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Darkeldar

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Everything posted by Darkeldar

  1. What should I adjust for to kill the ocean effects as this affects my frame-rate during launches and take-offs, unless I set my camera looking up at ground level?
  2. So here's my system, and I realize that I need to get a better graphics card, but it didn't seem to have any big issues until I recently purchased Bioshock Infinite and started with .23. Processor AMD Phenom II X4 955 Processor Memory (RAM) 4.00 GB Graphics AMD Radeon HD 5450 Gaming graphics 2303 MB Total available graphics memory Primary hard disk 532GB Free (931GB Total) Windows 7 Home Premium Manufacturer System manufacturer Model System Product Name Total amount of system memory 4.00 GB RAM System type 64-bit operating system Number of processor cores 4 Total size of hard disk(s) 1229 GB Disk partition (C: ) 532 GB Free (931 GB Total) Media drive (D: ) CD/DVD Disk partition (E: ) 5 MB Free (291 GB Total) Disk partition (F: ) 539 MB Free (7 GB Total) Display adapter type AMD Radeon HD 5450 Total available graphics memory 2303 MB Dedicated graphics memory 512 MB Dedicated system memory 0 MB Shared system memory 1791 MB Display adapter driver version 13.152.1.8000 Primary monitor resolution 1600x900 DirectX version DirectX 10 After a bit of fiddling with everything, I did finally get this past the boost stage. But also after several launches till I got one with a boost profile that was workable. I think I had the SRBs on 75% thrust and the lifted me to over 10k. A lot of the fiddling was getting the SRBs placed, as just a smidge of vertical movement is the difference between clipping and proper attachment to the decouplers. I did try the looking up camera trick, and it did bring game time up to normal, but I'm a bit leery of fiddling with the configuration.
  3. It'll have to be later, as I'm away from the computer KSP is on. Mostly curious what changed between .22 and .23 that is affecting my performance.
  4. I've tried thrust limiting on both types of SRBs to 75%, 67%, 50%, 33% and 25% and at 25% the rocket sits on the pad. I don't have pictures available but the central vehicle is a simple lander on top of 4 or 5 LFO tanks and a '45 gimbaled engine and 4 winglets . I have tried both small and large SRBs radially attached, with either one or two decouplers (as needed), and even tried four '45s with fuel tanks as the boosters. The core flies okay by itself and I've tried various throttling schemes, and if I make orbit, I don't have enough fuel to head towards the Mun, so that's why I started adding SRBs. Everything in the VAB looks symmetrical, and I patiently made sure that the SRB's were attached to the decouplers correctly. I checked and rechecked the staging, and I'm just running out of things to try. I may have to go back to .22, and hope that .24 works out for me when it is released.
  5. .23 has been very frustrating for me....Things that I've had a reasonable amount, but not insurmountable, difficulties with are now unworkable. With comparable graphics settings between .21, .22 and .23 I'm now saddled 1:4 game versus real-time lag. It is frustrating to find that others have cleared the tech tree with three missions, while I'm still trying to get my lander into orbit. Any time I use SRBs, large or small, as boosters around the central craft, the rocket starts keeling over before I reach 1000m, and on some flights I even get a roll that I can't seem to control. The WASD controls don't seem to respond at all, but that could be due to the lag. I've even tried to launch some of my designs from .22 and I'm still having problems. I haven't modded .23 yet, and I had just picked up the batteries and landing gear on my .23 career.
  6. Last night, I was able to use the right click as before, so I don't know if it was just a temporary thing.
  7. While I don't seem to have an insurmountable issue right-clicking on the command module or an EVAing Kerbal, the right-click feature seem gone on all other objects. In one of my earlier flights since .23, due to a staging issue I tried to deploy the chute by right-clicking, but I couldn't get the object's menu to open. Last night, I was flying a Rapier powered spaceplane, and after successfully transitioning from air-breathing to rocket and back. The staging showed I was out of fuel, but resources showed I still had a third of my fuel on-board and available for the stage. I couldn't right-click to open up my fuel tanks to diagnose where the fuel was, or even to transfer. I'm careful not to move the mouse when right-clicking, as I read on a post yesterday that the program could be thinking you're changing the viewpoint.
  8. I had designed, made corrections and had successfully taken off with a two Rapier engined spaceplane in less than a half hour. So far seems a lot more stable than any of my Spike series craft, and actually doesn't need the entre runway to takeoff. I'm only using a single RAM intake per engine so far, but I won't know if I need more till later. But I had to cut the flight off quickly, as my lunch time was over, so I'll see if I can get 'er to altitude later.
  9. Do Rockomax adaptors only work one way? In building my skycrane/rover launcher, I had inverted a 4-to-1 adaptor attempting to attach the big orange tank to the de-couplers at the bottom of my intermediate stage. On the launch pad, there is always a failure at this adaptor, like the parts are not really connected. I have everything strutted as much as possible, though it won't let me strut to or across the adaptor.
  10. Yes, I tried out the Vampire, and I used the lazor configuration on my craft. My craft still oscillated about +/- 12 degrees from my chosen bearing making it difficult to climb to the altitude I wanted. Putting in desired altitude and bearing into the interface is an adventure in itself, as I can't just type in the values I desire, as I have to activate these settings to change them, then backspace and hit keys so I hopefully end up with the heading I want, not 10 or 220, while I'm trying for 90 degrees. I can't seem to break 7000m altitude under the Lazor system while I have had my spaceplane in orbit before. I think the red lazor interface needs a separate execute button, instead of the crapshoot I get when I try to adjust anything. I have enough TWR that I can climb to altitude, but I just need something to control roll and unwanted lateral movement. Just give me pitch control and I'll be circumnavigating.
  11. Seems I'm not the only one with issues with B9 landing gear. Actually saw the front landing gear slide back on the Mk2 component I had it attached to, then it stutters till the plane reaches just over 30 m/s, when said landing gear pogos the nose up before I have enough airspeed to takeoff, then slamming the nose down on the runway. I'm going to try un-installing FAR to see if it fixes the issue for me.
  12. Okay, what am I missing about the Red Lazor system? I had just taken off with my spaceplane, turned on the Lazor system to control attitude and bearing. I had set my bearing (heading) for 90 degrees and for a climb to 21000 meters. At about 15000 and over Mach 1.2, I wasn't on course anymore and I had stopped climbing, in fact I was starting to pendulum, but actually the swing was increasing. I've had no problems with getting the craft to altitude before, and thought the Lazor system would help me to perform some long range flights, without me having to babysit. I have also had instances, where I had no keyboard control when I tried to recover.
  13. Adding moar struts stiffened up the spaceplane enough that it was able to takeoff. I put the taller landing gear back on so I don't need the entire runway. Now I'm off to the Lazor thread to ask my questions there.
  14. So Moar Struts! Spike4 already has a tricycle landing gear set up. The plane does twist a good bit when it rolls off the side of the runway. so I'll see if that helps. CoL is located inside the rear of the CoM sphere, but it is pointed slightly forward. I may go back to the longer gear on the front to raise my nose again, though.
  15. It veers either right or left, with or without SAS. Sometimes the spaceplane survives coming off a left side veer and I've been able to take off. And trying to correct the veer usually results in a worse crash as the correction ends up as a sharper turn than expected, rolling the plane. I was trying to see if the Lazor mod could manage my cruising flight, but I haven't been able to take off and get to altitude to attempt to use these features.
  16. And with getting .22 all settled and the necessary mods installed, I finally got back to getting Spike 4 flying. With one of the other landing gear options now available I was able to bring the nose up for a shorter takeoff run, without needing the pylon. I added a tail gear to limit my initial nose up, and to keep from scraping the tail cone off. As the wings are now crossfuel capable, I got rid of the LFO fuel lines. I added an RCS system, and added some batteries, as I still using electric while in orbit. I found out that in addition to changing the Sabre mode from air-breather to rocket, I had to also shut off the air intake. Before I added the intakes to the mode switch action group, at about 30km I'd get a flame-out and then the engines would never act in sync. And unlike before, I couldn't recover as the Sabres would start up at different times and put Spike into a flat spin. So I've taken off and got into orbit, now I got to land the spaceplane.
  17. Instead of just throwing Jeb around the planet, and with the continents being contiguous, I thought to build a rover to take him around the Kerbin. The route I originally was going to take was through a pass I saw through the mountains west of the KSC. It took me 54 minutes game time to get to the base of the mountain and start my drive up. And I got pretty far up too, but because of the battery, I had to be careful crossing certain ridgelines as it would become dislodged. I missed what appeared to be the route between two peaks, but instead found myself with no other direction to go. I couldn't even go back down without the rover accelerating out of control. So I recalled the rover and going to try and skirt the mountains instead.
  18. Thanks, I gave it a try at lunch and was able to adjust to use 43% throttle, without pulling power from the batteries.
  19. Then I must have a hidden files thang going on as all I have in the Saves folder is Scenario and Training folders, and I couldn't find the .craft files I wanted to move from my career to my sandbox. The game works fine otherwise, but I'll recheck my permissions as something is going on keeping me from viewing these files.
  20. There are lots of folders, like Plugins and Screenshots in my .21 folder that aren't in the .22 one. Does this mean doing a re-install? Will I have to lose my career up to this point?
  21. Yeah...not Steam. So is the feature broken?
  22. I can find my .21 screenshots, but I cannot find any that I made since using .22. I've hit f1, and assumed a shot was taken, but I can't find them, even by searching my computer for new files. Had a installation issue that broke the files up. was given the solution here: http://forum.kerbalspaceprogram.com/threads/56783-Hidden-files
  23. I was sandboxing with another ion drive probe and using MechJeb. Really wish MJ had an option to set throttle when auto-piloting, as at full burn the drive uses up energy faster than the panels can recover it. This causes the drive to stutter, as the battery power is used up, as it gets just the charge for a burst. I don't know if the effect ends up being the same i.e., stuttering at full throttle or constant at a lower throttle setting? But with ion drives, the burn estimate is really just a estimate. Oh and I did just get the reactor this weekend in the career mode, so don't bring that up as an option...I'll get there.
  24. I just explored Duna and Ike with a probe powered by a single ion engine, and boy those hours long burns without the ability to warp really tries your patience. I got both high above and near series of experimentation done to gain around 2k-3k science. On Ike approach, though I used my RCS as I got impatient, and understood that with about 500 units of xenon (out of 3700, at launch), the probe wasn't going to be able to go any further to get new data. I was using eight 1x6 solar panels the power the probe, and at times had to throttle the engines back as to balance electric power in vs. power being used. I'd post a screenshot, but this isn't working for me currently. Used the last of the xenon to escape Duna and ended up with a elliptical kerbol orbit. I wouldn't recommend ion drives unless you want to babysit KSP as it resolves your maneuvers.
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