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Ezriilc

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Everything posted by Ezriilc

  1. There's no reason I can think of why shift would make any difference, but if it does, please let me know.
  2. There are no known compatibility issues with any other plugins that I'm aware of. In fact, I've included special code in my updates to HyperEdit that works to prevent interference between any similar mods. The contents of the HyperEdit .zip file don't go directly in GameData, but into the root of your KSP.exe installation. It will put the Kerbaltek folder inside GameData, but the file is designed to be unzipped into the root folder. Please double-check that you have the proper folder structure after unzipping ("ksp_win/GameData/Kerbaltek"), and NOT something like "ksp_win/GameData/GameData/Kerbaltek". Beyond that, you might try re-downloading everything into a fresh location. If you continue to have trouble, please contact me privately. I have an idea for a fix that cannot fail.
  3. The nature of the KSP editor and the way ships are built is a subtle and nuanced art, for sure. The longer I play it, the more tricks and techniques I learn, some of which have huge impacts on the performance of my ships. My recent "Surfex" ship is a perfect example of some recent leaps in ground and water craft development I've discovered (I'm sure others learned them long ago) - namely the art of flexible suspensions, and floatation balancing with high-impact parts. But many techniques are about making things less... exhausting. Good luck with that. I look forward to seeing your work.
  4. Now that Kolsys is "complete" once again, for my next trick... Re-inspired by Camaron to push the jet performance envelope, I've decided to apply the concept to Kolsys inasmuch as possible, but while (and here's the real challenge) reducing the part count significantly. Thanks, Camaron! I don't know about 35 kilometers, but 25-30 should be doable, and I'd like to make her much less laggy on the pad. A test ship of mine, "Maxair", has made 32km alt with very little lag, and I think I can do better.
  5. I'm glad to be able to point that out to you. All it does is make it possible to place parts in symmetry that may otherwise have only been place-able one at a time. Many times, a part will refuse to attach only until it's moved slightly and then back again, or if symmetry is altered while holding it. That setting makes the behavior a bit more predictable and consistent, IMO. Personally, I think it should be on (checked) all the time, by default, and I don't consider it cheating by any measure, however some people do for some reason. Thank you for the compliment! I relish in the idea that my work has inspired or assisted someone. I spend far too much time playing KSP, and 90% of that is mucking about in the VAB and SPH, so somebody should benefit.
  6. I've built a "better" lander with its own (extra-cool) rover, making this ship the best of everything I have to offer, for such an ambitious expedition wessel [channeling Chekov]. Extensive testing by our tireless Kerbal crew, and sadly the loss of 2 fine kerbs, has nevertheless proved this craft to be extremely precise, powerful, and quite satisfying to fly, in the proper hands. We've tested every major system exhaustively on Kerbin, and taken her through a full excursion to the Mun and back, while even recovering the rover (a little tricky, with a teeny bump to the lander's engines) and the lander back to the orbiter. At ~684 tonnes of 723 parts on her wedding night, she's a whole-lot-a rocket, and worth every kilogram. Enjoy!
  7. On the downloads page at KerbaltekAerospace.com, and scroll down to my section. You'll find this ship and all the goods. I'm just about to publish Kolsys 5.2. The new explorer version has a new lander with a really cool rover attached.
  8. Crikey! That's beautiful! Remember, anything you're extra-proud of, please send it to me so I can include you in our gallery. Bring out the GIMP! Scale down to 1024 wide and save as a .jpg compressed to < 100kB, and Bob Kerman's your uncle.
  9. Launched ship exactly as given... OK. Injected to Munar orbit... OK. Un-docked... OK. Landed so beautifully - by hand, I might add, no MechJeb... OK. Relaunched... OK. Began rendezvous w/ orbiter... "KSP.exe has stopped responding." ... !@#$%&*!
  10. Well, this is embarrassing... In my first attempt to land on the Mun, I've discovered a distinct lack of power. Noob move. I'll be adding some generators and maybe some solar panels, and then re-upload.
  11. Here's the latest incarnation of Kolsys, the 5.1 Explorer, with all my best tech. Now for a shakedown flight to... hm...
  12. Well, thank you very much! Coming from someone with that many ribbons is impressive. As always, I'm working to make it even better, and I'll post anything notable.
  13. These are all excellent tips, that I too use, having learned them over a long, explosion filled history of frustration and triumph.
  14. Thanks! I'm not sure what you mean by "cheated". Everything on the ship was done with all-stock, vanilla KSP, with no mods, plugins or add-ons of any kind. I did press ALT-F12, and check the box to "Allow Part Clipping in Editors." However, I try not to clip things too much beyond what could exist IRL, and I don't recall having "2 engines at the same position" on this ship. Which engines do you see that way - maybe I missed something? I am very particular about how I build. I use a lot of fine (SHIFT-w/a/s/d) angles, and I'm VERY careful with symmetry. Maybe I'm just so good that it blows your mind?
  15. Oh, so that's more than one orbit shot from Kerbin? Although I've never used Kethane - I'm an all-stock-but MJ-and-HyperEdit kinda guy - so much of what you say is Greek to me, it sounds like you are quite the pilot/mission commander, whereas I tend to enjoy building as much or more than flying. I haven't been beyond the Mun yet, but I can get there with a good fart and a sextant. I seem to spend all my time in the VAB/SPH, with excursions into the daylight only for destructive testing. I really should get out more...
  16. Thanks; I'm glad to be of service. 11k delta-v?! I can't wait to see it, please let me know when it's ready, eh? If you'd be so kind, could you send it to me via our website contact page? I'd love to add it to our collection. You can even have your own section if you like. The same goes for anyone with stuff to show off. I don't mind if you use us as a storage bin.
  17. I've flipped 8 struts around, but they're there for rigidity during guided flight. Trying to do precision maneuvers with a wet noodle can be a big waste of fuel, especially if there are no lag issues anyway. As for intakes, they also contribute to lag, and I do think that abusing them is a bit cheesey. From an engineering point of view, like IRL, I much prefer to keep things simple and elegant. That doesn't mean I'm not gleefully trying out all the things you mention and every other whim that strikes me. Just that I don't plan to publish the ship that way. In fact, I really dig all the great input (rep++), and now you have me thinking about building a "fastest, highest-jet-altitude, but LEAST-air-hoggy, heavy-lifter". If I come up with something good, I'll post a new thread.
  18. That's good to know. I'll make that change. I've built and flown ships with over 1500 parts. I get no serious lag with this one. I would only replace them with Radials in an effort to further reduce the part count and mass after the jet stage, but those differences aren't terribly significant, so I haven't tried that.
  19. So, I should reverse the struts then? Either I'm used to the lag, or my system overcomes it - 3ghz quad-core, 8 GB RAM, 1 GB NVIDIA GT 440. I don't "abuse" intakes too much because I like to be somewhat "realistic", and keep the part count down, but I'm not completely opposed to it, and I've actually experimented quite a lot. I'm sure there's some room on this craft to increase her air-breathing altitude, but I find myself wanting to exchange the Ram Air intakes for Radials mounted to the jet engine de-couplers.
  20. Did changing the struts help your lag issue? It wasn't a problem for me, so I hadn't thought to do that. If so, I should update the build and re-upload it. I'm glad you like it, and thanks for all the feedback!
  21. Thank you. I'd love to see "better" 600-part ships. I mostly work in a vacuum, so I've no idea what others have achieved. Excellent advice for anyone having serious lag issues with large ships - like this one.
  22. Are you editing another planet to have the same orbit as Kerbin? If so, I'm not surprised it's glitching. Two planets in the same orbit makes my head hurt.
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