll see if I can find a diagram.

    I understand what you mean, but no it does not take that into account. Now it checks the Dv needed for the burn and burns half of the fuel before the "official" time till the node and half after. might implement that later. Although my rendezvous script does allow you to choose in how many orbits to meet up with the target (although you'd need to know where to look because its not obvious where you should enter this option. I standardly set it to 5 orbits).

  3. On 8/5/2018 at 5:41 AM, Billanater1 said:

    This is epic!

    Im hoping i can do crazy stuff like this one day with KOS...

    Just curious,

    How long did it take you to write this code?
    and, how many lines of code is it...

    I worked on this last year for a few months but gave up after stuff didn't work. This year I picked it up again and used my old files as a template. In total this probably took 2 solid months.

    On 8/6/2018 at 6:08 AM, EpicSpaceTroll139 said:

    Dang! That's pretty impressive! :D I once tried putting together a rendezvous and docking script for ships in LKO... never really got around to completing it.

    Out of curiosity, how does the script handle low twr ships? Can it do periapsis kicks over multiple orbits?

     

    I can tell a lot of caffeine went into making this

    I believe it can handle any kind of ship (but asparagus messes stuff up because its hard to calculate the Dv).

    What do you mean with periapsis kicks?

    On 8/6/2018 at 5:32 PM, HansonKerman said:

    How do I install?

    https://github.com/Toukie/KOS/tree/master/GAPAPOV

    You can either download it as a zip or use GitHub if you're experienced with that. I just discovered that the current version has some errors after I tried to tidy the script. So for now use v.1.0.0 I'll probably fix it today or tomorrow.

    The readme.txt has more information about installing.

  4. 2 hours ago, steuben said:

    What was the final result for the formula for stacking antennas?

    I know the initial was the square root of the product of the sum of the ranges. I know that a modifier was added but I can't remember where it was placed and what the value was.

    This spreadsheet is insanely handy:

    https://goo.gl/Wn03VL

     

    Anyways, it's the square root of the range rating (5k in command pods) * other range rating.

     

    ie. 

     

    command pod has a 5k (5,000) rating and DSN level 1 has a range of 2G (2,000,000,000)

     

    SQRT (5000*2000000000) = 3162277 meters = 3.16 Mm 

  5. 11 hours ago, DMagic said:

    I'm looking for someone to give me a stock, career, 1.2 save file with an extensive Comms network.

    I'm looking for something with both lots of vessels, several dozen at least, and separated networks, that is, networks of vessels that are in contact with each other, but not Kerbin.

    This would be helpful for testing something that I'm developing. :kiss:

    The new scenario has quite a lot of relays, although I'm not sure if it's the amount you want/need.

  6. When you want to have the LES on your ship but don't want to use decouplers because you want to dock you can attach a docking port to the top of the Mk 1-2 pod and an upside down docking port connecting to that. Now place the LES on top of the upside down docking port so it looks flush (for aesthetics you can slide it up a bit to hide the docking port sticking out.)

    Make an action group for abort that activates the LES and decouples your pod.

    Make an action to get rid the LES by setting it to undock and decouple the node and that it activates the LES.

    This way the LES will be launched away without effecting the rest of the ship and you will be ready to dock.

    Pic:

    http://imgur.com/a/Jt46F

  7. 18 minutes ago, cantab said:

    @ToukieToucan is your current PC a desktop or a laptop? If it's a desktop, post the specs; with a limited budget and a recent enough motherboard upgrading might be worth considering.

    Laptop.

    43 minutes ago, Camacha said:

    60 fps on a budget means making choices, but it is a good starting point. With those guidelines (game, quality, resolutions and framerate), you can start looking at hardware reviews that benchmarked the (type of) games you want to play. Then you can see how much money needs to be spent getting you the desired performance, or how much performance needs to be sacrificed for the desired budget.

    Right, though I don't need a constant 60 FPS, ran KSP 1.2 and had between 20 and 30 FPS (with some pretty big ships, feels like 1.2 has been optimized or I am just not used to having no mods installed :D) at launch which wasn't even that bad. Constant 40-50 FPS would be amazing.

  8. 2 minutes ago, Camacha said:

    Okay, medium settings. What about the rest?

    One word: benchmarks. You cannot look at numbers on paper to compare performance. There are some exceptions, but as a rule of thumb, you cannot not know relative performance without having looked at real world benchmarks. Make sure you look for actual measurements made by actual people on actual hardware. Do not get fooled by sites that 'predict' performance. Also be wary of synthetic benchmarks. They can be indicative, but sometimes also skew results.

    720/1080 would be nice, 60-ish FPS would be nice.

  9. 19 minutes ago, Camacha said:

    What are your goals? The only way to get the most for your money is to be very specific about what you want (which games at which graphics settings, resolutions and frame rates). Then you can build towards a system that does that best. It would also help if you could indicate whether you do not care about the system doing anything else (optimizing for now), or that you want a bit of flexibility too (optimizing for a longer period of time). I would recommend the latter, as I have seen too many people regret choices that were too specific. Your interests will almost always last shorter than your computer, no matter how crazed you are for a certain game now.

    I don't need to play AAA titles but a normal/high setting would be nice for 'normal' games. 

     

    Also how would you find a CPU that fits your PC, I compared the CPU from the video with a random i3 I picked here but how can I see that the i3 is better than the celeron (because of the MB cache?)?

  10. 1 minute ago, Elthy said:

    Except for the low RAM it would be ok for KSP, should run the stock game on Max if you dont build mad stuff. The hardest part about budget PCs is stopping to spend "just a little more", especialy in such low ranges where every buck more results in way better parts...

    Right, like getting 8 GB RAM instead of 4 GB, what would be a good CPU that doesn't cost that much more (less than $75 preferably).

    2 minutes ago, cantab said:

    In general at the low end of the market if you want a Windows PC then the cost of Windows can be an issue. If you want a Linux box or you already have a retail Windows license you can transfer then no problem, you can put all your money on hardware, but if you need a copy of Windows in your budget too then it takes out a big slice and makes it hard to compete with pre-built PCs. (And for people not already committed to PC gaming the consoles offer stiff competition too).

    As far as that specific build goes, fine for a new build for general gaming. If it's *just* KSP you care about, I'd consider going to a faster Core i3 and ditching the graphics card, you can add one later if your gaming interests expand beyond what the integrated graphics can handle. However at such a low price point I would favour a partly or mostly second hand build.

    (On a tangent, the presenter plugging G2A, a *highly* divisive site that I personally suggest avoiding, to me does not inspire confidence.)

    I'm quite used to Ubuntu so Linux won't be much of a problem as operating system, would the performance (of playing ksp and not so demanding games like Age of Empires 2 and Prison Architect) be affected by not having a graphics card?

  11. 7 minutes ago, Camacha said:

    The correct answer is it depends :wink:

    If you can present an example of such video, we might be able to comment on the validity of the claims made in that specific video.

     

    I don't know if either RAM or CPU is more important for a smooth KSP game but my current 2.1 Ghz Cpu and 2 GB RAM run at a decent rate but at times very obvious lag, would 2.7 Ghz and 4 GB RAM (8 GB RAM is possible as well as said in the video) be a *big* improvement or would it run similarly?

  12. -Survivability 

         > Life support

         > Parachutes

         > Heat shields

         > Radiators

     

    -Pods 'n probes

         > Manned crew items

         > Probes

     

    -Electricity

         > Batteries

         > Generators 

         > Lights

     

    -Fuel

         > Liquid fuel

         > Mono propellent

     

    -Engines

         > Liquid fueled

         > Solid fueled

         > Atomic

     

    -Science

        > Science experiments

        > Antennas

     

    -Space station

         > Experiments

         > Other

     

  13. 7 minutes ago, Camacha said:

    There are too many variables there to give you any sort of reasonable estimation :) Size of station, parts used, resolution, you name it. Even with an exact situation it is hard to predict anything without someone actually trying it.

    Let me state it differently, what are the specs for a smoothly running Ksp with visual mods on max settings?

  14. Nooby question here,

     

    what are the specs needed for a visually enhanched and (heavy) modded ksp to run at 60 FPS / >40 FPS at things like space stations?

     

    (my little 2.1 Ghz, 2 GB RAM laptop handles mods extremely well but the framerate is normally around the 30/40 FPS and like 5 FPS when controlling stations.)

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