Jump to content

DeadJohn

Members
  • Posts

    1,142
  • Joined

  • Last visited

Everything posted by DeadJohn

  1. There are many possibilities and we need more info. Pictures of the plane will help. A craft file, too, but I think that's of limited us because someone will need all the same mods as you to test. What's your altitude when you reach 200 m/s (if high, you might be slowing down too much and stalling in thin air)? Does the craft fly well slower on takeoff (if yes, your center of mass might be shifting after burning fuel)? What's your angle of attack on descent: sharply nose up? Are you going into a flat spin, tail slide, or just dropping like a stone after 200 m/s? One thing you can try is to lower your nose a bit near 200 m/s, maintain velocity, then start nosing up again near runway to bleed off speed. If your plane still stalls at 200 m/s at sea level, you need to add wing area, or shift parts around to keep center of mass ahead of center of lift. What's your takeoff speed? If you can't takeoff from the runway slower than 200 m/s you should probably add wings or adjust your center of balance and lift. Takeoff, cut your engines, and see how your craft glides. As a last resort, if it's a wing area issue and you don't want more wings for whatever reason, come in very fast and trigger airbrakes, thrust reversers, chutes just before touchdown.
  2. Both of your links are broken. What happens when it crashes? Does KSP just vanish, do you see a KSP crash message, do you see a Unity crash message? I started to encounter Unity crashes after moving from 1.7.3 to 1.8.1. Jumping from Space Center to VAB or from VAB to launchpad will sometimes cause a Unity error window to show and crash KSP. Those crashes seem to happen fairly soon after starting KSP; if I get past ~5 scene changes it stabilizes so I try to rarely restart KSP.
  3. I can't tell if that's a good joke or a typo. https://en.wikipedia.org/wiki/Sudoku https://en.wikipedia.org/wiki/Seppuku
  4. That's better than I hoped for, actually, seeing your name attached to it. Your stuff for BDB is a fantastic reference.
  5. @Beale or anyone else who knows: Is there a user guide or manual for Tantares parts? I found some old posts that said drafts existed, but I don't see anything in the Tantares Github. Maybe documentation was abandoned because it was too much work to keep updated. That's okay, I'm just wondering if it exists and I failed to find it.
  6. That's overly dramatic. If KSP 2 is good we get a another new game to play. People who don't like KSP 2, or have an old PC that can't run it well, or have higher priorities than $60 USD for a new game can still play KSP 1; none of them are harmed. There's nothing bad about that. Someone else playing KSP 2 doesn't harm your KSP 1 game. Even if KSP 2 wasn't coming out, sales for KSP 1 are slowing because most people who will buy it have already done so. Squad and Take 2 will eventually discontinue updates.
  7. KSP is a game, not a historical simulation. Maybe kerbals build all of their parts with reuse in mind. Or maybe it's just a game mechanic that motivates players to try landing near the space center instead of at random places.
  8. Usually prog rock, heavy metal, blues, funk. The same stuff that I listen to at other times. "The classics": King Crimson, Genesis, The Who, Pink Floyd, Kate Bush, Jeff Beck, James Brown, Talking Heads, Nine Inch Nails, The Police, Dio. Newer stuff includes Larkin Poe, Gary Clark Jr., Michael Kiwanuka, Sturgill Simpson.
  9. I assume you expect to be paid when you show up to work. That's smart for you, but "bad" to your customers/clients. Squad's developers need money to pay rent, eat, etc. We didn't pay enough for KSP 1 to last forever after new people stop buying the game.
  10. Where will money to pay the KSP 1 team come from? New and most old players will shift to KSP 2; too few people will be buying KSP 1 and its DLC. I fully expect KSP 1 development to stop shortly after KSP 2 comes out. It's a fair, reasonable, sane, and smart business decision. KSP 1 has been around a long time and met its obligation to customers. It will continue to run forever (until operating system changes break it). KSP 1 development could theoretically continue if they go to a subscription model, but I don't think there would be enough subscribers to make it feasible.
  11. You quoted me but my quote doesn't support what you said. I already said it works well for me in Firefox and only consumes 1% CPU. It's silly to install another mod to try saving 1% CPU usage.
  12. There are posts that say stock contracts generate too many uncompletable assignments when used with modded systems. Again, very mixed messages, and maybe I read outdated or just plain wrong things.
  13. I'm about to start a new 1.8.1 JNSQ save, mostly because I want to try Tantares parts (without the clutter of all my other mods). I've read mixed things about contracts having issues with resized systems and non-stock biomes. Any recommendations for contract packs and settings that work especially well with JNSQ? Or should I stick to Science mode?
  14. My PC is 4 years old and still does a good job with 90 mods. The only big slowdowns occur after playing for several days (I put my system to sleep with KSP running), and KSP or mods begin to glitch due to memory leaks or other bugs. i7-4790K 32GB DDR3 RAM Nvidia GTX 960 (2560x1440, most graphic settings at or near maximum, but I only need 2x AA at that resolution) Run KSP from SSD rather than hard disk to improve startup time with so many mods.
  15. Regarding the DV chart, my experience in opening it is different. The chart bundled with JNSQ consumes 15% of my i7 CPU when kept open in Windows default Photo Viewer. That's a ridiculously high CPU usage and I can even hear my system fans running faster. Silly/stupid Windows. Opening this thread in Firefox to view the DV chart uses only 1% CPU.
  16. @Cavscout74 @Galileo FYI, I had a similar tiny-sun issue using JNSQ under KSP 1.7.3. I had to edit one of the JNSQ config files to switch sunflare from default "Scatterer" mode to "Unity" for the sun to look good. I never figured out why that was happening, and on KSP 1.8.1 the default JNSQ settings are working well. Scatterer would also sometimes go completely nuts during water scenes. The water would start looking like static, and the effect would slowly spread until everything was a flickering mess. If I took a screenshot it sort of looked like your cloud problem, but the game was rapidly flickering and unplayable. Restarting would fix the problem. Again, that happened in 1.7.3 and never in 1.8.1, but I'm also spending much less time landing on Kerbin's oceans in 1.8.1. Look for my posts and replies from the JNSQ team December 10 and 11. Here's a link to one of the posts:
  17. Like the 2 posters above me, I can't get custom decals to work. I installed via CKAN and do not use Tweakscale. I do use many other mods. Your supplied decals in the "agencies" folder are working okay. I put my custom PNG files into the "textures" folder, not a subfolder. In case my custom PNG was somehow incompatible, I took 2 samples from "textures/templates" unedited, copied them up 1 folder to "textures" , and renamed them to Logtemplate and Widetemplate so I had unique names to search for in the log file. The filenames appear in the log so they are being detected during startup; there are compression errors but even your supplied "agencies" decals that are working give similar errors. My player.log https://drive.google.com/open?id=18UQyGEuKeifbwKi53fnDDC0YefyITGL-
  18. Yep, my employer has a generous leave allowance, but requires a doctor's note to use sick time. It's a poorly thought out policy - if I have an optical migraine (painless but seriously messes up my vision) I can't safely get myself to work *or* the doctor. I miss a day of work when ill and a 2nd day when I'm well enough to travel to get the doctor's note. I get paid for 2 sick days instead of 1, it wastes the doctor's time, and ultimately increases my employer's health insurance costs next policy year.
  19. @Nertea, your name comes up often because you provide so many good mods. How should I say your name in my internal monologue? I used to think something like "Nur-tee-uh", but in a Kottabos youtube review he said "NEAR-tee". We might both be wrong.
  20. Can I interrupt the "JNSQ is junk" talk to comment on how much I'm enjoying it? Most improved body: Eeloo. The new atmosphere and 2 new moons create a lot more to do. The atmo haze and terrain create a picturesque horizon when deorbiting for a landing. Minmus is a runner-up for most improved body because it no longer has a frictionless surface that lets kerbals slide for 10 minutes. Favorite new body: Huygen. It has a unique look, and an atmosphere worthy of extended exploration. Biggest surprise: Duna. My first probe lithobraked because I used chutes like in stock, while your atmo needs drogues. It's shown on the DV chart so no secret but I learned the hard way. (I blame engineer Bill Kerman for using inconsistent measurements https://solarsystem.nasa.gov/missions/mars-climate-orbiter/in-depth/) I'm using the Community Tech Tree and getting a round-trip crewed mission to Mun was a fun challenge in 2.7x scale. I did it by using Bluedog Design Bureau (its one-Kerbal lander and capsule were prettier and lighter than stock) to go to Minmus first to collect more science to unlock more efficient engines. Building an SSTO is much more difficult than in stock. I eventually did it via science fiction: OPT J-size fuselage, OPT warpjets for atmosphere (38km and 3000m/s at Kerbin using only electricity), and Near Future lithium for vacuum. 12000 DV left after reaching LKO and on-board ISRU for refueling. It works well on bodies like Tylo and Laythe that have enough atmosphere for the warpjets and wings, or low enough gravity for a tail landing using only lithium. (I haven't made it to Nara yet, only 20 more years until the first probe arrives) @Galileo and team, some suggestions below. Feel free to ignore this, your plan so far has work well without me Hamek is my least favorite new planet. It's like a 2nd Dres, with little to do after getting there. I may have missed something but the only notable thing seemed to be its relatively fast axial rotation and resulting brief day/night cycle. Maybe turn it into a binary pair, or add a polar inclined moon or captured asteroid if plausible, or something else not seen at other planets. You're still on version 0.9. JNSQ is worthy at at least 1.0.
  21. I don't know if this is the same as your problem, but sometimes after a long game session KSP will stop displaying my markers for closest approach and SOI changes. Restarting the game fixes things. I attribute my problem to memory leaks or maybe a mod issue (I use a lot of mods). The problem only shows up after a very long play session. I leave the game running and put my PC to sleep, so one load of KSP might last me 20 hours of playing time. That's a lot of time for something to go wrong. When the problem shows up I never see an intercept no matter how much I fiddle with a new maneuver node. Additionally, ships already maneuvered in flight such as a Duna encounter that is months away, will no longer show the upcoming encounter. That all comes back after restarting.
  22. The SSD helps loading time compared to a hard drive. You didn't mention how much RAM you had in your old vs new PC; RAM helps prevent stuttering during game play especially if you use many mods. My best startup tip is don't start the game often; use Windows sleep. (Windows 10, earlier versions might not behave so well). When I'm done playing I quick save in case of a crash then put the PC to sleep instead of quitting KSP. Game restarts are still occasionally needed because of memory leaks and slowdowns after many hours of play.
  23. Adding more people to a project doesn't always help, and can add new delays when the experienced team members lose productivity helping the new team members. "9 women can't make a baby in 1 month." Edit: I noticed that Murdabenne mentioned the same thing.
  24. @Well I found an error in the 1.875m fairing config. The fairing panels weigh much more than all the other KNES fairings. File _Knes_Aero_Fairing_1875.cfg contains "UnitAreaMass = 0.12". I think it should be "UnitAreaMass = 0.012". I also found smaller initial mass inconsistencies in the fairing collection. Sorting them from lightest to heaviest, I get 2.5m, 1.875, 3.75, 0.9375, 1.25. Assuming that stock fairings are fairly balanced, the 0.9375 and 1.25 look good, while the 2.5, 1.875, and 3.75 are too light. I'm having a lot of fun with your mod, thank you for making it.
×
×
  • Create New...