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DresCroffgrin

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Everything posted by DresCroffgrin

  1. I usually just read the forums or watch an episode of Cheers. KSP does take a while to load (just timed it at 1:50), but then again, I do have enough mods to bump the RAM usage up to 5.2 gb (Linux x64 for the win!), so I kind of expect it.
  2. Once again, ferram, you improve the best mod for this game. One question though, as an aerospace engineer looking for context: what is your reference length for Reynolds Number?
  3. Thanks for the advice! After using the scripts (I don't have the steam version, so launching outside of steam was easy), the game runs better, except is still lags like crazy every time I rotate the camera. But it is certainly playable, even with my full compliment of mods. I'll still probably be sticking with Ubuntu for the time being, since I already know it and don't have time to learn another distro at the moment, but I will try to update to 14.10 for the improved kernel, etc. And I'll keep Manjaro in mind for when the next distribution upgrade the forces a re-install comes around.
  4. I initially assumed that Linux x64 was as unstable as Win64, but this is not the case. I've started using x64 now, and everything is working, although performance is rather dreadful (any general tips?), despite the fact my system is a GeForce 770 (340.46 proprietary drivers) and an i7-3770k.
  5. Didn't do the trick, it still isn't listed . Some things I did note from troubleshooting, however: When I start KSP.x86, the list of applications generating sound empties, and is repopulated as applications make a sound Sound works for 64 bit (KSP.x86_64), but is listed as FMOD Ex App in the volume control My system is 64 bit, and I know I had to install 32 bit graphics libraries to run that version of KSP - could the same be true of the sound? EDIT: After playing around, I just needed to install libasound2:i386. Thanks for the help!
  6. Thanks for the reply! It is a brand new install (as of about 6 hours ago) of Ubuntu 14.04. I assume the audio is PulseAudio (haven't changed it from the default, and the PulseAudio volume controller allows me to adjust Chrome's volume). My KSP.log is available here. Interestingly, when KSP is running, it isn't listed as a sound source to be muted/unmuted, in Volume Control or Settings -> Sound.
  7. I also recently switched to KSP for Linux, and everything is working fine so far (courtesy of the information in this thread - thanks to all those who have contributed!) except that there is no sound for the program. The settings in-game have the sound turned on and other applications (minecraft, google chrome) have sound just fine. Does anyone have any ideas? Thanks!
  8. Absolutely true, although elliptic planforms are one way helping to achieve this at low speeds with constant airfoils at no twist. Quoted just so I can add that taper can help keep e closer to 1 for high aspect ratio wings. Also true. I mentioned it more for completeness and an excuse to post a link about the Spitfire than necessity.
  9. That logic is sound. It should be noted, however, that near elliptic wings (e.g. some trapezoidal wings and actual elliptic wings such as WWII fighters) can get very close to an e value of 1.
  10. The first part is true, the second depends on how accurate you actually need. Oswald efficiency (e) always has a value between zero and one, usually tending towards the 0.8 range (0.7 to 0.9 is a very realistic range). However, there does exist a formula to calculate it (at least pre-stall) in Prandtl lifting line theory. However, this formula involves going deep into the derivation of the theory (it deals with a summation of an infinite number of coefficients) and is a bit of a pain, but it does give results accurate enough for FAR (in my opinion).
  11. Indeed I do, although I'm only planning on documenting how to use and interpret the simulation tools in FAR (with general comments on how to remedy common problems). Those links look wonderful! The first one really needs to be linked to in the wiki, and the second one gave me a great read (I didn't know people have experimented with wings that fold into each other). @People reading this thread who know aircraft design well: Does someone want to start writing up some general comments on design on the wiki? Or maybe tackle some of the things on Read have Read's list: EDIT: Does anyone know what "Pitch Setting" on the static analysis tab means? As far as I can tell, it affects the trim point and shifts the graphs around, but I don't know what it is representing (haven't run across that term in my studies, or a quick Google search ).
  12. Before writing about the tools in FAR, I am first adding some information about general concepts in aircraft design, so that everyone has a reference for terms and concepts that are dealt with in FAR. I just finished up my bit on static stability (still trying to decide what all to do with dynamic stability - it's important, but very technical). If anyone wants to read it and rate/hate for style, readability, clarity, etc., that would be awesome!
  13. To everyone who would like a guide on what the FAR tools in the VAB do: I just completed my Junior year in Aerospace Engineering, which included a course in Stability, Control, and Flight Dynamics. I also have quite a bit of free time this week, but I do not have access to my KSP machine (just a laptop that overheats if I leave on KSP for more than a few minutes). I will try to type up some guides for the various aspects of FAR on the wiki, but it would be very helpful if those with questions could collect some specific questions into a cohesive list. Maybe even with some screenshots that I could use .
  14. As much as I hate to be the bearer of bad news, I don't think 0.12.5.1 completely fixed the reentry issue from craft loaded in space. Another one of my crafts just suffered from instantaneous deceleration at the edge of the atmosphere. However, closing the game with a panic-induced Alt + F4 and repeating the process with the same craft on the same trajectory resulted in a perfectly normal reentry.
  15. ferram, your ability to identify, debug, and release solutions to problems faster than the blink of an eye never ceases to amaze me.
  16. It probably is. However, it does not occur 100% of the time, as I got a successful reentry a little later with a different vessel (but the same .craft). However, it does seemed to be pre-determined by something; all of my ships keep their exploding or safe-return behavior across saving/loading. It might be worth noting the one that exploded was coming from a Munar return trajectory, and the one that was safe was just a suborbital hop for testing if things were working again. Both had a periapsis of 20km.
  17. I'm having a problem with 0.12.5. Whenever I reenter Kerbin's atmosphere, my craft spontaneously explodes, with a message about the crew dying due to G-forces. Normally I would say this is something up with Deadly Reentry (which I have installed), but reverting to 0.12.4 removes the problem. My guess is whatever is happening is happening when FAR loads. The craft was built and launched under FAR 0.12.4, but I doubt that has anything to do with the issue. EDIT: Launching the same craft in 0.12.5, it seems to behave fine when reentering. Still not sure what was causing the initial problem, as it occurred 3 times in a highly repeatable fashion.
  18. It seems to be working for me so far, but I've only used the alarms for apo/peri, so I may not have found any major glitches if they are there.
  19. Quick question (sorry if it's a silly one), but do these texture packs change how a planet looks while you are standing on its surface, or do they only affect it in the map/scaled space view? Thanks!
  20. I just figured I would show up to throw in my comment that, as an Aerospace Engineering student, FAR (while it's killed me a few times) has indeed made the game make more sense. This is the only mod that I refuse to play without .
  21. Decided to show up and report my savings at about 900 MB. You, sir, deserve the biggest, shiniest medal that these forums have to offer.
  22. First of all, thank you for this wonderful mod, Cilph! It really makes KSP a lot better . A quick question for anyone who might know, though: Now that signal delay is on by default, how does one turn it off? I may enjoy hardcore KSP, but not quite that hardcore . Thanks!
  23. I just tested this, and I still get framerate drops with MJ removed (I had been using 2.0.9). That being said, I tried it on a pure stock install (sans Universe Replacer), and it worked just fine. So it must be one of the other plethora of mods I'm using that UR doesn't play nice with .
  24. I also experience this issue. I'm not sure what's causing it or what a solution might be, though .
  25. Does this work with science? That is, can I get science points for doing a crew report in the SOI of these planets like I can with the stock ones?
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