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Clouds

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    Sr. Spacecraft Engineer

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  1. Despite the 1.1.3 change log stating that turning off ground crews also turn off other animations in the construction scenes (and indeed, they appear to be gone), my computer's temperature is no different than it was in 1.1.2. Actually, @Claw, your EditorCPUFix.dll seems to still work in 1.1.2 and still makes a big difference.
  2. That's mild compared to what I get... https://vid.me/tzoW (video I posted in the support thread linked above) It reminds me of what hunting cuttlefish do: https://youtu.be/YcpzubpIhtI ...so maybe it's just the Kraken's latest attempt to lure us into being its prey?
  3. I didn't believe you, but I tried it anyway (with a Mk1 cockpit). Wow: ~400 more m/s before exploding (angled prograde).
  4. Unscientifically, my laptop runs about 10-15 degrees C cooler in the sandbox (highest-tier?) VAB and SPH with EditorCPUFix.dll than without. Ground crews were disabled already. Actually, I'm happy enough that this removes the other background animations, too - I never liked them, too distracting. I haven't had any crashing problems in the editor scenes in 1.1.2 and I still don't with the mod, at least not the one session I've played with it thus far. Win7 Pro 64-bit SP1, KSP 1.1.2 64-bit windowed mode, i5-3320M, 8GB RAM, NVIDIA NVS 5400M 1GB This is not an unmodded install: ModuleManager, KER, LightsOut, Take Command, PlanetShine, LandingHeight, KerboKatz FPSLimiter and FPSViewer.
  5. Is this for 1.1+? Do you have any planted flags? Flags used to not be counted as active flights (although if I remember right, this was a pretty recent change! Maybe even just in 1.0.5?) but they appear to be counted again in 1.1+. For example, in my save, I have 7 ships and 5 flags. 1.0.5 says there are 7 flights, and 1.1.2 says there are 12.
  6. So far I'm liking the improved visual fidelity and performance of 1.1.2, except for THIS! It's pretty distracting and significantly lessening my enjoyment of looking at the game, it's just that bad. https://vid.me/tzoW How come the shadow cascades slider went up to 64 in <=1.0.5 and only up to 4 in >=1.1? It's weird how the speed of shadow-crawl changes when you change the camera angle... KSP x64 build id = 01260 2016.04.30 at 12:23:12 CEST Branch: master Unmodded, full .zip install from the KSP store. Windows 7 64-bit, Intel i5, NVIDIA NVS 5400M (sadly, dxdiag only detects the Intel integrated GPU even when I tell dxdiag.exe to explicitly run on the NVIDIA chip. KSP is definitely running on the NVIDIA.)
  7. Hi SpaceTiger, I can't seem to make the FPSViewer stay where I want to put it - specifically, almost all the way flush with the top of the screen (just to the right of where it says MET in the flight scene). I can move it to such a position and it will stay UNTIL I change the scene or restart KSP, when its position will have changed to be ~25ish pixels down. Before 1.1, this was fine. To clarify, it only seems to happen when I try to position it very near the top edge. Otherwise, it will retain its position. If it makes a difference, I run KSP in windowed mode with a very nonstandard resolution set by manually editing KSP's settings.cfg file. Halp?
  8. It's that time of the year, when a lot of people get festive for one reason or another. Please join in, if you feel like it! (I bet a Kerbal Menorahcket would look pretty awesome.) Here are two craft I made today: VTOLT* *Vertical Take-Off And Landing Tree (with ornaments) Tree .craft file download Hotkey 1 for afterburner toggle (needed to lift off with the ore ballast not-jettisoned, which is near the tip of the tree to try and help with aerodynamic stability). Spotlights for the animated tree topper are controlled as usual. Very fluffy. Terminal velocity is <21m/s. Landing attempts at terminal velocity are not covered by warranty, regardless. Keris Keringle and his Jet-deer Sleigh Sleigh .craft file download Pulled by eight Juno jet engines enclosed in stunningly lifelike* fauna-esque artisan housings, you'll surely be able to haul that big, round bag'o'presents** (not to mention your own merry self) wherever you need to be, by whenever you need to be there! Comfortably seats one pilot. Take Command mod is recommended for quick boarding. To take off, barrel down the runway at full throttle and hope you go off the end, not the side. Yaw and roll might let you make small corrections. After going off the end of the runway, pitch up hard. Once you have non-negative altitude change, pitch back down (but still significantly pointed above level.) There's not much control available. It will tend to pull upward at full throttle, and you'll have limited pitch or yaw authority...just a few reaction wheels. Roll to make turns. If you can land, you are a better pilot than I am. *According to our marketers. **Bag included. Presents not included.
  9. Disclaimer: I haven't actually loaded your craft. The following is some general info that I'm guessing might be relevant: For quite a while in KSP, I've noticed that crafts' parts can enter into an amplifying resonant wobble of inevitable death (A.R.W.O.I.D? :cool: ) if a very heavy single part is attached to a very lightweight part: for example, trying to hang 4 orange fuel tanks off a probe core. Strutting the supporting part, or the heavy parts, or choosing a supporting part of more similar mass to the heavy parts, will guard against the wobble. My best guess is that this has something to do with the physics simulation simply not being able to cope with this kind of setup. 2 full ore tanks probably weigh little enough; 3 full ore tanks probably surpass that unknown breaking point where the physics go wacky. I had this problem with a conceptual ore-filled space station I was trying to launch, where I didn't want to strut everything in order to save on part-count. It would shake itself to bits. Ore tanks are extremely heavy especially for their size; it can be deceptive. [B]TL;DR[/B] try strutting your ore tanks or the part they're attached to, or even just strut them together.
  10. That's really an impressive achievement... It looks pretty cool, too. I just HAVE to maybe be the party-pooper, though. Is the fan actually beneficial other than via the rule of cool? I mean, compared to having those jet engines pointed straight down instead. Actually I think it's pretty catchy, what is it? [edit] Nevermind, listened closer and found it via the lyrics. that hearthstone sample tho
  11. It's worse than that... This could explain my report that a craft can go from losing fuel to gaining fuel at the 100x/1000x breakpoint. The fuel cells would no longer need to consume fuel since no electricity needs to be generated at 1000x+.
  12. Ooh, very nice look. Good use of the radiators. It, ummm... hmm. Carry on.
  13. Here's a reduced case. Download the .craft, if needed. You'll need to view these images at full size to read the resource meter. This craft has 2 drills, 4 fuel cell arrays, an ISRU converting to LF+OX, and no crew (and a 2.5m probe and RTG for good measure). Difficulty (and ore abundance) is normal. With no warp, and likewise with timewarp up to 100x, you can see that this does not break even and in fact is depleting fuel. (The craft launched with 180/220 and you can see that it has decreased even before engaging any timewarp.) With timewarp 1,000x and above, net delta-fuel becomes positive and the tank fills up; clearly not the expected behavior. What's going on?
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