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Corona688

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Everything posted by Corona688

  1. You get something like 0.004 science for that.
  2. The answer is "yes". There will be a point at which spinning the engines produces no further torque - when they are already at full speed. At that point you will need to use a reaction engine instead, while you slow down your wheel. That is called "torque dumping". There are also gyroscopic forces to worry about this way.
  3. If you want to suicide burn onto a target, that will of course take computation assistance. Not even NASA does real suicide burns, not unless they brought a crash barrier with them.
  4. I remember the oldest Aeris being Reliant-powered. Very much clunky and obsolete once they added better engines. Not to mention, the stock engines have been variously nerfed many times since they made them. It's probable that the most ancient spaceplanes would no longer fly or make it to orbit.
  5. I was perusing KSP's old devlog and read a few things that seem related to this. Number one, yes - the world is mapped as a square. Six of them, stitched edge-to-edge in a cube. Number two, terrain calculated from that is imposed onto a dish-shaped object which gets translated under the player. This dish gets updated and recentered at need, and is far more accurate in the center than at the edges. Number three - Unity problems made this necessary. It just can't update a large collision mesh every single frame. The dish is a buffer, holding enough live terrain to suit most purposes and occasionally updated asynchronously. All this gleaned from HarvestR's oldest dev blog here: https://kerbalspace.tumblr.com/
  6. Closest is the shielded docking port, or the mark 3 loading ramp.
  7. Are you positive? I remember strange lags that I later managed to attribute to a lot of debris suddenly getting close to each other.
  8. Someone mentioned collision and that was a very good point. 10 craft in orbit, it has to check 100 times if any craft are coming into physics range of each other. 100 craft in orbit, it has to check10,000 times. That still shouldn't be a problem for a modern processor, but remember - only things built into Unity and .NET are going to be blazing fast, and the whole "physics range" thing is a workaround for Unity not natively supporting the things they wanted. There's probably a way around that, at least a way to use some vector math builtins, provided they structured their data in the exact right picky way for that to work. It's doubtful they ever had time to optimize that, and now being buried under almost a decade of extensions, it'd be pretty hard to change now. TL/DR, maybe ksp2.
  9. KSP's bad memory-related habits (load and continually iterate everything) built on Unity's bad memory-related habits (seething, relentless deletion and allocation of tiny memory spaces), built on .NET's bad memory-related habits (all of the above, clamped stable with periodic garbage collection) is a system that does not lend itself to cache associativity.
  10. I have reliably landed on docking clamps from orbit in the stock game, so yes, it is possible. I wrote a tutorial for how I do it.
  11. You're comparing graphics-focused games to CPU-focused games. It takes an actual computer to handle KSP.1 Even a full-sized console struggles. It all depends how much more efficient KSP2 is. How many seconds does it take a modern PC to sort one million items? ...Trick question. A ten-year-old garbage PC can do that thousands of times per second - on one core. Sixty ellipses, calculated 100 times a second, should be no problem at all. Some other cruft is accumulating and slowing KSP down, either as a design flaw, or a Unity flaw. I'm really hoping that'll go away when they rebuild it from the ground up for ksp2. Phones, tablets, switches, and other tiny machines aren't quite as good due to cache size and memory bandwidth limits.
  12. Office 2007 was the last good and non-extortion Office. Microsoft never did get around to limiting the keys for it either.
  13. All your images are dead. It works for you only because your computer already loaded them somewhere else. Use imgur.
  14. Quite a system you've got going on. OK, so Bittle: 1.5 - 3.5 tons Serenity R Lillith - 8t - 17t Serenity F4 - 17t - 34t Serenity R Rollath - 25t - 51t Serenity R Sanity - 68t - 136t I've got a spreadsheet which I hope might be useful to you: It generates rough-cut tonnages, DV's, and costs outside the game. Even now that there's a stock DV meter, it's way faster to fiddle with it than build something in the VAB. With a little improvement it might generate half the info you've been painstakingly hand-typing in text files. http://burningsmell.org/images/ksp/ksp6.xls
  15. Good one. It was the lightest probe core for exactly one year. A science container would make it fantastic for career.
  16. You're missing Simple Tank Switch. I wanted to love restock and restock+ but they generate incompatible ship files and I won't tolerate that in a makeover mod.
  17. I've been shopping for ideas for mid-sized lifters in the 20-80T range. A big ball of finalized ship classes seemed a good place to start. It'd be nice to know the payload capacities of some of these, the ones without included payloads I had to just guess. It also appears that you've mastered the art of putting ships and payloads in different ship files - something I always screw up. Teach me please. What does the root part have to be in the lifter, and what does it have to be in the payload?
  18. Always nice when Minmus has a nice ore spot on the flats:
  19. The game tolerates you building and flying them unrealistically when real ones would just blow up. The joints have been strengthened over, and over, and over, well past the point of absurdity. Perhaps if you include a screenshot we can make suggestions to improve it. They did. It's called autostrut. Enable it in advanced tweakables. It occasionally has unexpected side-effects. Do not use autostrut if you plan to operate a motor vehicle in the next 24 hours. Consult your physician.
  20. OK, fine. I'll write out an index for your VAB stuff since I'm curious. Pretty much all your ships require DLC, I'll note. I stopped writing out "requires X" after the first twelve craft or so... Then I stopped writing crew capacities and weights... There was just so many I ended up just taking quick gestalts on each craft. Unfortunately, that one modded part of yours does not disappear cleanly, the entire craft fails to load. But since you only used that in R1 variants a lot of your craft still have working variants. You left a mechjeb or two in there but that does disappear in unmodded installations. "1.craft" is a big, quad-mastadon lifter with droptanks and a lander of some sort. 365 tons, about 20 of it lander. Requires Making History DLC. "Serenity R Bittle" is a Kickback-powered lifter for 1-3 tons to orbit. It has HUUUUGE fins. "Serenity Lilith F4" is a big, mastadon powered lifter, 198 tons plus payload, max tons to LKO unknown. Requires Making History DLC. "Serenity Lilith" is the same as above minus four kickbacks. "Serenith Rollath MK3 F4" is almost the same as "1.craft" minus the lander. Presumably 20T to LKO. Requires Making History DLC. Includes a Mechjeb something something. "Serenity Rollath Mk3" cannot load because of a missing mod part. Presumably similar to the Mk3 F4. "Serenity Sanity F8" is a gargantuan heavy lifter with room for 5 (five) payloads. Max tons to LKO is, presumably, "lots and lots". I don't understand the airbrakes. Requires Making History DLC. "Serenity Sanity R" cannot load because of modded landing legs. "Serenity R Sanity" cannot load either. "Serenity SC Kerlstrok MK2 #9" is a poodle-driven shuttlepod, capacity 9, with re-entry capability and seprotrons to deorbit and keep space tidy. Nice! "Serenity SC Kerlstrok MK2 #9 R1" cannot load. "Serenity SCS Kerlstrok Mk2 #7" has some crew capacity replaced with science parts. "Serenity SCS Kerlstrok Mk2 #7 R1" cannot load. "Serenity SCL Vertigo" 0G #9 looks a lot like the lander in 1.craft. It is a nice big lander with 9 capacity and lights. "Serenity SCL Vertigo" 0G #9 R1 cannot load. "Serenity SCL Vertigo" 0G #9 R2, I think, is the same as 1.craft "Serenicy SCSL Vertigo 0G #7" has some crew capacity replaced with science parts. "Serenicy SCSL Vertigo 0G #7 R1" cannot load. "Serenicy SCSL Vertigo 0G #7 R2" The lander perched on that mastadon lifter. "Serenity SECS SHU #20 R1" cannot load. "Serenity STGateway HOX #L R" is a fuel station core of some sort. An unhealthy number of docking ports. "Serenity VPmover GET #L" is a wolfhound-powered orbital stage of some sort. "Serenity VPmover Kritt #S" is an old-fashioned poodle on an old-fashioned orange drank plus some RCS. "Serenity VPmover Roll #M" is a wolfhound-powered upper stage. "Serenity VPrelay Cosmos #L" is a cornucopia of RA-100 dishes. Some robotics parts are used to keep gigantor arrays conveniently stowed. "Serenity VPrelay Cosmos #L X3" is three of the above. Truth in advertising. "Serenity VPscanner Duol" is a polar scanner satellite with robotic rabbit ears. "Serenity VPtelescope Tiara #L" is more infrared telescopes than I've ever seen at once before, and solar panels clipped in an interesting horizontal manner. "Untitled Space Craft" is a shrimp-powered sounding rocket. "WIP EvE Payload Delivery" is a small thud-powered contraption with inflatable heat shield, parachutes, and unexplained girders to nowhere. "WIP ICS Interloper" is an interesting, nuclear-and-ion "whatsit". Also the first time I have seen mk2 parts attached radially. No idea what it does. "WIP ICS Daedlus Mk2 #13" is some sort of thud-and-mastadon upper stage? Unsure. "WIP Misc Chryslar #Cargo recovery" is four skiffs and a pile of mk3 cargo bays. "WIP PK Klaw Mk1" is a Klaw with four vectors and a curious cross arrangement of fuel tanks. Asteroid shover? "WIP PLS Chron 0G" is a clever little robot prospector with science instruments and junior drills. Genuinely tempting. "WIP Refueler for GateWays" is some wolfhounds and fuel tanks. "WIP Vdropship Eelos #M" is a curious, thud-powered landing egg which can land on either end. It appears to possess action groups. It also functions as a clamp-o-tron to sr docking adapter.
  21. Is it still a fallacy when it costs nothing to keep them?
  22. HarvesteR has long since left the building, so these questions may be difficult to answer. How they build stuff now may not be anything like how he did back in the day. I do know that even in the earliest public releases, well before EVA, kerbals were already fully rendered 3d objects, not placeholders.
  23. He's not really. It's always the scientists who make the first mun landing, if only to save on weight! In my saves Jeb's always the one who takes weird risks, breaks things, mysteriously misses XP, and gets himself stranded.
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