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  1. I'm working on some Eve aerocapture. And it's easier for me to build habitable airbrakes than use the 10m chutes and getting rid of it. Everything is perfectly nominal and nothing exploded. It's mostly ore tanks filled up with ore, for a total weigth of 1 MT (plus some). I'm not sure Jeb isn't scared or if he's happy with the plasma, flames, heat and the global feeling that his end mught be nigh (it's not, every part survived). I've got my orbit 7 Mm lower (I've cheated that in orbit with the in game cheat engine, on a very very eliiptic orbit and as far as I could get in the Eve SOI. It's not really a simulation for a full aerocapture, but there's some room before everything blow up, and also, there's engine I can use to help. And it makes for a nice flower. Or jellyfish. And it can protect rings of station that will be behind the flower (I'm planning on bringing one small ring station for Gilly, while keeping the big flower/jellyfish thinggy for Eve). The hinges are struggling keeping everything in place. Because, yes, it is foldable, it will help to launch the stuff in orbit I think. And I can animate it to make a real habitable space jellyfish. Sorta. I would not go too deep into Eve atmo though, 80km seems to be a hard limit. Like really hard one. Like everything explodes hard.
  2. Finally found the time needed to research a bit how people leave Eve, and manage to create a ship which can helps me getting my brave scientist back into the crew rotation (even if they leave inside a nice mushroom, I heard they're getting bored). So, here is the ERV (Eve Return Vehicle), but maybe it should be called the Orpheus (since it can get in and out of hell). Missing on the picture is a Fairing to hide the landing stabilizers which mess with the aerodynamics on take off from Kerbin. Because yes, it is a Kerbin SSTO (and on a non efficient ascent I did have 100m.s of dV left). You'll notice the lack of heat shields. That's because the rocket is doing a powered landing. It rans out of fuel around 20km of altitude in Eve thick atmosphere, but the aforementioned atmosphere allow to slow down the craft and end with chutes. And then, it can take off. Well, after filling the 62.300 units of LF plus the 76.100 units of Ox. With only 2 small convert'o'tron and drills, so it'll take some time I guess. Crew can enter the shuttle with the lateral MK2 pods and ladders, and then transfer to the landing can with a magical lift. From there, it's only a matter of dropping the asparagus engines clusters, roaring through the thick atmo with all those mastodon engines, dropping the first stage to let the second stage vectors do some heavy pushing through lighter atmosphere (while not forgetting to drop the drop tanks when they're empty), and finish on a more classic Skiff engine for orbital insertion above Hell. So … sicne all simulations are OK, I need to build a mission around this, including carrying a ore extracting system to refill this monster around Gilly (I will not carry it filled from Kerbin orbit, it's way to heavy), some probes, satellites and com relay, probably a small electric plane for carrying crew around and some extension for the small space labs that's sitting in Eve LKO (docked to an emmpty nuclear tug, but that one could probably help somehow). I'm quite happy with this ship anyway, and I'll probably do a proper mission report with all of this. Craft is here Did I mention it can fly without a crew ?
  3. Nothing. It's memory leaks (and other related things) which does that and, at some point, you're going to swap (using slow hard drive instead of RAM) on disk, which only makes things worse. And I think KSP is bad at releaseing this leaked memory, even after it dies (it might depends on your OS though). Adding more RAM, will only make the process of filling up the RAM with garbage a bit longer, but nothing can't really be done without a lot of rework on ressource allocation, which can probably be done essentially by Squad (and perhaps Unity, I do not know if their resource alocator and garbage collector are OK), and which is a very absolutely non trivial thing to do. And since most of the resource needed by the game are physics one, not specially graphics, tuning your graphics down won't help much (the textures and 3D models are quite stable, what's not is all the approximation and computation done for each parts).
  4. No worries I know how it can be confusing when not all of the parts of a conversation speaks about the same things (your pictures where you outlined why you assumed there was no fuel helped us a lot to figures out how you were thinking and how we could help you find the issue there).
  5. No. It does say it does not have fuel flux. Which is normal when the engine is not throttled. It will increase when you throttle. [Non, cela dit qu'il n'y a pas de flux d'ergol. Ce qui est normal quand les gazs ne sont pas mis. Le flux augmentera quand tu accélèreras.]
  6. This is not the acceleration gauge. [ce n'est pas jauge d'accélération] Stop touching that. [Arrêtes de toucher à ça] It does not accelerate anything. [Cette jauge ne procure aucune accélération] Read this page in french : Navball Explained [Va lire cette page en français [link]] What you need to change is tagged number 5 on the above picture, the actual throttle. [Ce sur quoi tu dois agir est le contrôle numéro 5 sur l'image du lien ci-dessus, les gazs donc]
  7. @MarsUltorit seems that @pijamaman5is: 1) not throttling the engine 2) think they did, using the Thrust limiter sliders 3) activated the engine manually, instead of staging, but it should work 4) expects the engine parts to have fuel in them So, engines don't have fuel in them. They have access to fuel. And, according to the screenshots shared, they have. I know this because in the staging sequence (bottom left of the screen) next to the engine, there's a green gauge, filled up, meaning the engine have access to fuel. And as long as there's no screenshot which displays the issue, while also having the engine staged and throttled up (they are activated so, it's ok), I'll continue to assume there is no bug, but there's a misunderstanding of how the interface works from @pijamaman5. I would strongy suggest to do the tutorials, especially the basic ones, all of this is covered in them.
  8. Yes, that is because engines don't have fuel tanks. They consume fuel from fuel tank, but don't store it.
  9. D'après l'image que tu as collé, tes moteurs ont bien du carburant. Mais ils n'ont pas d'accélération (tu as juste changer la limite de pousséee). Que se passe-t-il si tu appuie sur W? On a besoin d'une image de ce qu'il se passe après que tu ai appuyé sur W (et que la jauge de GAZ soit à 100%). [According to the picture you showed us, they do see the fuel. You have no throttle (you only changed thrust limiter). What happens if you press W? We need a screen cap of i (and the throttle needs to be up at 100%).] @VoidSquidThey are Shift and Contrôle, so no, they're not an issue here.
  10. Yeah, that's why I'm trying to make sens of everything said here to get a better picture at what is happening. I'm native in French (even if I'm not sure it's the language in which I spent the most amount of time), so subtility and sense lost in translations is kind of a second nature for me :p
  11. @pijamaman5OK, après avoir relu le thread, je pense que j'ai trouvé où est le problème. Tu n'accélères pas le moteur en faisant un clic dessus, ce que tu changes c'est la poussée maximale (que tuas mise sur ta capture d'écran à 73.5%). Il est normal que, si tu ne change que cette barre, ile ne se passe rien. Ce qu'il faut que tu change c'est l'accélération. La jauge autour de la NavBall, à gauche, là où il y a écris Gaz. Et cela se chaneg avec W/X (pour aller respctivement plein gaz/ à l'arrêtà ou avec Shift Gauche/Control Gauche (pour augmenter progressivement). [So after reading up the thread again, I think I've found out where's the problem. You're not accelerating the engine by clicking on it, what you're actually doing is seting up the max thrust (which is shown on your printscreen at 73.5%). It is expected that, if you only change that, nothing happens. What you need to change is the throttle. The gauge around the navball; on the left; where Gaz is written. And you change that with W/X (for respectfully full gas and full stop) or with Left Shift/Left Ctrl (for small incremental changes)]
  12. Until I do not see a pic with the throttle up, I'll assume that this is the issue. The engine state (aucun) seems weird for me, but I would not know, I'm not localized in French on my KSP, so it's hard to guess. Also, I'm on latest KSP, and engine works. So I don't really think it is a bug, more like something specific to @pijamaman5 install and setup. There's no picture of it. So, not sure that what @pijamaman5 did actually resulted in an increase of thrust. Which leads me to think there might be an issue with AG no ?
  13. La jauge d'accélération sur la capture d'écran (https://steamcommunity.com/sharedfiles/filedetails/?id=2341740025 ) est à 0 ici. Le moteur est bien activé (sa jauge de carburant dans la section de staging est bien activée). Et les boosters vont fonctionner parce qu'ils n'ont pas besoin d'accélération (si tu "stage", en appuyant sur espace, ils se mettent en route). Les moteurs ont besoin d'avoir une accélération. Pour accélérer, par défaut, tu utilise Shift Gauche (pour accélérer doucement) et Control gauche (pour déccélérer doucement). Tu peux aussi utiliser W pour mettre l'accélération à fond et X pour la mettre à 0. [So, for the record, on an AZERTY keyboard: Max/Min throttle are W and X not Z and X, I think the misundersatnding comes from there)] [Thottle gauge on the print screen is at 0. The engine is activated (its fuel gauge in staging section is online). And the boosters will work because they do not need to throttle (if you're staging, by pushing space, they ignite themselves). Engines needs tobe throttled up. By default, to throttle; you using Left Shift (for a slow acceleration) and Left Ctrl (for a slow deceeleration). You can also use W to go full throttle and X to go back to 0.]
  14. Peux-tu poster une capture d'écran de la fusée ? Et sinon, il y a une section dédiée aux francophones sur ce forum. Et on essaye de garder les discussions ici en Français (I jsut asked for a rpint screen and pointed out that there's a french subforum in here somewhere)
  15. The DSM-5 is a tool, not really made by the industry by the way, more by doctors (which, by itself is an issue). This tools is meant to help diagnose issues you can find in people you know have mental health issues. Yes, it is wide in its symptoms and classifications, and yes it is a tool of classification (which, by itself, can raise some issue, for instance homosexuality was considered an illness by a previous version of the DSM (iirc, the DSM-IV removed it), and it is regularly updated to the expert knowledge. The DSM-5 is now a living document (which means, I guess, that there'll be no DSM-6, just updates of the DSM-5). But no, not everyone is sick according to the DSM-5. And yes, the DSM defines neuroatypical people as sick, but then again, it is something written by doctors, so yeah, they tend to categorize people in two pools: sick people and non-sick people. As a tool, it can be used to help diagnose someone who's in pain. And that should be the only purpose of it. If you're not suffering, then you do not need a diagnosis, hence you do not belong into the DSM-5 (or the ICD, which is published by the Doctor at WHO and covers all illness, including mental ones). It's like thinking that, because you have a headache, you have a brain tumor if you want. Yes, it might. But a brain tumor generally comes with other symptoms, and there's so many illness who have headaches as symptoms that you cannot just have a diagnosis based solely on headaches (which is why doctor will, generally first try to help you with the headaches and, if it get worse, they'll run different analysis, form least painfull and invasive, to worse, in order to figure out what is happening). Being sad, or even depressed for some time, for instance after the loss of a dear one, is normal. However, it will be in the DSM-5 classified as depression. Along with another symptom that must be present to be considered as Severe Anxiety Disorder : it must last longer than a fixed amount of weeks (I do not remember the exact number). If it does not, it's mostly sadness. painfull, unberrable sadness, but still sadness. Not a disorder (which tends to be long term). So not really classified as such by the DSM. And that's the trick with diagnosis, whatever the field (even in computer science). You must match all the symptoms. And so, you must know what the symptoms of a sickness is. That's why you have the DSM, to list symptoms and helps diagnosticians to figures out what is happening with this person in pain. That's also why tracking Covid-19 in the beginning was hard, because we did not really knows the symptoms (and how they differed from, for instacne, seasonal flu). We are better at it now, and there's probably a part of the ICD that can now gives you a symptom lists specific to the Covid-19 (even if it's safer to just do a test). And that's also why I think you cannot diagnose any kind of mental health issue without a long introspection of the person you're trying to diagnose. Because being weird is not a diagnosis, or an illness, and it's not in the DSM either. And yes, I fully reckon that the DSM have a lot of issues. But that's the document policymaker and insurance use to gives you money in case of sickness, so it's better if it's a bit broader than it needs to be I guess, especially in the field of mental health where most people (including doctors and patients) do not really understand what is happening, what is the source of pain, and how can you alleviate this pain. And for the health insurance part, I'm sorry for you American people, your situation really sucks. I really hope it get fixed one day or another, ideally sooner (because here in FR, their trying to implement the same excrements you have there, and nope, we do not want it). But then again, I do not think this is related to the DSM somehow.
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