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Legwan

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    Bottle Rocketeer

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  1. Thanks for reply Updated to 1.2.4 (previous 1.2.3) - strange roll is gone, but the main issue remains All remaining mod seems to be up-to-date. Here is logfile with new realchutes HERE if someone would be so great to help me. Update: Removed RealChutes and the problem is gone - will post my issue in appropriate topic, thanks for pointing me in the right direction!
  2. Hi, would like to report an issue: Basic info: i5, 8GB RAM, GT 645M Linux 3.14.1 x86_64 Newest KSP 64bit, RO v6.0a8 + all requirements + TAC + RT2 + KER Issue: shown HERE, repeatable always around this speed - makes the game unplayayble It does not happen if I remove an RO directory (all other mods stay) LOG: HERE Happy to give any additional info, just let me know. Will try to use this exact mod-mix (copy-paste) on windows - will post the result.
  3. Small bug (not see any bugtracker): Explorer 1 is missing Data resource. In file: GameData/RPL/Tweaks/FASA/Explorer 1/RPL_Explorer_Probe.cfg Also can't see any part under 3rd Earth probes science slot (bio samples) - what part should go there / what mod I might be missing? Thanks!
  4. LOVE it! Looking forward for the next release. Keep good work! What does threaded optimalization do? Is this the bumblebee thing? Of not is it possible to run KSP though LCL with primusrun? Is it possible to raise the ulimit size?
  5. Great thing! Thank you for developing that. Idea: Instead of amplified head motion use the head position to get "looking through the window" effect i.e. something what you can see on this promo video. This way instead of pretending to be a pilot and make a head movement which will be represented on screen BUT I still need to look straight at that screen to se the result. Instead with this idea idea in place the virtual pilot merges with myself, just is limited by the flat window (the screen). Then I can just lean to the side to see something there (act intuitively). Of course it would be still possible to move the whole window using mouse as usual.
  6. Would like to thank you for fixing the crash problem on Linux x86_64! Working like a charm with this release
  7. Think I might have encountered a bug: Note the orbital speed. Shouldn't it be around 400m/s (as for equator)? Last time I've got it right was v2. Both v3 and v4 give 1853.3m/s. Maybe it's because my OS is Linux x86_64. Installed mods: Real Solar System v4, FAR, DR, MFT real tanks, VOID, Engineer, MechJeb
  8. Managed to get dump file and simple analysis with gdb gives: Core was generated by `./KSP.x86_64'. Program terminated with signal 6, Aborted. #0 0x00007f70fde79f77 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56 56 ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory. Let me know if this is of any use. Edit: (additional info) - only stretchy tanks installed - using intel graphic (so no bumblebee/optimus/other switching graphic related issues) - I've kept the dump file in case there is anything else we can get out of this (please guide me though) Edit2: (further details) #0 0x00007f70fde79f77 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56 #1 0x00007f70fde7d5e8 in __GI_abort () at abort.c:90 #2 0x00007f70fbe27e98 in ?? () from /home/legwan/Games/KSP_linux/KSP_Data/Mono/x86_64/libmono.so #3 0x00007f70fbe6500d in ?? () from /home/legwan/Games/KSP_linux/KSP_Data/Mono/x86_64/libmono.so #4 <signal handler called> #5 0x0000000000a236bc in ?? () #6 0x0000000000a05a02 in ?? () #7 0x000000000098a772 in ?? () #8 0x0000000000ac33aa in ?? () #9 0x0000000041677aef in ?? () #10 0x00000000030fc730 in ?? () #11 0x00000000030fc618 in ?? () #12 0x0000000000000000 in ?? ()
  9. Nothing unusual. StretchyTanks loading during startup (as usual), normal log for making construction in VAB. Nothing since the moment I pick the stretchytank from menu (i.e. moment the game crashes) Only thing spotted is the core dumped message in shell.
  10. One suggestion regarding atmosphere height - would it be possible to increase the value even higher without scalling density at lower altitudes? Based on the neat source I've found PDF (+ Implemententation): "In all but the heaviest satellites (those with a mass to area ratio well in excess of 100 kilogram per square metre), the actual lifetime from an altitude of less than 180 km is only a few hours." In fact if one plays with the calculator even 180-200km results with rapid decay and the lowest orbit for the satellite was 215km (Sputnik 1 via Wikipedia). Of course it's more a matter of self control here if we want real life behavior (like not parking at 150km orbit for > 1 revolution). Nonetheless further increasing the atmosphere height is tempting BTW I've done some more research on orbital decay and it seems like a nice idea for a plugin - in short: all satellites in LKO need dV to maintain the orbit (amount depending on height), scan through all flights, deduct dV, if no left play with orbital parameters next time vessel becomes active, Ioncross does something familiar just with life support. I'm not a programmer so feel free to steal the idea. Finally I'd like to thank developers of this mod - You've fulfilled my last wish towards this game. Felling like it should be a separate mode unlockable at some stage in career more (kind research on space telescope/planet detection + placing big junk in orbit)
  11. First I'd like to point at rocket equation - with such a light fuel tank can easily lead to a situation when payload (i.e. capsule) can make up a significant part of the overall mass (while it should be in the range of 30-35%). Quick numbers: mk1-2 pod 4.12t + orange tank 3.81t (!!! out of which 2.85t is fuel) + nerva 2.33t which giver mass ratio of mere 1.38 (this goes into ln() in rocket equation). Note that pod here is 67% of total mass. Think about it - to make it work a single mk1-2 pod needs at least 2 giant orange tanks and a gray one to be somewhere close to mass distribution as in Apollo era! Not even talking about additional parts there (like decoupler) And this way we arrive to the main topic of fuel tanks. Unfortunately the mod is correct with their structural mass and we shouldn't attempt to renounce reality here. To support my words lets use space shuttle External Tank, which has been used as baseline for ksp orange tank. Since we're talking about NERVA so only H2 will be taken account, so using data from NASA webpage you can estimate than mass of ET filled with H2 (no LOX) would be 291k pounds while dry mass is 78k pounds -> mass ratio of 3.73 For comparison KSP orange tank: full H2: 3.81t, dry 0.96 -> mass ratio of 3.96 Since ET with H2 would probably would lose some structural weight those two ratios would be even closer. But that's not the whole terrible story! Another engineers nightmare is volume-to-surface-area (V/A) ratio for given body. In great simplification structural mass is proportional to overall surface area of container, while mass of stored hydrogen is proportional to volume. In case of cylinder this ratio increases as diameter increases: ET: diameter 8.4m, height 47m -> V/A = 6.4 Ariane5 Cryo stage: diameter 5.4m, heigh 30.5m -> V/A = 2.9 KSP orange: diameter 2.5m, height scaled ~14m -> V/A=0.7 (!!!!) That means the same weight of H2 stored in orange tank will take more than 9x more structural mass as compared to ET. And as we know thanks to rocket equation structural mass is bad. No space for kerbals anymore. Thankfully this aspect is not incorporated in this mod (orange tank has volume 6400 instead of ~68 as it should have) - number has been choosed such that fuel tanks still behave as their real life counterpart in terms od mass ratio (total/dry). So now to the topic of nerva vs. others. Wanted to write another lenghty pharagraph here but I've found it nicely described in wikipedia under this link To summarize: NERVA powered stages will perform much worse if we only swap the engine, despite higher Isp. In KSP even after adding volume to mach the original mass of the stage the performance (dV) will be lower because structural mass is assumed additive (you just put additional tanks on). However in real life you'll build a bigger tank, which thanks to V/A ratio will have significantly lower structural mass. This in turn will profit in rocket equation to such extent that NERVA will be more efficient than chemical stage. Honestly doesn't have much idea how to fix it in KSP... One thing for sure - proper fix won't make NERVA super efficient, rather in-par with other engines.
  12. NERVA is 2.25t, almost half of your total mass, while LVT-45 is only 1.5t. Rocket equation kills it (it's like 0.75t fuel extra for LVT-45). Your example is simply too small for NERVA. BTW Oscar and FL-T100 also have a worse structural to fuel mass ratio, but it might be of a negligible influence here Edit: correction, doesn't matter in MFS
  13. The mystery of the second row solved. Thanks! (how could I not find this...)
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