Fraktal

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Everything posted by Fraktal

  1. Actually, that's not quite true. Capsule reentries with a Mk1 Service Bay have been a major pain since about 1.5 if you don't have a heat shield. Not because of the heat, which the bay is more than capable of handling, but because of something causing the bay to have astronomically high drag during reentry. Of course, he stated that he's using an SSTO, not a capsule, but I still think it's worth pointing out.
  2. Games tend to start dying when a sequel is announced due to marketing's obsession with appeal to novelty. Hence why I'm in a low-key state of dread about KSP 2's announcement. And that's not sarcasm.
  3. KSP is known to have a memory leak due to the way Unity handles RAM (the engine never releases any of it back to Windows due to the alleged performance overhead of re-allocating it again and again as demand changes). It always lagged out and crashed for me ever since I had it, but it was playable for hours on end for as long as I didn't revert to VAB too many times; since the 1.8 update, however, I have problems even starting the game to begin with because the minute it starts loading, Windows 10 memory compression kicks in and hogs the hard drive at 100% usage for 10+ minutes (which is ironic, considering that Microsoft claims the whole point of it is to not have to access the page file as often!), which causes KSP to lock up and refuse to let go of my screen, which causes me to be unable to bring up Task Manager for killing KSP, forcing me to hard reset my computer. Granted, I'm running KSP with only 4 GB RAM.
  4. RCS Build Aid: absolute must. Not just for RCS, but also to tell you how many parachutes you need for a safe descent speed on non-Kerbin bodies. Antenna Helper: handy if you're planning on going interplanetary with CommNet. Craft Manager: really good if you have lots of craft designs you need organized. Dock Rotate & Docking Port Alignment Indicator: since you said you'd like to build stations, these will work out nice for you. CorrectCOL: a must if you want to build planes/SSTOs. Other convenience mods: VABReorienter: so that you don't have to rotate 90° every time you launch a rocket. QuickRevert: lets you revert to VAB even after loading an autosave if you find your current design is fundamentally flawed. Editor Extensions Redux: a collection of small trinkets in the VAB Auto Actions: conveniently sets throttle and auto-activates SAS before launch; in fact, you can set global defaults here to apply to all of your rockets
  5. It doesn't usually crash in the middle of a VAB session. Usually, it's either while going from VAB to launch or reverting back to VAB after a flight. Similarly, most crashes at the KSC are when you select a building or go back out. Switching screens seems to have a cumulative effect: the more you do it, the slower and jerkier the game becomes until it finally crashes with an access violation.
  6. The game really likes to crash when you're going from one screen to another at the KSC. You're not the only one with this problem. Hell, my VAB locked up my entire computer yesterday from me plugging in a spare mouse.
  7. ...ok, how the hell is anyone getting longer loading times with mods than me without mods?! Is it the RAM or the CPU?
  8. About 30 minutes from desktop to KSC, of which 10 is on the loading screen, 5 is of the blackness afterwards, 10 is on the main menu.
  9. If I recall correctly, going inwards in the system is most efficient if you: Drop out of your current SOI at the trailing end (ie. the part opposite of the direction the body is moving in). Start your burn about 90° away from your orbital position being directly between the target and the body you're currently orbiting. I think it's best to wait until Laythe is eclipsing Jool and then start your burn when your orbital position around Laythe is about 90° away from being directly between Laythe and Jool so that you only need to burn once, but I don't know if it's most efficient like that (basically, nudge your maneuver node back and forth until you get the lowest periapse around the sun with the dV you're burning). All I know is that once you're out of Jool's SOI, you are now orbiting the sun in a prograde direction and slowly falling inwards, so you only need to burn retrograde to drop down to Kerbin orbit. But as @VoidSquid says, the difference between hitting Kerbin's atmosphere prograde or retrograde is only a few tenths, if not hundredths, of a m/s at that point. If I'm wrong with any of this, everyone can feel free to correct me because I've never been to Jool myself and am extrapolating this from a Kerbin->Eve rendezvous.
  10. First unmanned mission for Eve has left Kerbin orbit today. Payload consists of a relay satellite and a Gilly rover. Had some technical difficulties with the transfer burn because as it turns out, KSP crossfeeds the fairing's interstage nodes, resulting in the transfer stage engine having emptied the relay's and the rover's fuel tanks before its own. Nothing a quick manual transfer didn't correct, but still annoying. I'm not sure if I'll be able to pull this mission off. According to maneuver node simulations, I need to shave off 1100 m/s to stay in Eve's SOI but I have nowhere near enough fuel for that, so aerobraking is my only option, which I've never done before. On the other hand, I'm still within Kerbin's SOI so I'm able to fine-adjust the Eve periapse with minimal dV expenditure. What do you guys say, how low should I go? I'm currently on trajectory for an 83 km Eve periapse and have 213 m/s left in the transfer stage, plus a couple hundred more in the relay and about 1k in the rover's internal and drop tanks.
  11. I hope they continue the old part remodeling. Been thinking yesterday that the Swivel, Reliant and Thumper are in need of a Terrier-style facelift.
  12. What did I do in KSP today? Nothing, actually. Some more experimentation was on the table but in the end, the game refused to work at all. First start, took nearly 45 minutes to reach the menu, after which it promptly exited to desktop without any errors. None on-screen, none in the logs, not even an application error in the Windows event log, it's just poof, exited. Second start, took about 30 minutes to reach the menu, then hourglassed for another 20 minutes, then hanged so badly that I had to physically restart the laptop because I couldn't even get to Task Manager. This behavior started since I installed Making History. Before that, the game loaded in about 20 minutes and had a few more minutes of idling at the menu before becoming responsive but since I got MH, it fails to launch at least as often as it does. I'm not even maxing out RAM, but Windows memory compression is spinning the hard drive so badly that it completely locks KSP out.
  13. I for one didn't even know autostruts were stock until I saw them in the VAB despite explicitly remembering not having installed it as a mod. From the way everyone was always gushing over it, I always assumed it was just a popular mod like KER or FAR.
  14. What I hate the most? When I'm trying to get a plane's trim (that is, rotating pitch control surfaces enough degrees to make the plane fly level with minimum SAS assistance) just right and the game crashes with an access violation after about 20 reverts. Or, more recently since I got MH, when the game suddenly decides to completely stop for several minutes to the point where every single click pops up a Windows notification that KSP is not responding and asking if I want to kill the process. At one point, I clicked no and Windows killed it anyway.
  15. 800 meters on Kerbin equals 4000 meters on Earth, which is within human tolerance without an oxygen mask.
  16. Quick calculation says Laythe's sea-level atmospheric pressure is equivalent of being 800 meters high on Kerbin.
  17. I've been considering snatching up the DLCs for a while now, was just waiting for a sale. Maybe I'll do it this time.
  18. The Mun is close enough to rendezvous without maneuver nodes. From a prograde equatorial orbit, burn just as the Mun starts peeking out from behind Kerbin; it's not 100% efficient dV wise, but it works. It's apparently possible to rendezvous with Minmus in a similar fashion as well, but it's much more precise. With 10% science, I found that the tech progression is surprisingly well-balanced. You get just enough points from Kerbin and munar orbit to develop the Terrier, the materials bay and 1-2 other tech 4 nodes to reach the Mun with. Similarly, cleaning out the Mun and Minmus gets you enough points to develop all tech 5 and around 2-3 tech 6 nodes to get you interplanetary. Send a temperature/pressure rover to Ike and that's another tech 6 node for you. And that's if you don't minmax and conserve your points towards specific goals but unlock every node at the current level before proceeding to the next, nor does it account for science boosts from strategies and the MPL.
  19. Haven't played career yet, but I'm planning on 10% science, no extra ground stations, no interplanetary flight until after Kerbin's SOI has been exhausted of all science, no Moho or Dres until after Eve orbit, Gilly and Duna/Ike are similarly done, no Jool or Eeloo until after Dres. I'd also prefer to limit my facility levels to: VAB/Launch Pad: no level 2 before lunar landing, no level 3 before Jool R&D: no level 2 before lunar landing and until all science within Kerbin's SOI that doesn't require offworld EVA has been exhausted Tracking Station: level 1 while within Kerbin's SOI, level 2 until Jool The only problem here is that without a level 2 TS, I can't use maneuver nodes, which makes it extremely hard to reach Minmus and the Mun's non-equatorial biomes, since I basically have to eyeball the maneuvers.
  20. Startup loading, about 5 minutes for the main menu to appear and another 3-4 for it to become responsive. Exit loading, around 15-20 minutes from KSC to desktop.
  21. Which is nowhere near sensitive enough to maintain near-1.0 TWR without constantly switching back and forth every few seconds. It has about as much fun factor as circumnavigating Kerbin at subsonic speed in an excessively stable plane without SAS, trim and physics time warp.
  22. No, because the thrust limiter does not account for TWR increase from fuel depletion.
  23. I don't know if there'd be a point to a feature request, but... would it be too much to ask to have the [x]Science! Selected Object window not reopen every single time I switch focus in the Tracking Station?
  24. Something I just remembered, was probably asked before. Hovercraft engine. Not VTOL, hover. Fairly low thrust to limit the hovercraft's weight and only produces any thrust at all within a few meters of the ground. Two versions: Monoprop-fueled, high vacuum Isp. Electric, thrust depends on atmospheric pressure. Both should be very late in the tech tree, somewhere after the most advanced rover wheels. Seeing how people don't like rovers due to how speed-limited they are due to crash damage, why not give them an option for building something that can semi-safely skim across level ground at high speed to cross large distances?
  25. Began assembly of the Kerbin Gateway Station at the boundary between Kerbin's low space and high space. Core, power module and antenna module have been launched and docked together.I repurposed my JA-4 light-duty munar launcher (2 Thumpers and 2 Reliants around a single-Swivel core) for this but it turned out to be overkill, so subsequent launches used a standard JA-3 launcher (2 Thumpers and 1 Reliant). Core was the hardest due to its size (a six-axis cross of Structural Fuselages with an OKTO clipped into the center) making it both highly un-aerodynamic and too large to fit into a fairing (though it was still fairly light, hence I didn't have to use my JA-5 heavy-duty munar launcher). After several failed tries resulting in the rocket flipping over from front-heavy drag, I finally managed to get it up by flying directly upwards until 30+ km altitude and then starting the gravity turn up to 250 km. Subsequent modules launched up to 120 km as standard for all my launches, then rendezvoused with the station core at 250 km. Power module is plugged into the ventral docking port, antenna module into the dorsal port. Fore is planned to be a crew module (Hitchhiker Storage Module with flat adapters on both sides), aft will be the maneuver module (four Ants, fuel and a medium reaction wheel), port will be a science lab once I unlock it, starboard will be a second core module for docking ships. Long-term objective is a full overhaul and upgrade to medium-sized docking ports and eventually a dedicated universal docking module with 1 large, 2 medium and 2 small ports in a five-axis arrangement (sixth axis is the attachment to the station). I'm currently undecided over whether to have a dedicated module for escape pods (that is, a Mk1 pod with monoprop thrusters for a deorbit) or have the crew module detachable and heatshielded for that purpose.