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Krazy1

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Everything posted by Krazy1

  1. This works - thanks for posting. (I only checked Moho) This sort of works... clouds work once the install folder name is corrected and they look good, more detailed and realistic, but arouras and lightning are missing. Maybe @Coldrifting can add those
  2. Probe Control: Uh Kuston, we have a problem. The biome scanner has a minimum altitude of 375 km. Kuston: affirmative Probe Control: Gilly SOI is 366 km. Kuston: affirmative Probe Control: So the scanner will say it's too high to scan Eve at 375 km from Gilly. So now what? Kuston: make it happen
  3. @not-a-cylon It's already logged: https://github.com/linuxgurugamer/WaypointManager/issues/9 It has done something similar on 1920x1280 and 4K. I just noticed this again when getting gravity scans in orbit, waiting for it to say "Entering zone XYZ"
  4. Thanks for the update. I just realized I'm still on v26.5. It's still a no-go for CKAN updates? I guess I should add KSP-AVC. I'm also using Airplane Plus Things link Keep it or no?
  5. Is this normal to see in the KSP log, for AP ? Only mentioned because there's 1 error in bold. I used individual companions, not Uber.
  6. Started my 2nd attempt to get into Moho orbit (in JSNQ). First time became a flyby... Transfer Window Planner calculates impulse burns, not accurate for a 1 hour xenon burn that starts before you even enter Moho SOI. Oberth effect is huge here. I knew this but didn't add enough extra dV. Had at least +1000 but needed closer to +2000. This time with NERVs it's a 28 minute burn, 5716 m/s. I think that's the biggest dV burn I've done before. Update: only 1 hour later, the lander arrived and landed. Kerbin "pale blue dot" from Moho: Without an engineer, ISRU is incredibly slow... only 0.01 per sec warping at 100x.
  7. Today everything was fine. No worries when my booster ran out of fuel with PE below sea level and my expensive xenon powered probe went passed AP. No stress at all when it dipped back into the atmosphere at 3.8 km/s with the solar panel out. *yawn*
  8. Thanks. Here's another rover I made (in stock system then)
  9. A Jool-Eve conjunction viewed from Minmus.
  10. Finished a mission to recover 2 parts from Minmus
  11. I took 2 contracts to salvage parts from the surface of Minmus. Recovering them separately would be sufficient but not acceptable. A custom vehicle was designed to fold up into a normal fairing shape, along with a nuclear powered tug that would be reused for a later Moho probe mission. Bug #1: Attempting to dock with another ship in Minmus orbit to refuel the tug resulted in an negatively damped oscillation between docking ports... Video: Trying to undock while "tail wagging" caused explosions... Tried again- same result... 3rd time I undocked the recovery vehicle from the tug first and that fixed the problem somehow. Tug refueled: 1st part secured. The 53 km drive to the second part took a little over an hour. This one is... big. The arm was removed so it would fit better. Note the total mass is 16t. Bug #2: After reloading, the mass doubled. Somehow the nosecone magically filled with fuel. Fortunately I had drain valves along to drain it. Perhaps this is supports the "dark fuel" theory? Waited a few days for the tug to pass directly over. Re-docked with the tug, reconfigured for Kerbin reentry and tried to balance it better. Did 3 burns at Kerbin PE to reach LKO Launched the reentry vehicle Clawing went well. Engine placement could have been better. Used low thrust to avoid burning the payload. Bug #3: Time warped and everything exploded. I'm sure this is was related to the deformed robotic parts and claw on the heli engine. Reloaded and it was OK. Peak temperature was 81% SAS struggling to keep it straight with extra drag from the nosecone sticking out past the shield Drogues deployed Parachutes were placed a bit too low and it landed sideways, destroying the top docking port... but the only thing that mattered was the contracts were complete and I made a lot of money... umm I mean... our brave kerbal survived. Of course.
  12. In case you didn't know, there are a lot of power outages in California now. I can't get to CKAN, Imgur, and others. Rebooted my router and everything seems OK now. Maybe a DNS server issue because only certain sites were unreachable?
  13. Sure did... guess I was the diversion you needed? Here's the video. Why do we keep playing this game?
  14. In flight, right click a command module part and click "configure vessel naming". It sets the dominant ship after docking, including ship name and map icon. (useful for stations) I hate parachutes in space. If it's a problem you can delete them from the savefile using KML.
  15. I've had several crashes lately. Today I loaded KSP in the background while browsing this forum. I was watching an embedded YT video and could hear the main menu music for < 1min, then it crashed and AMD bug reporting tool popped up. From player.log player.log error.log
  16. I've been enjoying double frame rates with this month's Principia update. Devs did a big optimization and it's way faster now. It takes some getting used to but I can't go back to patched conics... this makes more sense now:
  17. Ah. I wasn't precise. It wasn't actually running, icon was just out of sync initially. I'll try to test but holidays may intervene. Thanks
  18. Thanks guys. It's WAY faster now. My 150 part ship is running about 30 FPS... at least double. So much more playable. The difference between landed and flight is only 5-10 FPS now. One problem though... it's making my GPU fan louder. Can you fix that?
  19. My kerbals have staring contests... everyone wins.
  20. Seems reasonable. But I can't reconcile that with your post above Then why does turning it off (landed) make the frame rate triple? So does stock KSP, right? I'm deducing that the cost function is some product of N bodies and P parts. So it's doing N-body gravity on every part individually? If so... yeah that's a lot to calculate. Couldn't the gravity calculation be done just once using the ship CoM? Then assume the same gravity vector applies to each part. The parts are very close together relative to solar system scale. So computation time would be F(N CBs) + G(Parts), not F(N*Parts). I guess it would compromise rotation from differential gravity and tidal forces...? Seems worth it.
  21. Very nice @SpaceFrog Welcome to the forum. Any chance there's a video coming?
  22. Thanks for the notice. I've been a good boy Santa... please bring me lots of garbage collection optimizations. One thing that's still baffling is the dramatic change in frame rate between landed and in flight. It's literally 10 FPS in flight and the instant it touches down it's 30 FPS . Vacuum or atmosphere, doesn't seem to matter. Landed actually has additional interactions with the CB surface versus a free body in flight. So I'm really curious how the update will affect this behavior. Well, it's not "impossible". I just use 4x physics warp, set KAC to pause near the end of the burn and do something else. 1 hour burn takes 15 minutes, when you don't have to watch it isn't too bad IMO.
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