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lordkrike

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Posts posted by lordkrike

  1. Just curious, what is the fastest anyone has gotten a plane to go using only a single Basic Jet Engine?

    My plane maxes out at ~865 m/s @ 10km and I was curious if this is expected performance for a single Basic Jet Engine, or if my plane needs a design update.

    I got a craft to mach 2.07 using the basic jet engine. I'll post some pictures in a moment.

    Minimizing trans-sonic wave drag is really, really important.

  2. I think there is a MASSIVE bug in your mod.

    I mostly wanted to use Ship Manifest to change Kerbal names. I wanted to have a roughly 50/50 ratio between male and female Kerbals so I manually edited the names so far.

    However with the addition of classes in the game most often when I edit a Kerbal with the Ship Manifest the class changes to something completely random.

    E.g. after changing two Kerbal names the class from the first one changed from Pilot to Engineer. Changing back the name didn't resolve the issue.

    And looking into the save file it's not apparent how the class of a Kerbal is stored. So no clue :/

    Just wanted to let you know that I had an issue. I won't be using that feature anymore. And my current game is kinda ruined now :( All my experienced people are now Engineers. Yay -.-

    (edit: besides that: merry christmas <3)

    Classes are determined by the Kerbal's name. You can't change their name without potentially changing the class. The same thing always happens even if you edit your persistence files directly.

    As much as I want Pokey Kerman to be a pilot, he will always be a scientist.

    Basically, it's not a bug, it's a feature.

  3. Jeb says he really likes the sounding rockets as they are.

    Y7MnRxh.png

    It took 16 SRM-S.

    I think perhaps the issue is that they have realistic TWRs (nothing else in Kerbal really does) and that Kerbin is so extremely small compared to earth that orbital velocity is just so much lower.

    Edit: that is, of course, presuming one thinks there is an issue. I think they're fun as-is.

  4. I've encountered the exact same bug.

    Do you use RealChutes, by any chance? If so, try deleting Stock_RealChute_MM.cfg from GameData/RealChute/ModuleManager.

    RealChutes has a bug that causes this exact issue with stock chutes. Deleting the MM config for them in the RealChutes folder fixes the issue, but reverts them to stock behavior. If this is the case for you, just stick to using the RealChute parachutes.

  5. If they get the 64 bit option stable, it will be the better version because the extra precision means smaller rounding errors.

    64-bit software does not inherently have higher-precision floating point arithmetic.

    At the moment, KSP uses 80-bit floating point arithmetic, which is standard double precision. Most CPUs are optimized to do that sort of computation very quickly, despite the weird bit size and without regard to the operating system's bit-size architecture.

    tl;dr you'll have more memory space, maybe, but that's really the only advantage.

    edit: ninja'd!

  6. Fractal:

    There is something pretty wrong with the emissives for the Small Radial Radiator and the Radial Radiator.

    I was wondering why my recently purchased laptop was chugging along when I checked the output_log.txt to find hundreds of thousands of this line:

    rd _Emissive:

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

    The file gets huge, because for every frame it has a small radial radiator or radial radiator in the flight scene it throws this... well, not even sure it's really an error. But it's specifically those two radiators (I imagine they share the same emissive settings). All the other radiators work just fine. When I load up a craft with one of those in flight it just does this and slows my laptop down by quite a bit.

    My output_log.txt was up to 50MB. 50 MB of that line over and over again. :-)

  7. That's unfortunate that you don't understand what I'm talking about.

    The way KSP represents position is in floating point math. As you increase a number in floating point, the mantissa grows larger and larger. This leaves less room for the remainder portion of the number. Now when you're doing serious math on those numbers like adjusting where something is suppose to be or be going, and you don't have much remainder portion left in your number calculations, things get a lot less accurate. Which is where the kraken bug you speak of is coming from. It has also been determined that the kraken bug (math inaccuracies) occurs more at 750m/s than any other speed (discovered so far).

    So, when you say, send out the telescope to 967 AU (or whatever that figure is) that is a long way from where everything else is. This also means that high time compression is going to have to be used. And this also means that either the probe is getting less remainder portion in its positional numbers for calculation or the other stuff you left behind isn't getting them. When you "are the craft" that craft is at 0 position in space. So other things that are not close to you are at far positions in space. So, you can either time accelerate at objects around Kerbin/Earth or "be the probe" and accelerate there. But something is going to catch hell once the distances of 967 AU get realized. Especially if you play in RSS.

    That is precisely why KSP uses a local reference frame for loaded objects.

    As for objects on rails, their motion is determined by a time-dependent function, and will be unaffected.

  8. Side note - for anyone having issues with MKS and the latest KSP-I causing drills not to work - just plop the ORS 1.2.0 DLL in your UmbraSpaceIndustries folder instead of the OpenResourceSystem folder (be sure to NOT move out 0.1.2.1) and you will be all fixed. I'll change my distro mechanism next time I roll out the USI constellation.

    Thank you. That sure was irritating trying to track down the issue.

  9. @WaveFunctionP:

    I got very tired of seeing the typos in the part descriptions, so I've submitted a pull request that should mostly fix the random capitalization, misspelled words, and funky grammar. :-) Oh, and the "partical bed" reactor is now a pebble-bed reactor.

    It also correctly names the gas cromatograph experiment. I was confused as to why "measure magnetosphere" was coming up twice on my craft.

  10. Alright, thanks to Raptor I updated the .cfg file.

    I've set up a new release for anyone out there that is interested. You can get it from Raptor's github here. Note that the atmospheric stuff is very untested, but the converters should work just fine.

    Changes for v0.1.2:
    Included atmospheric resource configs.

    Refinery split into three modules:
    Refinery C produces hydrocarbon-based bipropellant fuels and LOx.
    Refinery N produces nitrogen-based bipropellant fuels and N2O4.
    Refinery H produces LH2 and LOx.

    Distillery split into two modules:
    Distillery MON produces mixed oxides of nitrogen.
    Regular distillery produces everything else.

    Chemical production ratios tweaked.

    If you're out there and using this, please give us feedback! :)

  11. No debate that realfuels would adjust - CRP takes no opinion one way or the other RE densities (the counterpoint is that for folks not using realfuels, they would have to convert up to the 5L units stock uses). If over time if the curators of the mods of record start moving one way or the other, CRP will reflect. That being said, most of the mods that use CRP right now use mostly 5L units.

    Cool beans. I just wanted to make sure adjusting them was kosher.

  12. I have noticed that for Karbonite's atmospheric resource definitions every key has the same name of "AtmosphericKarbonite". Is that for a particular reason, or is it a bug?

    Also, I am curious as you how you feel about RealFuels' 1L as opposed to 5L volumes, and how they affect unit densities. Basically anything using this pack that uses RealFuels would need to adjust all of their densities to keep everything to the same scale.

  13. Care to help with the chem/converters?

    Fair warning: I'm a mathematician, not a chemist. But sure!

    @Raptor: Unfortunately, LibreOffice Calc is just not as good as Excel. It won't let me leave line breaks inside cells that I edit (but the ones you did in Excel work just fine -- thanks, Obama). Everything just ends up looking like a giant one line mess. It should end up looking like this:

    =IF(ISBLANK($Outputs.E2),"",IF($Outputs.A2="Distiller","@PART[KA_Distiller_250_01]:AFTER[Karbonite]:NEEDS[RealFuels]",(IF($Outputs.A2="DistillerM","@PART[KA_Distiller_250_01M]:AFTER[Karbonite]:NEEDS[RealFuels]",(IF($Outputs.A2="ConverterC","@PART[KA_Converter_250_01]:AFTER[Karbonite]:NEEDS[RealFuels]",(IF($Outputs.A2="ConverterN","@PART[KA_Converter_250_01N]:AFTER[Karbonite]:NEEDS[RealFuels]",(IF($Outputs.A2="ConverterH","@PART[KA_Converter_250_01H]:AFTER[Karbonite]:NEEDS[RealFuels]","ERROR!")))))&"

    {

    MODULE

    {

    name = USI_Converter

    converterName = "&$E2&"

    ConversionRate = 1

    inputResources = "&$G2&H2&L2&P2&"

    outputResources = "&T2&X2&AB2&AF2&"

    }

    }

    ")

    (I added a tiny bit of error checking)

    I wrote up a file to add the necessary cloned parts. Didn't take long. I'll push it along with the new spreadsheet, but if I change the recipes themselves it will look like hot garbage. Hopefully you can just copy and paste what's above. That same first line should also work for column C if you change the 250s to 125s.

    Oh, and I also quadrupled the energy cost for making liquid hydrogen. As always, it can be adjusted as needed.

    Edit: I'm not sure why it's adding a space in the word "distiller". I swear it's not here in the raw.

    Dobbel Edit: Thoughts on changing the shortname of Kerosene from Kero to RP-1?

  14. Thoughts:

    The distiller should not be able to produce any cryogenic chemicals (liquid oxygen, liquid hydrogen, and liquid methane -- note that liquid ammonia, while technically moderately cryogenic, has a pretty reasonably high boiling point). The thought process is that it could potentially capture the gas, but has no means to cool it enough to change it to a liquid state. As far as splitting the distiller's menu, we could have one distiller version that produces specifically MON. I like that split because MON isn't terribly useful except for niche realfuels settings and it could also be justified by having the equipment to get precise mixtures of nitrogen oxides.

    For the refineries, we can't do a cryogenic/non-cryogenic split, or you end up with a somewhat useless refinery that can produce kerosene but no LOx. If it can produce LOx, it can produce at least liquid methane (though potentially not hydrogen). I think a better way to split them is into nitrogen and carbon based fuels. So, one refinery would produce:

    Aerozine

    Hydyne

    MMH

    UDMH

    Liquid Ammonia

    Of course, this still runs in to the issue that you would need a distillery to produce N2O4, so we could also allow that to be produced here.

    The other refinery version would produce:

    Kerosene

    Syntin

    Alcohol

    Liquid Methane

    LOx

    With liquid hydrogen being the man out. It can either have its own, special refinery (to illustrate the difficulty of cooling hydrogen to cryogenic temperatures) and not be allowed as a byproduct at all, or just be tacked on to both other types of refinery. Personally, I prefer the idea of having it be its own thing.

    Also, sorry, with the new release of interstellar I'm taking a break from RealFuels. I'll keep working on this because I find it fun, but I won't be doing much testing.

    I won't change anything until there has been some discussion, obviously. :)

    Edit: You can see an example spreadsheet here. I don't want to do a pull request until I'm sure we're on the same page. Reverting is a PITA in my opinion.

  15. I mean, it works, but we may want to work on this... If you want to keep all of the options, we will have to split the refineries/converters into separate machines - for example, one refinery does hydrocarbon bipropellants, and a second copy does nitrated bipropellants. I'm not even really sure how to split the menu for the distillery.

    If we're removing some, there are a few less useful candidates there. Hydrocarbons + N2O4 are top of that list (not matched to their oxidizers), followed closely by the O2 + hydrocarbon options (if you're topping off your tank with fuel you won't care when you move to top off your oxidizer that it gives you yet more fuel that you can't store anyway). The H2 + O2 = H2O2 and hydrolysis modules aren't terribly useful at the moment and at present nothing uses MON.

    A combo we may want to consider adding is kerosene + HTP. There is at least one engine in your pack that uses that combination.

    Also, the fancy modulemanager config for removing oxidizer and liquidfuel and monopropellant doesn't work. I switched back to just removing the 1st and 0th index modules from anything with a USI_Converter.

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