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Krazy1

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Everything posted by Krazy1

  1. Thanks for fixing the +1 nodal revolution button. Very useful, like when going from eq. LKO directly to Minmus without a plane change. Also for this one "...we were missing the application of the angularDrag computed by KSP." I believe I was seeing this effect recently during launches, when rockets were spinning without stopping passively with fins. One problem I'm still having is very low framerate, only 10 FPS when flying a 124 part airplane. It's 30 FPS on the ground (taxiing) which is tolerable, but it drops dramatically at liftoff. It's almost the same in in orbit- 150 part ship getting 10-15 FPS. A 30 part ship is 40 FPS. KSC overview is 80+ FPS. Tracking station is 40. It's very sensitive to part count. It's roughly 2x faster with stock physics for the same part count. It's definitely CPU limited, not graphics. Running JNSQ with stock aero (not FAR). Ryzen 5 3600.
  2. That's the one. Sorry... I assumed you knew every mod for KSP
  3. Launch attempts, mostly failures... Made it this time:
  4. Request for Better SRB support. It basically works if you do not change the default grain geometry/ slots (thrust profile). Only default 8-slot works or stock size; can't change both. Changing slots results in engine reverting to thrust for the original engine size after reloading the ship. It still looks like the tweaked size and has the tweaked fuel quantity and mass but has stock thrust. Burn time seems to scale proportionally for the thrust and fuel. For example a Thoroughbred changed to 6-slot and 3.75m (in that order) initially shows about 7000 kN and 72s burn. That's incorrect, showing values for 8-slot. After removing and reattaching it shows 6-slot values 4879kN and 90s. After reloading the ship it's about 1600kN (same as 2.5m size) and 5 minutes burn time. Launch test confirms reduced thrust (and it certainly won't make orbit with 1/3 thrust)
  5. After the Mun ore return contract debacle in the last update, where parachutes where forgotten, I went through all the stages of grieving... Then proceeded to aerobrake to LKO. Then launched a supply probe with 30 parachutes. It was night and hard to control so I only got this pic on my first launch attempt with wrong SRB decoupler staging. Parachutes have arrived.
  6. Another minor issue... it always defaults to turn on when a ship is loaded. Just wastes CPU time if you're not using it.
  7. Made another video of the auroras at S72A, time-lapse of the whole night this time. And did stuff in space for a change... Launched an lander that will return 2350 ore from Mun. Big rocket with wobbly 2.5m center section. Took a few tries to get to orbit. Saw this rare Mun, Minmus, Jool conjunction by chance. To the Mun... And on the way back from Mun I realized I have.... no parachutes! Arggg. It weighs 57 tons. The inflatable heat shield is a good start but it needs parachutes. A lot of them. The End!
  8. Just a little realism improvement... I've flown around Kerbin a lot with KSRGAP (lots of pics on What did you do in KSP1 today thread). The auroras look cool but you shouldn't be able to fly above them. The default is 15 km but they should be higher in the atmosphere. So I changed the EVE config to raise them close to the edge of space: Kerbin 70 km, Jool 470 km, Lindor 400 km. Looks much better to me (Haven't been to Jool or Lindor yet) Some pics: And a VIDEO
  9. Last week-ish I flew yet another JNSQ circumnavigation 7-leg trip for 8 KSRGAP contracts. 130 PAX on Pilum 200. Trip pics and bloopers: Also played with EVE auroras. More coming on JNSQ thread.
  10. I think we're talking about different things here... OK agreed. Then you would wait to start your suicide burn until after you crash. I think what you mean is the suicide burn length can be longer than the impact time. That is certainly possible. KER has both indicators: suicide burn length and suicide burn countdown.
  11. There was some discussion about this above. It works well in most conditions but not always.
  12. Last few days... The tourists and stray Kerbals were returned from Mun and Minmus. First attempt gathered valuable thermal data... but everyone died. Then everyone lived... except I forgot to put any engines on the reentry ship, so I took it down to 81/81 km orbit at low thrust so it didn't break away and then used its RCS to get it down. Today 2 satellites were launched from Y. Gagarin for contracts. First was a telescope, to > 200 km orbit. Second was placed in a Kolniya orbit with larger relay dish so it could be put on a solar orbit later. Both launches experienced ~10 second radio dropout right at booster sep. Some bug I guess. I have plasma blackout on but there was no plasma. It doesn't do that launching from KSC. The Kolniya launch was a bit dangerous... to avoid going above 160 km PE at the north, I coasted almost 1 minute past ascent AP still 500 m/s below orbital speed. All good. I also reran the Class I asteroid rendezvous but I need to upload the video later.
  13. Principia works with Kerbal Alarm Clock. You can set KAC to automatically set maneuver alarms. I'm not using the stock alarm, so I don't know about that.
  14. Last few days I mostly did some typical career stuff... took tourists to Mun and Minmus, did a couple surface science contracts... Then something more unique... meeting a Class I asteroid in JNSQ. (I also just adopted Tahoma font instead of the defective default that has the same character for I and l... dumb.) Based on Class E experience... 150m radius and 1 million TONS... I expected a Class I to instantly crash KSP when I got to physics range. My ship was landed on Mun and when I switched to it, it was bugged... Mun surfaced wasn't visible, everything dark and my lights didn't work, and it fell a few hundred m and exploded. Great start. Restarted KSP, then OK (?) I intercepted the asteroid at about a 90 deg. angle high above Kerbin. Principia actually makes it somewhat easier because you can find intercepts on paths that pass through SOIs. The ending was slightly better than expected... slightly. >>> Here's the video <<<
  15. I'm seeing a problem with AN not displaying on a highly eccentric orbit. I just installed Jensen. I'm sure at some point in the past (Principia version unknown) this was displaying as expected. Could you check this?
  16. I did some half mission so I'll update later... That's pretty darn fast. I wouldn't say the heat shield is cheating but a fairing could be a bug exploit I think. Rapier thrust drops to zero at Mach 5.75. So you can go faster at lower altitude where the speed of sound is higher. At 22 km I could "only" go about 1710 m/s on KSP 1.12. If they got higher speed at higher altitude, they must be using rockets, or diving, or maybe old KSP versions. Dude what?! How big is your save file? I get bad stutter when it autosaves and I never had close to that many flights. Every scene change must be slow. I never made it to Eeloo and I never had any such real-time rules. I use Fill It Up but RCS Build Aid is also very helpful... it shows you full and empty CoM with different colored balls without actually changing the fuel levels.
  17. Tourists and trainees were brought home from the Mun today. LJP410 brought them to LKO and a reentry bus took them down. Then R&D invented a teleportation device to return a stray tourist that didn't stay with the group... he was landed on Mun again. They put the modified transport capsule on the launch pad and fired it... *shazam* he appeared in the capsule. There were some concerns about "unraveling the fabric of the universe" but so far so good.
  18. My (hopefully) Laythe SSTO lander scouted a part to recover on Mun... a Mk3 nosecone. Not small! Won't be easy with JSNQ reentry heating. Then docked in LMO for the first time in this career... in the dark of course. Completely swapped crews and tourists. Lathe SSTO went to high Mun orbit to test some Sepratrons and LJP410 proceeded to LKO where a reentry ship will take the tourists home. Then I was going to launch a small probe to Mun for a contract but KSP pooped the bed... menus gone. Restarting...
  19. Yes. Intent is to be able to SSTO from Laythe to another moon. Tylo is smaller in JNSQ so Laythe seems to be the big challenge. It's a little different... Laythe stock JNSQ surf press, atm 0.6 0.6 atm height, km 50 75 surf gravity, G 0.8 0.58 escape vel, km/s 2.8 3.5 And I'm sure traveling between Jool moons is harder because Jool is even bigger... but I didn't specifically try to design for a dV in orbit so I just hope it will get there. Outbound to Minmus:
  20. Launched a BFR yesterday. 7.5m Clydesdale for motivation. 1.6 M and 3.8 kt at launch First launch, too vertical. Second time was good:
  21. I use the Place Anywhere 7 thrusters... 2600 K rating. I think that's what you're drawing in green. And put the front (rear-pointing ) one on the front of the nose gear shroud. I've been trying to help troubleshoot cargo bay drag problems... looks like rerooting could cause node problems, which cause parts in cargo bays to have drag.
  22. bug hunting KSP will not help the situation. try water I was boring and just pitched up vertical with reaction wheel after cheating to altitude #catjam Umm. Probably. The original ship I built bottom-up (actually radially attached this 2.5m stack from the bottom and built upward) and I built this test ship top down. So at some point I rerooted to the lab to test the difference in node trees... but then I remembered rerooting can screw things so I rerooted to the copula again... then of course thought it may be double screwed and started building a new ship bottom-up... then came back to this bad ship after many more tests and wasn't sure what I did anymore. I'm using EEX which has the "reroot and drop" function. I'm sure I did reroot the original ship. So if the nodes are screwed as you showed... does that screw the cargo bay to lab connection too? Could that mean lab top and cargo bay bottom have drag? And/ or the cargo bay bottom external node is screwed and it believes the bay is open and even radial parts inside the bay will be unshielded? Welp time for more tests.
  23. Red pill or blue pill Lisias? I offer only the truth (well in my KSP at least) Red:
  24. If we could ignore them, we would not have the problem at first place! Everytime you attach two parts those node's size are different, you get drag. I'm not sure Lisias... I'm just a student here but this Kerbal University video doesn't mention internal node size. External node matching it does mention. What about radially attached internal parts? I did a quick test of the CRG-15 with ideal conditions... external and internal nodes size matched, one internal part node attached... and it does work correctly. Now I need to experiment to see why my actual bay packed full of parts doesn't work. Update: So I did more drop testing and... it's insane. The first couple tests worked. Then it stopped working and could not be fixed. I completely rebuilt the test craft and it still had drag with the doors closed. Same ship, different result. So maybe something on this install is a problem? Some silent exception that breaks only only drag on this part? Maybe reverting to VAB and/or crashing. I don't know. I can't take it... I'm going to bed.
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