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PT

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  1. Change your "meta gaming", it will affect game more than mods. Career or not, KSP is still sandbox. People make trains, Rubik cubes, tanks, space disco, submarines without mods. For example: I landed on few bodies in classic way, got bored, so I made up my own rules. Now I build career-driven spaceships and spacestations without, science strip mining, lab abuse and ISRU or other "cheats". Stock game limited my possibilities so I gathered few mods to help me do what I want: Gigabyte or two of part mods. Station Science gives sense to building and revisiting big stations Life Support (TAC LS this time) makes you take care of station and space ships, vanilla Lab is sooo cheaty. Life Support makes even classic rockets more complex, you can just land on Eve with just Mk1 Command Pod and waiting 20 years for encounter (been there, done that, stranded Kerbal there) DeepFreeze. Because cryopods are scifi and life support have bad influence on rocket equation Joint Reinforcement. Because phantom forces ripping your station to pieces and rockets strutted like ham with bondage fetish get boring after few years. MechJeb. Offload repetitive task on computer, thats what they are made for. This station and ship on picture? Few dozen launches of same rocket with different payload. And that much yet again after I took that screenshot. And twice as many before I can launch my ship. BOOOOORRIIING. No, its not cheating. At the very least autonomous rockets are more realistic than nibbling stick while fighting cartoon physics. Ten encounter and docking maneuvers in a row with stock nodes? Never. New Horizons (or other planet pack of choice). Because after few years you can get bored even with prepending that Dres exists. Research Bodies . Not knowing how solar system looks makes you truly explore instead of just looking around in tracking station, and it helps with narrowing objectives to prevent being lost in plethora of targets. Tweak Scale. See that orange tank? Its our little cute toroidal tank. I wanted big foily tank, but there was none, so I made one! Possibilities tend to be better than limitations when you want to have fun. Near Future, or Interstellar if you want more SciFi, mods Interplanetary Launchpads when you are bored of launching from Kerbin. (I think ab KIS/KAS - it kinda suck to lose mission because KSP bugged out and broke antenna under fairing on ascent. Orbital repairs give (me, at least) a bit more immersion. Infernal Robotics. My spaceship engines can fire retrograde!
  2. Win 10 Pro, because I need Hyper V. Its all good and fun until update removes half of control panel applets you got to know over last decade just to replace it with weird touchscreen things with half of options gone. And then some bugs breaks your user profile a bit and all metro apps stop working, which includes control panel part for user management so you can't just create new user, that renamed IE thin without proper drag&drop and proper keyboard shortucts (in case you ever thought that googling out your problem might help), revert/recovery and even clock and calendar. Ugh. That was "fun". Good thing I know Konsole-Fu, but in retrospect, format c: would be easier and faster
  3. I "solved" this issue by adding bunch of CO2 scrubbers and opening solar panels. Upgrading to dev version might have helped as well, have you tried it? From what I can tell "air toxicity" death occurs when I run out of electricity, not when CO2 is full. As TAC background processing does not support nuclear reactors I just had to open some solar panels to maintain status quo, reactor is only required when cyclotron runs at full power.
  4. Its so cute I want to take it on my space cruiser for a trip! May I ask for craft/part files?
  5. Well, no Saturn V for me today, but I did launch something big! Continuing from yesterday... I fueled up Zenith OMS tank, mounted custom built OMS engines and... ENGAGE! Custom OMS for Zenith passed all tests successfully. Infernal Robotics allows for thrust offset compensation, be it with variable thrust or its geometry, in quite compact frame. With current configuration OMS tank gives 2440 DeltaV starting at decent TWR of 0.64. Of course rotating 250 tons of spaceship is not most efficient way for maneuvering but such problems are nothing for Zenith OMS! Full thrust reverse! (Although those two tug drones should find new place to dock) Zenith is currently parked in 1000x1000 orbit, waiting for its interplanetary engines and cargo for its tour of Sonnah moons. Moar pics here. Current loaded with: OMS tank+engines (not yet welded with main hull, might grow a bit in order to maintain deltaV and TWR while cargo grows ) Comm Tower. Four left over tug drones. Bill in his Grasshoper engineering craft. Valentina with Lanfen as copilot.
  6. Thanks Sadly inline Mk1 sucks for returning from EVA, gotta weld some ladders for grabbing. There is also amazing Kerbonov cockpit, but I have not used it in 1.x since I discovered it could aeroaccelerate on reentry. I'll try it again as it seems it got updated recently. Do not forget that this station design is not only cool, but functional as well! Even with Persistent Rotation its easy for docking if you keep it aligned to normal axis. When docking, as long as berthed spaceship does not screw CoM too much (one of reasons why I keep redocking Zenith), I can just (slowly) rotate station to present viable docking port to new module instead of going around breaking solar panels. (Yeah, my station design covers for my bad docking skills, which I can partially blame on low FPS near big station)
  7. Last episode in docking modules at 8 fps.... And now Zenith grew nice CommTower (its docked "upside down" because 0g is cool :]), first tank (equal to five jumbos!) of revised propulsion section and some cosmetic changes. It also got two parasite tug drones left over from module delivery. In order to make this all happen Bill got new toy KIS/KAS capable cute little tug. Tomorrow it will be fueled up, equipped with temporary OMS and when finally flight worthy moved to private parking orbit for remaining dress up. As you might guess, it starts to screw up my station CoM
  8. Continuing from yesterday, I made more stuff and then I placed it in space! Zenith corvette bow is now welded together with cryogenic chambers in center and life support in aft. to reduce number of redundant probe cores I switched to bundling modules with micro tug drone. Ship core is now complete, now I need to dress it up for voyage. Featuring, from bow to aft: Port for Spartan aerobraking autonomous module. Living space for twelve. Four standard and six junior docking port on girder for random pieces of small cargo. Living space for another dozen. Two horizontal and two vertical crew hatches for long term modules. Cryo chamber for six Kerbs. Life support supplies for few hundred days. Four offset slots for switchable engine gondolas. (I think standardized engine sections will fit this career meta nicely) Extension weldable docking port on aft, in case I will want to make it longer Sneak peek:
  9. My little eye spies vertically challenged lander
  10. Every container started either full (consumables) or empty (waste). Station capacity is enormous. No recyclers, just Kerbals eating and breathing.Emptied consumable containers went into slight negative, just like Water and Food in picture above. I guess some Math.Max(value, 0) should fix this Water and Food went into slight negative in StationScience Research Lab module (only there). CarbonDioxide in container I screenshoted was at 700+/384 while containers in my dedicated life support drone were empty (over 30k CO2 units empty) Then I added CO2 scrubbers, water purifiers and such. CO2 overflow was dealt with but I still have slight negative in some tank/oxygen/water containers. Since last screenshot negative values became smaller: Food: -8.69 -> -8.31 Water: -5.75 -> -5.46 Log: https://www.dropbox.com/s/7e6zbg21x5zgii1/KSP 2017-07-18 v1.log?dl=0 Tomorrow I'll start with empty log.
  11. I made some addition to my station! Last upper docking port of central hub was taken by boring Life Support Recycler module. One more standardized station science lander has arrived (stupid contracts => funds => big spaceships!). But three not boring modules were added! Reactor Boom rescued from my 1.2.x attempt at space station (currently irradiating Kerbin plains, ops) Observatory Tower with telescope for Research Bodies on Infernal Robotics arm (expand station combined with take photo contracts) Docking port! Upper sprocket of my station design is meant for station modules, lower is meant for visiting spaceships. Four ports to which new science pods will dock and ventral port for special stuff As first StationScience pod finally finished its experiments, Valentina hopped into pod (drone with place for two) and rescued new scientist on her way down (woo universal drop pods! me smart!) After brief Kerbin-side vacation Valentina returned to space in style: Command&Control module of Zenith exploration corvette is now safely docked at space port, free of worries about electricity or life support. TAC LifeSupport and ConnectedLivingSpace made my older designs obsolete, but with magic Construction Docking Ports I should be able to build something nice to explore Sonnah moons in style. Now I need nice life support section, experimental DeepFreeze module and some propulsion. Oh, and shipload of cargo! And maybe you will see fiery Spartan module in action yet again Half-Jumbo + Poodle Jumbo + Mainsail with some fins Two pairs of Jumbo + Skipper in asparagus staging (for smaller cargo you can remove one or both pairs of boosters) - put separatrons on top of boosters for safety It should easily lift 40 ton (with reasonable aerodynamics) to low orbit or 20 tons with Poodle as transfer stage almost to anywhere (with good transfer window, that is). Save with Half-Jumbo as root part and you can attach to bottom of your payload either from subassembly or by Load->Merge. I used such rocket to build space station you can see above, while not ideal it just works even with weirdly shaped cargo.
  12. I removed BackgroundProcessing. No sudden death. However I encountered small issue with TAC LS resources. In some containers consumables went below zero while byproducts went above capacity. Station have enough consumables to last 200 days, some containers still at 100%, in similar manner I have bunch of empty waste containers. I just finished rescue. Kerb waited in low orbit few weeks before I finally remembered about him. One of landers from my station visited debris on its way down (300km -> 75km), encounter was swift so my new slave scientist used up only half of suit life support. It appears you only have few minutes for rescue after entering physics range for first time. In meantime I learned that 270 ec for two Kerbs (2h+ predicted time) is not enough for both SAS and LS while landing with terrible aerodynamics.
  13. I had over 20k ec and enough solars to refill in daylight, TAC LS panicked and displayed red negative time even while I was in control of space station. With full ec (first pic) I closed KSP. Then I upgraded TAC LS to dev build and added BackgroundProcessing. When I started KSP again I was in control of station. Ec started at zero and filled to full in few seconds (faster than recharge could allow). From start half of crew had static noise instead of portraits. I thought it was jus a bug so Jeb went EVA and back. This caused dead Kerbs to leave station. Now all Kerbs are back on station, 200 days of food, 300 of oxygen, stable 6 days of ec left. It looks like BackgroundProcessing ignores nuclear reactor (KerbalAtomics mod, I think) so I had to open some solars. Right now I have some issue with air toxicity if I leave station for few days, but I guess it is fault of my life support system, not mods. CO2 at full, Kerbs dead, I guess I need some scrubers? It would be cool if that little status window displayed that as well.
  14. TAC LS v0.13.4dev with BackgroundProcessing v0.4.5.0 fixed electricity problems for me. But it murdered half my space station crew (State = Dead, Career Log => "0 = Die"). Revived them with notepad for the glory of Kraken ';..;' ! Here is log for what its worth: https://www.dropbox.com/s/i0a9qtu22634u23/KSP.log?dl=0 Before: (no death, but false-positive alarms made me launch nuclear reactor just to be safe) After: (crew with static noise disappeared after vessel switch)
  15. I managed to gather all mods for 1.3.0 after my 1.2.x imploded. Ugh. That was tedious. uhh, what happened with imgur embedding?
  16. It was not. It was gone. Completely. And after next try sky was gone as well. And then it all crashed.
  17. Shift+Scroll. Here is list of key bindings: http://wiki.kerbalspaceprogram.com/wiki/Key_bindings (grey is for VAB)
  18. For Steam: 1. Right click on KSP on list 2. Properties 3. Betas tab 4. Select "beta" of older version 5. Wait for download to finish 6. Local Files tab 7. Browse local files 8. Rename "Kerbal Space Program" to, for example, "Kerbal Space Program122" 9. Create shortcut because renamed directory is detached from Steam (no upgrades, no launcher) 10. Or add to "Non steam-game" to Steam launcher
  19. I guess this was bound to happen day after I finished preparing for fully modded carrier ;p **Nervously checks if autoupdate is disabled**
  20. I was thinking about Ryzen issues on Windows being caused by new architecture, which makes Windows cpu core manager go nuts. I can't find good, yet simple, technical description so here is reddit thread with some info. In great simplification, (some?) Ryzens are pretty much two CPU's in one slot, while Windows have multi-cpu support for quite some years it seems to fail to understand how to schedule threads to cores on Ryzen (I guess it presents itself as single CPU, can @lancefoxcia check on your Ryzen 7?). Threads can switch between cores on new CPU/OS to maximize CPU utilization (single thread running on four logical cores), but when core switching decisions are made poorly it may result in horrible performance (for example due to catch misses). If you can identify which core lies on which CCX on Ryzen (if you have more than one CCX, that is), you might try to use Core Affinity to limit game to single CCX. Back to KSP itself, each of us should prepare stock (for easy sharing) craft with part count just on border of stable 60fps in clean save, then we should be able to compare game performance and effect of mods on fps/gc jitter. (gimme few hours to get back to my rig :>).
  21. I read in few places that Windows still have issues with thread/core scheduling on Ryzen platform, Linux kernel 4.10 is supposed to have Ryzen support. It might be part of issues as KSP is mostly limited by CPU power. What fps do you, @lancefoxcia and @skoy21, get at, for example, 255, 300 and 600 parts on launch pad? Respectively I got 40, 25 and fluctuating 16 on my rig. Your R5 and R7 should reach similar results from what I see of their stats. Can you check it on some Linux? (I'll check with MemGraph tomorrow) For reference: stock [email protected] (please don't lynch me :D), 16GB DDR4@2400MHz, modest GTX1060, obligatory SSD and a lot of mods, so it should be similar - updating KSP to 1.2 was huge performance gain here as well.
  22. I made robotic rover which seems to work! After my second failure I started from scratch. 1245 kg. 52 parts. 130 thousand funds. Three seats. Heck lot of science equipment! Six hydraulic stabilizers! Can do donuts at 30km/h on with all four wheels on ground! Can jump over landing strip, do a barrel roll, and drive away like nothing happened! Meet Grasshopper! I also switched observation cupola for bow docking port on my nuclear tug design and put second one in orbit in anticipation of Grasshopper extra terrestrial test drive. But its nothing interesting.
  23. There are two mods that can help. (Well, helped me) Kerbal Joint Reinforcement reduces physics problems on large crafts, less wobbling seems to have positive result on my rig (performance-wise should be similar). I have not made any fps graphs so it could be just smoother maneuvering rather than performance itself, but since installing it docking motherships to space stations became much better experience. And of course less structural parts equals... less parts. Part welding mod, although bothersome in usage, can help if you are using stuff like space carriers with "spinal columns" made out of structural parts. As Starman mentioned, performance penalty for each part is closer to exponential than linear, so when approaching limits of what your rig can run at smooth 60 shaving dozen parts out of few hundreds can have noticeable effect. HWInfo can help you monitor CPU/GPU usage/temperature. (You have not mentioned RAM, I hope you have enough to avoid paging to disk? Are you running 64bit or 32bit KSP?)
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