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Whovian41110

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Posts posted by Whovian41110

  1. 31 minutes ago, Gameslinx said:

    As you scale a planet, its area increases by the scale factor squared. Since scatters cover a given area, you should multiply the density factor by square of the rescale value :)

    Although, there is a hardware limit to how high you can push it. For a 6.4x system you'll want to set the globalDensityMultiplier to around 41. Most people usually turn this down for performance reasons, since density multiplier is directly linked to RAM/VRAM usage. If you get crashes or the game simply doesn't load, lower the multiplier a bit

    Sounds good, thanks for the tip! I’ll try this after work!

  2. I’ve seen that a scatter density multiplier is what I should be using for a scaled up system. Sorry if this is a silly question, but I am running a 6.4 X system and I’m curious what the maximum I can get out of the mod is. I am running a Ryzen 7800X3D, a RX 7900 XT (12gb of VRAM) and 32 gb of RAM. I’ve seen earlier in the thread that 50 is the maximum multiplier that most people usually take, but I was curious if anyone had some scaled system tips

  3. 30 minutes ago, Kerbas_ad_astra said:

    It will happen when it happens, and there may be trouble loading ships which have parts attached to the "top2" node that VSR added.  They won't be eaten on game load, but opening them in the editor or flight may cause the vehicle to be 'cut off' at the engine in question.  (Stock vessels or vessels which use the 'normal' node shouldn't be affected.)  The best way to deal with this is to look in the craft and save files for 'top2' and edit it into just being 'top'.

    It's a little painful once, but this should be a more-or-less permanent solution, since it's going to be using a completely stock method in its intended use (as opposed to the current method, which is a 'hack' built on abusing the auto-shroud module).  Also, before I commit this change, I need to make sure that it doesn't have weird effects on drag cubes -- the last time I tried a stock solution, it turned out that the 'phantom' adapter was still considered to be present for drag purposes.

    Okay. Awesome

  4. 6 minutes ago, TaxiService said:

    No, there isn't any tutorial. So I make this tutorial:

    Basics

    Consider this picture of a 3-layered pyramid below.

    Kwkabwa.png

    At the top, there are certainly sources that control unmanned vessels over great distances of void. These sources are Ground Stations, such as Tracking Station at Kerbal Space Center, and manned pods with antennas. However, the sources need a reliable way to send and maintain control to the vessels without signal collision.

    To accomplish this, communication networks in the middle come into this picture. One or more networks are known as 'constellations'. Each constellation is associated with a single frequency number with color for easy recognition. Zero or more vessels and control sources can connect to the constellation through this frequency. There will be always a single constellation (called Public or something) at the beginning and cannot be eliminated for accessibility purpose.

    Lastly at the bottom, there are antennas of a vessel that send and receive frequencies. Each antenna is assigned to a single frequency. This means a vessel with N antennas can connect to up to maximum number of N constellations at the same times. Moreover, two or more antennas can be set to the same frequency to combine their power ratings into a larger non-linear power rating than any of the power ratings.

    Interfaces

    There are three main interfaces in KSP.

    • Control Panel at Map View/Tracking Station can be accessed from Application Launcher. It has three separate pages of Constellations, Ground Stations and Vessels. In the first page, you can modify or create constellations. In the second page, there are fixed number of Ground Stations on Kerbal that you can edit their names, colors and lists of frequencies. In the last page, eligible vessels with antennas are outlined with search filters.
    • Every probe core/manned pod has the interface for managing the master list of frequencies, built from the antennas of a vessel. You can toggle off/on all or some antennas. This interface is accessible from the right-click Part Action menu.
    • Every antenna has the interface for the configuration of frequency and name. Like the core/pod, the UI is available through the right-click Part Action menu.

     

    So I'd have local range networks like a global comms for Kerbin, Frequency 1; then have mid range network for Kerbin SOI comms high altitude sats for Frequency 2, then extremely high altitude sats with long range on frequency three for deep space?

  5. 1 hour ago, valens said:

    Did you use mono in its 32-bits version ? It can be done either by specifying the architecture (mono --arch=32) or by using the mono32 command.

    The guys over on Github fixed it. I am using the new version of the DMG

  6. On 2/23/2018 at 7:43 AM, RoverDude said:

    I mean, you quoted the bit where I said it was not on rails :wink:  Tho in case your terminology is off - it is beyond just the 5x of physwarp.  you can use it at full timewarp, just that the vehicle has to be active.  And no autopilot, well beyond the scope of this mod.

    So I looked through the configs of K+ and I don't see any special code that would allow the engines to fire at full timewarp (which is what I think you're saying here)

  7. 7 hours ago, RoverDude said:

    I mean, you quoted the bit where I said it was not on rails :wink:  Tho in case your terminology is off - it is beyond just the 5x of physwarp.  you can use it at full timewarp, just that the vehicle has to be active.  And no autopilot, well beyond the scope of this mod.

    So I have another mod that has similar engines 

    Could you perhaps help him integrate that in his mod?

  8. On 8/25/2017 at 8:38 AM, RoverDude said:

    Also if you make pretty FX, feel free to share.

     

    @JadeOfMaar - decided water made for a more accurate reaction mass (also you can get it from ore and some other resources in a pinch).  Also folks may or may not have noticed that torch ships now work under high warp (though not on rails yet).

    So is there any way that an engine could be run at say exactly 1 G at time warp?

  9. 1 minute ago, UbuntuLinuxKing said:

    Mechjeb does work - I tested the drive with several autopilot modes and it worked great, even when landing. I've actually looked into a brachistochrone autopilot, but the amount of time I'd need to put into it is far beyond what I can do. This is a little side project, not a massive one like KSP Interstellar. Maybe we could petition the MechJeb authors to add it.

    What do you mean, you made your copy work with Community Tech Tree? Also, could you point me to the tank model you mentioned? I do agree the stock one I'm using right now is pretty awful.

    Ven stock revamp is the model i am using. Ven's Stock Revamp

    And this patch, when in the data directory will move the parts to more advanced nodes when Community Tech Tree mod is installed. (Fusion Power, Fusion Rockets, Advanced Off World Mining)

    @PART[fusionfuel0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[reactor0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[kermanDrive0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[hyperRCS]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[FusionMaker0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    

     

  10. 12 minutes ago, UbuntuLinuxKing said:

    That's... interesting. I don't think there is anything in the CFG files that would cause that - they are all hacked together with modified code from stock parts. I'm not familiar with Kerbal Engineer - if you happen to know what could cause that, then by all means check the code on GitHub or in your download of the mod and tell me if you find anything. I'm working on cleaning up the code for the next version, and I'll gladly incorporate any suggestions. In the meantime, look up "KSP Delta V calculator" or something along those lines if you need those numbers.

    Well thats the funny thing, mechjeb works. Also do you have a brachistochrone trajectory autopilot? I've also customized my copy to work with CTT and use the VSR tank model instead of the (somewhat garbage) stock model

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