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Carraux

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Everything posted by Carraux

  1. I would suggest then to dismiss the idea of generating science / bring science back at home (well, that's only my 2 cent) Another question for Jeb's Level: 5 Kerbanauts are required for this level. Does this mean that I have to build a 5 person lander? That would be challenging!
  2. The mass class is stock only, PP doesn't count here anyway (besides other mods which offer you a better mass ratio, eg. Fuel Tanks Plus)
  3. I understand your concerns about procedural parts. But the "poor mass ratio" is IMHO not really there.<Edit> Because you can make a stock tank containing LF only. The Jettision fuel mod or TAC Fuel Balancer may be helper here but you can do it with stock methods only. A full Jumbo-64 tank weighs 36t. A Jumbo-64 with LF only weighs 18.4t (only 51.1% mass compared to the full tank) A PP tank with the same amount of LF weighs 16.65t (46,25% mass) So the difference between and oxidizer-less Jumbo and a comparable PP tank is less than 5% if compared to a full Jumbo. I would not call that "poor". The big difference is size, though (the PP tank has roughly half the size), but in outer space size is more or less irrelevant. And I honestly believe that no serious ship designer here is that dumb to send tons of never-be-used-oxidizer to Jool and back, so he/she will surely jettision the oxidizer before launch... (I certainly will do) Don't understand me wrong: My intention is not to persuade you to have PP in this challenge (I can live without it). I only wanted to point out that it not a real challenge NOT to have PP in the contest, because stock can be as nearly effective as PP, if tanks are properly drained.
  4. IMHO, Procedural Parts is less overpowered than KW or NovaPunch. PP is finebalanced against stock, it won't give any weight savings (except for being able to fine tune the size and part reduction), the weight to fuel ratio is exactly stock. On the other hand KW & NP have a greater influence on design, stronger engines make it far more easy, balanced against stock (which can't be a point against PP then) or not. Just look at the nuclear engines... It's harder to go with stock engines than stock fuel tanks, isn't it? I do not see the neccessity to include them just because they were present in the old contest. Backward compability is not a must. The less mods involved the better, maybe it would be better to reduce the list? Maybe you should give extra score for being close to stock as possible? Say stock only plus MechJeb?
  5. Same to me... I do not have the feeling, that contracts add some spice to the game. More or less it is exactly sandbox, only with obstacles to come to a fully expanded parts catalog. IMHO, it adds nothing to the game, only delays the inevitable. There is no reward of any kind if I complete the tech tree.
  6. I doubted that I could ever run Astronomer's Pack again. But here we go! Runs smoothly, thank you. Oh: RealCute does seem to load, but doesn't function (as expected). In fact, it fails to create the seperate parachute folder for VAB/SPH so you won't have no chutes at all (not even stock)...
  7. My installation even leaks memory with gauges turned off. Every time I launch a rocket, fly it to the edge of space and then restart to launchpad, the mem usage is higher than before. The overall memory usage of KSP is and the way how KSP is using/managing memory is... well, I have no words for it... [sykrim uses *a little less* memory for *a little better* graphics...]
  8. It is not my itention to drag you down, but unfortunately a/the memory leak is still present even with temp gauges off.I monitored the memory usage prior rocket launch on the launch pad. After reaching space I revert to launch pad and monitored mem usage again. I came from 2.9GB to 3.2GB mem usage in four launches (values may differ on other computers).
  9. Pardon, I meant "a memory leak", not "the memory leak". I cannot tell how many memory leaks KSP has. I switched off terrain scatter but to no effect.
  10. Well, the game is now out of beta, but I can confirm that the memory leak still exists. At least, for me.Regularly >>BOOM<< after approx. 1/2-3/4h of playing. Sigh...
  11. I second that. Having this wonderful masterpiece on CKAN would be great. Please, please, please...
  12. IMHO, there is a lot of truth in this.And to be honest too, I think that KSP is a great game. Just because there is not much competition from other dev teams in this niche. But comparing KSP to other professional releases... Well... As 0.90 came out they said that the road is still long before version 1.0 will come (to soften those of us who still think that a lot of stuff is missing). And now 1.0 is announced. And when I look onto the list of features which shall make it into 1.0 (and far more important: which not), I still think that the game isn't finished yet. Because it feels so incomplete. Because KSP is built in a way that it is limiting itself for no reason. With only a little more - just a little more - effort in designing the gameplay the game could be twice as feature-rich. But built at it is, it shoot itself in the foot. I like every concept brought into the game but I think that most concepts just took the wrong turn somewhere. Like the concept of part recycling. Cool concept and in reality SpaceX tries it too. Recycling the first stage or the boosters... Great! Oh wait: you can't do that in KSP. Unless you build a SSTO, only that last stage may come back and get recycled. Ok, I could live with that in a way although it sound silly to reward nothing but returning the LAST stage. But what makes me sad that the way it is implemented it discourages building anything what goes into orbit and stays there and never comes back. Probes, stations... What a pity. When I think of game like KSP, a rocket/launcher construction kit to have fun exploring space: I think of manned missions, unmanned missions, space station and bases/colonies. KSP has a strong focus an manned missions though, neglecting unmanned missions and have no purpose at all for stations or bases (for the latter there are even no real parts present). So more than half of the fun is missing. Some few parts more and a revised contract system and stations and bases could be needful, adding much, much more flavor to the game. Speaking of contracts: I liked contracts. I was so excited about them! Then I realizied that most contracts are just... well, tests in a randomized testbed. Which turn out to have nothing to do at all with real space flight. I have to make silly things just to progress further in the game. Why should I open a parachute in 27000km height at a crazy speed? Half the game is NOT going into space but to do senseless stuff to get the funds and tech to do then something meaningful *I* like (but the game doesn't reward or honor). It would have been much more fun if the game would have treated me like a CEO of a space company and would offer me contracts in a commercial way (besides science contracts): Like giving me a blueprint of a sattelite and a contract to put 3 of them into near KEO for only 500k funds. If I'm good I'll make profit like hell, or getting bust if not. Contribute to a space station. Build it or find at least a cheap way of getting supllies up. Something like that... THAT would be fun. And my constructions would have some kind of purpose. The Nasa mission pack: Now you can fly to asteroids and now you can... Well, fly to asteroids. Grabbing them, but what for? To be honest: In my opinion it was more of a cool marketing event than adding spice to the game (but in fact: Squad is a marketing company after all, isn't it?) In my opinion, different design decisions could have doubled, tripled or quadrupled the fun in playing KSP. With only minor extra effort in implementing that stuff. But this didn't happen. And that makes me a little sad and disapointed (although I like the game really. Did I say?) It is a real pity that the true fun of the game lies in the mods, isn't it? [And it is a shame that the game has the same memory footprint like Skyrim, but not its graphics] My 2 cents. Now you can blame me...
  13. Thank you for your answer, Ruedii. It seemed that Manjaro didn't like to be installed on a USB 3.0 stick (used like an external HDD). It seemed that no Linux distro I tried likes this (well, at least on my system). Curiosly, same stick operates very well under USB 2.0 but that's not the speed I wanted. Anyway, to get this stick run under 3.0 I had to boot with the fallback option which means that the system was not optimzed for perfamance. Therefore the stuttering. Recently I set up a RAID 0 SDD config for my windows system so I had a spare SSD (120GB) where I did put Manjaro on. Then it liked me. KSP now has only the usual quirks. So: problem solved: Yes, I see myself as an absolute Linux beginner, but I have 25 years experience as a software developer, so it is not the matter of understanding. But Linux is an absolute different beast than Windows. And while it was not a problem to install 4 different Linux distros and play around with them (either in a virtual machine or on stick), it it took me 2 days to simply set the keyboard to a non-us locale (had to set the keyboard layout on three(!) different locations, and still the login screen has a us-eng layout, arrgh).
  14. I got some weird problems installing Manjaro and KSP on0.90 an USB 3.0 stick. Most problems solved now but the system has a nasty behaviour: Every 5-6 seconds the video [output] stutters. This affects KSP as well as normal YouTube streaming. I am first term Linux user, my home is Windows so I do not know where to look and fiddle around... Any ideas?
  15. I assume that you use the 32 bit Windows version of KSP. In that case you probably run out of memory. RSS needs a lot of memory.Try the suggested memory saving options from the opening post.
  16. Awesome tool! Anyway, I have found a problem: Current release crashes when trying toi install FAR: Ausnahmefehler: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "D:\Pr ogramme\Steam\SteamApps\common\Kerbal Space Program\Ships\SPH\English Electric L ightning.craft" konnte nicht gefunden werden. bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boole an useLongPath, Boolean checkHost) bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) bei CKAN.ModuleInstaller.CopyZipEntry(ZipFile zipfile, ZipEntry entry, String fullPath, Boolean makeDirs) bei CKAN.ModuleInstaller.InstallModule(CkanModule module, String zip_filename ) bei CKAN.ModuleInstaller.Install(CkanModule module, String filename) bei CKAN.ModuleInstaller.InstallList(List`1 modules, RelationshipResolverOpti ons options) bei CKAN.CmdLine.MainClass.Install(InstallOptions options) bei CKAN.CmdLine.MainClass.Main(String[] args)
  17. One dumb question, if you don't mind: How do you get these big boosters firmly attached to the main stage? On my large rocket, the radial decouplers are just too weak to hold them straight and no matter how much struts I use, they point more diagonally or inwards the stage.
  18. WHen I move the KJR folder out of the GameData folder, staging is functioning as normal. So: yes, I believe so.
  19. Hi, I do not know, if this bug has already been posted. but... Using KJR with RealSolarsSyste, and RealismOberhaul activating the first stage doesn't work correctly. Sometimes hitting SPACE to activate the whole stage, only one engine and/or one clamp is getting started/released. I have to press SPACE multiple times to activate all parts of the first stage making a successful launch nearly impossible. By removing mod by mod I found that KJR is the mod responsible for this. Anybody else with the same problem?
  20. Yes, the problem vanishes if I return to VAB instead launch pad. But this is a workaround, nothing more. My rocket really stops working due to out of fuel in the middle of the flight, so these figures represent my rocket "correctly" in a way. Do not know what causes this instant weight gain. Probably Jebediah ate all snacks while I was away.
  21. I found another problem: I go to VAB, load my rocket and go to launch. Rocket looks like this: Then I revert flight (to launch pad) and my rocket look like this: Well, it is not the rocket itself, it's their stats... See the differenc?
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