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Keome

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    Rocketry Enthusiast
  1. Tried the untested version on 32-bit. Runs fine, loaded without problems, error log doesn't have any errors that I can find.
  2. I use Ioncross because when I decided to use a life support mod, TAC wasn't as developed.
  3. Mechjeb has some options you can add. make a custom window, go to the docking tab thing and add the target relative distance and target relative speed (or something like that, not at the system I have KSP installed on) and it will show you the distance to target on all three axis, plus the relative velocity on all three axis.
  4. 1) You can move mods into their own folder. It will not hurt anything as long as the files are in the right folders (Plugins, Spaces, Sounds). I do this to keep the parts mods contained in one folder (NovaPunch, B9) and addons without parts are in their own folder (Kerbal Alarm Clock, Protracter, etc.) ... it makes things a little neater. 2) Parts are loaded by folders alphabetically. Stuff in a folder named A will load before Folder B, and so forth. You can observe this happening by watching the debug window as it loads.
  5. Try to setup an rendezvous with a rescue craft. Try to get an encounter with another planet. Use RCS to try to change the orbit. EVA and push (yes it does work). If you want to cheat: ALt-F12, infinite fuel.
  6. 120km. and 240km. are the time warp break points, so 120-240km. will give you 50x time warp, 240km. is 100x time warp. 160km. lowers the graphics detail on Kerbin. So if you want decent time warp (setting up interplanetary missions) the 240km. or greater. If you want decent performance, then above 160km. If you want to make screenshots with Kerbin as a backdrop, under 160km.
  7. ^ ^ ^ Docking Alignment Indicator makes docking a lot easier. ALl you need to do it get close to the target. Line up. Move in and dock. Other tips: Have patience and go easy on the controls. Moving at 0.5 m/s may seem slow when you need to go 100 meters. but keep in mind that in real life, the Space Shuttle docked at around 0.01 meters per second. Set the camera view to Chase (hit the V key a few times). That will orient the spacecraft so that the axis are all aligned for translation using RCS. It makes it a lot easier to tell which way you need to go.
  8. If you have too many mods, you're going to crash, yes. There are a number of threads discussing how to trim parts to reduce the memory use. Assuming you're using NovaPunch + KW Rocketry + B9 which is a common set of mods: Trim all of the excess fuel tanks. Aside from their appearance, they are all nearly identical. Remove all of the fairings and use Procedural Fairings instead. That alone removes 31 parts. Trim down the number of engines. Some of them are identical or nearly identical to stock engines. Also, NovaPunch and KW have the 3.5 and 5 meter engines and some can be removed. I have a large number of mods, NovaPunch, Ioncross, Fustek, and so on. My mods only take up less than 400mb of hard drive space, compared to 700mb for the stock parts, but the mods give me twice the parts that stock does. I also have a full set of parts for just about anything I could ever want to make, and I don't have memory issues and things load fast.
  9. Mechjeb Kethane Procedural Fairings KAS Kerbal Alarm Clock Protractor Improved MAneuver Node thing (forgot the exact name?) Docking Port Alignment Indicator For parts: KSPX NovaPunch AIES RemoteTech v2 Fustek and Fustek station expansion For the parts, I trimmed them way down. Redundant stuff was deleted. All those extra fuel tanks are gone. AIES and NovaPunch fairings deleted and replaced with Procedural Fairings. Engines that were close to stock were deleted, AIES antennae were deleted since RT 2 has them also. I think I have a nice set of parts plus other useful mods, and the memory usage is much lower. I used to have B9 as well, but I'm more of a rocket guy, so B9 was deleted. When I had it, it was also heavily trimmed down.
  10. I keep all of the stock parts, and use them as the guide for what parts from mods that I will keep. I have NovaPunch, AIES, Fustek, some other parts mods. All of them were trimmed down. NovPunch and AIES both have fairings. I deleted them and replaced them with Procedural Fairings. Lowered parts count by 31. NovaPunch has some 1.25 meter engines that were nearly identical to stock. Deleted them, kept the LV-T30/45. AIES has some extra probe cores. They are identical in function to the stock ones. Deleted them. I think I have a comprehensive set of parts covering a lot of things, plus mods like Kethane, RemoteTech, Procedural Fairings, Crew Manifest, Kerbal Alarm CLock and so on. In total, the mods use only 1/3 of the space that the stock parts do, and they have twice the parts that come with stock. Trim what you don't need, trim the duplicate parts, and you get better performance.
  11. I'll throw in my opinion on this: First, I love the look of the new parts, and the addition of the hybrid engines which stock does not have. In stock and the KSPX stock parts expansion, there are three xenon tanks you can use as a guide for your tanks. As long as you're somewhere near these values, then the exact specifics do not matter. PB-X50R holds 400 Xenon. PB-X150 holds 700 Xenon. PB-X300 holds 3000 Xenon. In stock and KSPX, there are two ion engines. Both have a vacuum ISP of 4200. Once again, as long as you're close enough in terms of power, thrust and ISP, then the exact specifics do not matter. The stock PB-ION one requires 6 energy per second to run at full thrust. The KSPX PB-ION2 requires 30 energy per second to run at full power. For the generators, as long as it's not too powerful (like running 10 large ion engines at full thrust) then the specifics again do not matter. I'd rather have one generator that can replace several RTG just to lower part count. And there's also nothing that stops someone from manually editing the .cfg files to adjust the numbers to what they want. Keep up the awesome work! I vote yes for the minor changes.
  12. These two have some wonderfully designed station parts (or Mun base parts, rocket parts, whatever, use your imagination!). Fustek Station Parts Fustek Station Parts Expansion Some tips: It's easier to make the base in separate modules that dock together, much like how real-life stations have been constructed. Go research the ISS and see how it was built piece by piece. Watch your parts count. More parts = more lag. If a part serves no purpose, do not add it. Do not add too many lights. Do not attach battery packs everywhere when the 1k and 4k batteries provide the same capacity with fewer parts. Do not add lots of solar panels. Do not add to many lights. Yes, I repeated that. Lights add to the CPU overhead and create lag. You only need enough lights to illuminate your docking ports. Fustek's parts include lights on some modules that you can use as markers for where your docking ports are. Use those instead off adding more lights ... more lights = more parts. For example, the habitat module has three round lights. The docking module I place on my stations next to it, closer to the command cupola. I only need the three lights on the habitat module to tell me exactly where the docking ports are. My stations have no extra lights beyond what the parts come with. It is not necessary to add lots of docking ports for ships. Trust me. Parts count = lag, you're not going to want to try docking to something with a horrific parts count because you want to fill every docking port. NASA and the ESA have plans for a Moon base capable of supporting six spacecraft at once. The ISS I believe supports a total of four? (I should go look that up) spacecraft. Add what you need, not what you wish you had.
  13. I use a bunch of mods, but I remove all of the redundant parts. I have no need for lots of fuel tanks, mostly of the same size but from different mods. Same with engines and other parts. If it is just a stock part with a new name or model, it gets removed. If the specs for an engine are close enough to stock parts that there is basically no difference, then the part gets removed. I also don't use 3.5 and 5 meter (or bigger for some mods) parts. I use: KSPX - redundant stuff removed NovaPunch (many parts removed, including fairings and 3.5/5 meter parts, all the extra fuel tanks, removed a few of the 1.25 and 2.5 meter engines because they were similar to stock, removed the yawmaster, Thor and Odin because they were just excessive parts I found I didn't really need. Procedural Fairings - this lets me remove the fairings from NovaPunch, that reduced the parts by a decent number. Fustek Station Parts Expansion - removed the warehouse module since I don't use the orbital construction mod, removed one of the airlocks, the 2.5 meter end ring and something else, I forgot what). Kethane, Crew Manifest, Mechjeb, Kerbal Alarm Clock, Improved Maneuver Node, Docking Alignment Indicator, Ioncross Crew Support, KAS, Protractor, Chatterer, RCS Build Aid, Subassembly Manager. Windows Explorer says I have 275mb of files (835 files in 169 folders) in GameData, not counting the Squad folder. I have looked at other parts packs, but have not found anything I really wanted to keep that was not something that can be replaced with a stock part of one of the existing parts I already have. Parts are either redundant, overpowered or just a different model/texture for the same specs. I believe that I have a good working set of parts for what I want to do, and it's trimmed down, very lightweight and doesn't cause any issues.
  14. You're exceeding what the physics engine will allow. You're also probably exceeding the memory limit of a 32-bit single-threaded application.
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