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Dakitess

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Everything posted by Dakitess

  1. Is there a way to use Speed as an input in order to send action to an hinge for instance, so that we can set up Variable Geometry Wings automatically ?
  2. Hi there ! We are organizing a huge KSP event in France, that will take place in June ! It's going to be a Kerbal Space Program Hackathon : 10 hours in a fully equipped room (Thanks HP OMEN, our sponsor !), 24 teams, and more than 500€ as a cashprize ! Sure it won't concern most of you, international folks, but if there is some Baguette out there, please be welcome ! The Rules are about to be translated though, in English. Everything can be found here : KSPACECONTEST | SpaceCon
  3. I beg to differ :p Yes indeed, there is some limits and optimization to deal with, regarding the fight between Gravity Losses, Atmospheric Drag and Steering Losses, but i've never find myself doing a better GT with some throttle (except for the finetuning at the end for Ap altitude, if needed, but I kinda don't), than going all the way 100% : I don't know what LiftOff TWR would require some throttle to benefitable, but that must be over 2.5. Past 2.1 it's already tricky to perform a proper GT. Sooo yeah, i've never quite really understand why all the Autopilot use the Throttle that much. I can understand in a real life context, in RSS, with limited amount of ignition for instance and the necessity to get in orbit without cutting off. But in Stock KSP, if you need to throttle down in order to avoid the AP to go crazy, then just turn sooner / harder to get a even more agressive GT, and you'll get better performance Though, that's of cource a really nice option to have, to throttle according the time to AP. It really makes sense, but not that much for GT efficiency.
  4. It's been a long I have not played around with this mod, but i'm still interrested by what it represents. Is there a new button to deactivate the throttle so that the launcher remains at 100% all the way ? Or an option to allow this throttle only past an altitude ?
  5. Actually, when it comes to Gravity Turn efficiency, there is barely no way to get better performance than going as shallow as you can. Atmospheric drag is a joke versus the gravity losses, really. You have full SRB that might change just a bit this statement but I would bet on the opposite without thinking too much. I'm running a whole automated experiment of launching hundreds similar rockets at different Pitch Angle and different Pitch Velocity Trigger, for different liftoff TWR, and there is one solid conclusion so far : the shallower, the better. The very best launch of each rocket configuration is the one that not fail while being damn low in atmosphere. I use to have my rocket around 0-5° above the horizon at 30-35km maximum, for the optimum Pitch Velocity.
  6. Is there any known issue regarding the inability to take Supersize Screenshot while using TUFx ? It works actually perfectly in SPH and VAB where TUFx is deactivated, and when i'm in flight, the size of screenshot does increase accordingly to Supersize parameter (in settings.cfg, you know) but the resulting picture is not OK at all, basically the same as without supersize and when you zoom in you see more pixels than before. Do you have any idea ? Thanks !
  7. Hi everyone, thanks for this mod, it really looks nice Thought, as shown in the first page and as experienced in game, some parts are not fully covered with the Red, Green, Blue channel : some part keep being "neutral", which is globally fine, except for some lights situations and hen metallic colors is vastly used on the craft : the difference can be a bit "strong". Is it possible to affect a whole "metallic aspect" to the parts, just like the "Appearance : it's all shiny" slider, while keeping the possibility to recolor the Red Blue Green channel ? Also, the front small controllable surfaces has this blue boarders, another solution would be to give a blue layer for the "black parts" ?
  8. Hi there ! I'm currently organizing my own BDAc tournament and this version comes in handy ! But there is some stuff that I really do not understand : 1) What is the "IT" that appears ? It looks like when a craft kill another one, then the whole other crafts make it a priority target, until one of theses others crafts manage to get a hit to this commun target and become the Priority Target. While it's interesting, I would really would like to avoid this, is there anyway to deactivate this functionnality ? 2) Having log of the battle is crazy ! But I'm not sure to understand what each lines mean and is there is some easy way to deal with like, import it in Excel or whatever. Please I would really be happy if you can help me
  9. Hi there ! Texture Unlimited that I've been using it for a long time, with TURD Now I come with a weird glitch based on an exotic KSP install, so I would understand if there is no known answer / you don't want to bother with such specific situation. - KSP 1.10.1 (yeah, already not the officially supported version but it works :p) - Using BDAc with the specific Runway Project version : somehow, it has a dogfight option that comes very handy, in CameraTools ! - Using quite a lot of graphics mods, like AVP, DOE, PlanetShine, EngineLightRelit, etc etc. - TU and TURD that work even if I'm in 1.10.1. - The issue now : I'm using the last version of CameraTools 1.14.0 and this is where things are gettind weird. Now, the problem : Everything works fine except that when activating the CameraTools, whatever the options, I got dark surfaces. Like every parts that has Shiny Effect thanks to Texture Unlimited, became darker after half a second. Here, the usual look without CameraTools activated : Here, the CameraTools issue : Here, I activated the CameraTools and took an immediate Screenshot (through the ground, yeah, bad composition haha) : And like juuuuust after, maybe a third of a second, I got this : Do you have any idea of how I could solve this issue ?
  10. Hi there ! Love CameraTools, I've been using it for a long time ! Now I come with a weird glitch based on an exotic KSP install, so I would understand if there is no known answer / you don't want to bother with such specific situation. - KSP 1.10.1 (yeah, already not the officially supported version but it works :p) - Last version of CameraTools 1.14.0 - Using BDAc with the specific Runway Project version : somehow, it has a dogfight option that comes very handy, in CameraTools ! - Using quite a lot of graphics mods, like AVP, DOE, PlanetShine, EngineLightRelit, etc etc. AND the ones that are linked to the issue : TextureUnlimited. Now, the problem : Everything works fine except that when activating the CameraTools, whatever the options, I got dark surfaces. Like every parts that has Shiny Effect thanks to Texture Unlimited, became darker after half a second. Here, the usual look without CameraTools activated : Here, the CameraTools issue : Here, I activated the CameraTools and took an immediate Screenshot (through the ground, yeah, bad composition haha) : And like juuuuust after, maybe a third of a second, I got this : Do you have any idea of how I could solve this issue ?
  11. Is there a way to apply the reflection we used to have in previous version, for helmet visor but more especially on cockpit glass ? I really loved this feature ! I'm using ReStock but could eventually get rid off if it helps, even if I would be glad to use both at the same time. I'm also using TextureUnlimited to get shiny parts, I don't know if it could be an incompatibility ? Thanks in advance !
  12. Yeah It was not clear wether you were allowed to rotate the craft, but I think it's totally okay. It just simplify a liiiiitle bit the pitch over, you would be able to do the exact same ascend with a vertical liftoff, just a bit more difficult to trigger. 3447 m/s ! Damn, you now have the record, good job I'll have to try again then :p @IronMaiden, you know have another competitor :p
  13. Naaah did not try again after this 3444 m/s, you still have a record :p What's up, the other players ? do you manage to improve your ascent ? Even if it's not the record, do not hesitate to post your entries with some informations and / or question if you want some help ! You can see that you can clearly improve by a large margin (+/- 300 m/s) over a standard not optimized ascent !
  14. I've tested, Oberth Effect seems to beat the benefit from limiting the Ap at 70km. In addition, the ascent is even flatter, leading to more atmospheric drag : better push the AP directly to 100km ! Here is my last attempt so far, 3444 m/s : Is it still possible to embed Imgur Album here on the Forum ? Here are some screenshots taken at some specific steps : https://imgur.com/a/Gz0tVXo
  15. Throttling down is indeed very rarely a good idea, it only means you could have chosen a more suitable engine, lighter / with better ISP. Or you can take benefit from higher TWR which always is a plus to avoid Gravity Losses, by FAR higher than Atmospheric Drag. This challenge is here to promote the Gravity Turn as it makes a HUGE difference and show how much the "don't go too fast in the atmosphere" is a very wrong way to ascent. My initial entry : I actually thought it would be better to loose slightly on the agressive curve to allow for less drag cumulated during minutes and minutes, even at 0.01-0.02 m/s/s and that would allow to perform a 70km Apo, from stage the fairing to take benefit from a push with less dry mass as possible, getting the Pe at 100km and then circularize again. Don't know if it's still interesting to only aim for 70km, stage fairing, raise Pe, especially if you flatten the curve even more. Anyway, i'll have to improve my ascent, but damn, 3446 m/s is one hell of a score. Good job to the other players, already some very nice entries, 3331 m/s for EveMaster, I did not get that high in my attempts ! This launcher is part of my "Suivez l'Guide" tutorial which is, I humbly believe, one of the most complete and illustrated I've seen. I'm giving Crafts to download, saves with exercices, etc. This rocket is used to show the Gravity Turn as well as the Mun Round-Trip, with some margin but not that much for a new player. I give some referential values at each step to see if they're on the track or where they can specifically improve
  16. Very nice questions indeed ! - Yep, you can tweak the Rigid Connection thing and / or AutoStruts. - Yep, you can change the staging, good one, did not think about it ! - Yep, you can do whatever you want during your flight, except for bug-using, AltF12 and this kind of thing :p - Right, I did not remember that I locked this upper tank : actually, it is a way to "dimension" a good ascent, you should not have to use it. If you do, well, you might want to work on your trajectory and ask for advises I prefer that we let that untouched, as it's my fault and maybe some people already Download the craft with this aspect, or won't read the fact that they MUST unlock to get same DeltaV read-out : let's have it lock, if it's okay for you ! - Love your suggestion ! But it sounds a bit strange to me haha :p Are you looking for a more challenging rocket instead ? Indead the goal was that anyone should be able to put the craft in orbit, without unlocking the Tank, so that they won't be frustrated and still have a proper DeltaV result that they can then try to improve, launch after launch, tips after tips. I'll add some of this information in the OP ! Looks forward to see your entry :p
  17. Hi there, I'd like to suggest a small and easy contest, which is all about launch efficiency, trajectories, gravity turn, etc. You'll find below a Full Stock Craft : https://cdn.discordapp.com/attachments/706948521735225374/753224100033462372/KSC_-_SLG4_-_MunAr.craft A quick VAB pic of this very basic rocket : What you can do : - tweak every contextual parts menu : engine's gimbal, booster's power, fuel capacity, fairing jettison option, Autostruts, Rigid connection, fuel consumption priority... Etc. - modify the staging : fairing separation sooner, synchronize a decouple with the upper engine, etc. - fly the way you want, provided that you're not using dirty alpacas, bug using, AltF12, etc. - you can use any AutoPilot mod or script you want : be sure to avoid adding Parts, I know there is Partless version of MechJeb for instance. Otherwise that would add some mass / drag. - mods are generally okay, they do not alter physic in any way and you're not adding any parts, etc, see previous rules :p What you cannot do : - obviously, you can't add or remove any parts. And you can't do anything to the Payload. - do not unlock the upper tank of the last stage, it's here for a reason : you should be able to put that craft into orbit without touching the locked tank, with margin. If you don't, you're in the good place to ask for tips, do not hesitate - do not use any mods / thing that is altering the Stock Physic. Provide some screenshots you want, but one them must be the Orbit View, after reaching 100x100km circular orbit, minimum, just like the next image : If you're using some AutoPilot mod, please provide a Screenshot of the settings panel as well, as it's one of the thing that i'm personally interested in : i've never find any one beating me at this challenge using autopilot :p Your goal : preserve as much DeltaV you can ! We will only look at the Stock indicator, at the lower left corner ! You should provide : a screenshots of the orbital view showing the 100x100 circular orbit minimum and the Lower Left corner DeltaV Stock indicator, and any other screenshots or information regarding what you've tweaked / change, according to the rules, as well as AutoPilot Settings Panel, if you're using one. Try to use a recent version of KSP, at least from 1.7.1 since this is the one that brought the Stock DeltaV indicator. Any feedback appreciated if there is questions, suggestions, etc !
  18. Really liking this mod so far ! I love the fact that the general behavior is to follow Prograde, this is what is lacking in other AutoPilot that gives absolute angles / curve to follow. i'll allow myself to give some Feedback : Damn, the default setting are sooooooo wrong. I have to set my pitch to 10 and 10 m/s to have a proper Gravity Turn with a TWR ~ 1.5, which is kinda classic, and the rocket by itself is really conventional. That might lead some new user to ditch the mod quickly if the default settings are way too wrong, too conservative. Maybe something like 10°, 20 m/s, which should be "safe" enough while still providing a Gravity-ish turn. Roll at 0° should not roll the rocket at liftoff, better use the launch referential than an absolute one, it's kinda confusing to have to set 270° or -90° for instance just to avoid an unwanted Roll. What is the trigger for the fairing jettison ? 1000 Pa of dynamic pressure ? It looks like it always separate too soon : a Gravity Turn will lead you to cross the upper atmosphere for a looooong time, specifically when you allow the ThrottleDown. Actually, thanks to the wonderful Stats panel, we have the Instant Air Drag Losses, and it helps a lot to "feel" when it's best to jettison the fairing. Which is later. Ditching the fairing will give instant extra DeltaV thank to less DryMass, but if you keep flying in the upper atmosphere for minutes, the extra Air Drag definitely will catch up and overcome this gain. Ditch later when you Gravity Turn In addition, do you have some clue of how the "improve guess" work ? Does it take all the moment when it had to correct the attitude / thrust to adjust the initial pitch ? Can you add an option "Force Follow Prograde" ? Thanks a lot for this mod !
  19. Hi ! Playing on 1.9.1, and enjoying a LOT this mod, such a great work ! I'm facing an issue with CargoBay. I did my search on the internet, finding some related issues, but on the old version of BDA, quite a long time ago AND without proper solution / answer. I have a rotary dispenser with some AIM120 attach, no clipping, some clearance at the end and the back, everything looks fine. But in combat, AutoPilot and Guard activated, the plane wants to use them, missile correctly selected, radar being tracking the target and all, but the cargo bay won't open. As soon as I open the doors, the missile will properly decouple and reach the target. Is there something I can do to fix this ? I checked the "In CargoBay" box for the missile Thanks in advance !
  20. Hello par ici, j'suis joueur depuis pas mal d'années et d'heures dans le jeu ! Je préside une asso dont je viens de parler sur le Forum, y'a peu de traffic en soit ici même, mais si ça peut aider certains à trouver une communauté solide, c'est que du bonheur ^^ J'ai une chaine Youtube, plutôt inactive en dehors des Suivez l'Guide, des tutos que vous connaissez p'tet ! Et un gros passif en Showcase qui restent assez sympa je pense, malgré le temps passé depuis :p En guise d'appetizer, je poste d'ailleurs le dernier vrai showcase que j'ai réalisé y'a plus de 3 ans mais qui constitue ma masterpiece en terme d'affect et qui reste pas mal à la page de ce qui peut se faire de bien sur KSP :p
  21. Hello ! Vous connaissez Kerbal Space Challenge ? ^^ Cette association que je préside vous propose de nombreuses activités sur le jeu KSP, notamment les Challenges qui ont lieu deux fois par an qui constituent une occasion unique de partage et d'émulation communautaire. Nous disposons de deux sites complets incluant pas mal d'articles et des forums, et qui disposent notamment du meilleur tuto francophone que vous puissiez trouver aujourd'hui Nous avons bien sur une présence sur les réseaux au travers d'un Twitter et d'un Discord super actif et bonne ambiance, rejoignez-nous vite ! Quelques liens pratique pour tout savoir et nous retrouver : - La FAQ de la bonne humeur pour TOUT comprendre à KSC ! - Les tutos KSP Suivez l'Guide pour tout maitriser du jeu ! - Le Discord pour bavarder avec plus de 300 autres passionnés ! - Le Twitter de presque 2000 followers qui n'attend que vous pour les atteindre ! - Tu veux voir à quoi ça ressemble un Challenge ? Assieds toi bien Voila voila ! Au plaisir de te retrouver parmi nous, n'hésite pas si tu as des questions :p
  22. Hello ! Je crois que je n'ai jamais présenté les Suivez l'Guide ici même Il s'agit à mes yeux et humblement des meilleurs tutos Fr sur le jeu que vous puissiez trouver :p J'ai en tout cas tout fait pour qu'il s'agisse d'une référence impérissable, aussi générique que possible, même dans quelques années. Les différents chapitres traitent en profondeur des sujets abordés, de manière aussi exhaustive et pédagogique que possible, mêlant les mots aux images, gifs et vidéos pour illustrer au mieux chaque aspect. Il est même question d'y trouver des Crafts et Save pour disposer d'un contexte commun et d'exercice d'application ! Ces quelques guides ne concernant pas que les débutants, loin s'en faut, la plupart des joueurs confirmés ne connaissant pas / n'appliquant pas le Gravity Turn correctement, si l'on parle par exemple de la mise en orbite J'espère que les chapitres disponibles vous plairont, et je suis preneur de vos retours ! https://kerbalspacechallenge.fr/category/tuto-guide/
  23. Nope, you're right, I do not have KK-KSRSS !
  24. So far so good ! The highest resolution of KSRSS+VE 0.6 runs flawless on my rig (i7 7740X @4.84GHz, 1060 6go, 16Go DDR4) and the results is really astonishing (there is some other visual mods, but damn, KSRSS+VE is the key !). Pics soon when i'm back to my main computer ! All Graphics settings maxed out as well and KSRSS quality selected. I did the Setting file trick, but checked before : with a clean 1.8.1 install and the original setting file, I already had the "KSRSS" quality level in Graphics tab. But the 2 last level were "KSRSS". Once I closed the game to delete the Setting file and allow the game to generate a new proper one, the slider was fine, only one KSRSS quality level to be selected, and palm trees in the grass
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