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Lucius

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Posts posted by Lucius

  1. 1 hour ago, OncaLupe said:

    Without seeing more info, my guess is aero forces are trying to flip the craft, and the pilot is doing their best to hold retrograde. Eve has 10x Kerbin's atmosphere at surface, RCS will do nearly nothing and any lift or drag will be quite strong. If you turn off SAS/RCS, it'll probably tumble.

    winner, winner, oceans of boiling lead dinner!

    I went back and took another look, as i said i suspected it "makes more sense given the planet's nature", and it was probably just a flaw on my side.

    So, the lift was SO great, since i was attempting a flat bottom pod landing kind of thing, that the almost imperceptibly slight offset between my CoM and my CoL was pushing me about 5 degrees off! Thats hilarious! Its odd, i never found a problem like that with stock Eve, but I probably always had everything evenly balanced. Thank you!

     

     

  2. 4 minutes ago, AG5BPilot said:

    By "cheat-warped", do you mean HyperEdit?  If so, what you're describing is behavior I've seen from using HyperEdit's orbit editor to jump to a different celestial body for many, many years.  Use a sandbox and actually fly the ship to Eve and see if the problem still exists.  Even if you're using something other than HyperEdit, I'd still suspect that this might be the problem.

    using the alt-f12 orbit setting option

     

    Also gotcha, i will give that a shot too, thanks for the idea!

  3. 1 minute ago, OhioBob said:

    I'm not sure I fully understand the problem, but there's nothing about Eve that should cause it to be any different than any other planet.  Are you sure the problem wasn't caused by something else, like NavBall mode changing or loss of signal?

     

    It definitely could have been a great many things - i had g forces cause some kerbals to go unconcious and then come back while landing. 

    The problem itself was - i told a level 2 pilot to point retrograde, had an RCS full of propellant and a gimballing engine going as well, and they would lock 5 to 10 degrees AWAY from retrograde. If i cheat-warped them back into orbit, they obeyed all my commands perfectly, but then sure as sugar, when they were under a certain altitude they would get all wonky again. As i said before tho, there are quite a few mods going here so, its more than likely a mod conflict rather than anything on your end, just wanted to see if anyone else had experienced it!

    55 minutes ago, jefferyharrell said:

    Do you have terrain scatters on? We've been informed that there's a known performance issue at low altitudes with terrain scatters on, and it's being worked on. If you want to test it out, you can do what I did and go to Github, download the master branch ZIP file and move the contents of the enclosed GameData folder into your GameData folder, obviously having backed up everything first. Doing this roughly doubled my FPS at low altitude, but only on Kerbin, as I haven't gone interplanetary in JNSQ yet.

     

    Interesting, going to try that.

    I WILL say, i have no problem with terrain scatters on any other surface so far, just Duna. Which, btw, has a WONDERFUL ground texture as you get close, looks just absolutely amazing.

  4. Hey, i have a MILE of mods installed so, this is less a bug report than a "can anyone confirm"

     

    Duna - SEVERE fps drop when inside its atmosphere, from about 15k altitude and down?

    Eve - weird center of gravity, ships stop responding to orienting with rcs etc, when nearing the surface, less than 10k alt? This one makes more sense given the planet's nature

  5. On 6/12/2019 at 3:33 PM, CobaltWolf said:

    Sadly, my time isn't unlimited. :)

    Some more preproduction on the next update, been thinking about the Redstone lately...

    A-7 engine. I was thinking of having it be like Taerobee V-2 where there's a shrouded and unshrouded variant. Thus...

    (snippy of engines)

     

    Top biew of the stack, just wanted to demonstrate the profile of the fins.

     

    Ahhhhh CW that's fantastic, I want to say i'm a huge fan of the idea of engines standing on their own, or alternative models.

    I've been very slowly meandering my way around a tech tree that has the goal of a realistic progression mixed with a genuine Lego mindset - not just putting together pre-designed ships, but mixing ideal engines with engine plates and procedural tanks to shape your own "titan" or "redstone".

    The cornerstone of the idea, to me, is to use the tech tree to progress the actual engines - invest science in them to improve them, much as was done in real life - an evolving engineering growth in rocket engine power.

    I cannot tell you how great it is, with the idea centered around BDB, to have the engine options and "unique designs" you're catering to - the single LR87, standalone a7 etc etc, you have no idea what a fantastic gift of work this is, even just in general!

  6. Loving how Minmus looks, i'm hoping to take some time on the weekend just to probe all of Mun and Minmus' biomes!

    I have to say, i hate(d) the title of this mod. Doesn't do it the justice of how well crafted it is, in a way in my head. But trying to describe to my wife what made it good...

    From the outside, or even from probably a great deal of the regular community for KSP, how do you explain wanting "a stockalike system but its not stockalike but its high quality but its not over the top for the sake of using every tool". Its KSP, if KSP Was made by better developers.

    I did actually end up, out loud, saying to my wife "it just has elements that are hard to explain, i cant put them to words, it has this quality that ... i dont know what to call it" and realized begrudgingly what a well thought out name it is, after all

  7. Hey, first off -

    Gotmachine, Pap, thank you so much for the work you put into the KSP community, i'm an adherent of quite a few things you've touched so, since you're here anyways i just want to say thnak you so much.

     

    Second off-

    I have thought about a few hacky ways -

    custom barn kit style, locking science levels behind a different building, so say nothing past 45sci cost can be purchased at VAB level 1

    KCT style,maybe even as an addon to KCT , checking as you said on the actual click of a science node to inject a "no go" if other building levels aren't at what's required for a node.

    Maybe what i'm having trouble getting my mind around is more of "how do i flag specific tech nodes". How do i say "xyz tech node requires this or that". I can lock based on their science cost but i was hoping for a more elegant solution.

  8. Hey sorry, very newbie mod-writing question:

    I'm trying to get my mind around a way to set up something where specific tech tree nodes are reliant on a specific "building level", so for instance maybe you can only unlock heavyRocketry if you have VAB level 2 or something.

    I think maybe theres a hacky way to do it by writing a module that reads building levels and then locks a node based on if MM drops a line somehow adding "building level" requirements to specific tech nodes, but i cannot get my mind around how to crack such a thing out.

    Is there a smoother system that already exists through MM that i need to read up on? Has anyone seem something similar to this done?

  9. Hi all,

    Been wrapping my brain around the idea of tying certain tech tree nodes to the "level" of your VAB, not sure where to start.

    Is this possible through an already existing mod? I can't see that custombarnkit would permit it, but i am not that experienced. I'd just like to be able to say "xyz tech research" requires "vab 1 or 2 or 3" etc built.

     

    If someone could point me in the right direction to get kicking, i'd really appreciate it.

  10. 1 hour ago, Galileo said:

    Just check the screenshot link in the op :)

    Oof forgot to turn my brain on apparently.

     

    Also, for the whole team, i have a weirdly specific question thats out of pure curiosity. Back in the days of say, 0.25, the big debate was that the kerbin system was properly sized for 6.4x systems. There was a lot of debate that this was a figure pulled out of people's behind and there was no real numbers to solidly back such a statement.

    How did you come to decide that 2.5x/2.7x was "just right" for your planet sizing? What was the thought process, what numerics did you use, what comparisons did you make, if you don't mind i just really want to know how the system "came to be" that way, i guess.

     

    Also, considering dropping a "rescale" preconfig of 2x onto this system just to see how it handles, has anyone else tried such a thing? Found it enjoyable or not?

  11. 3 hours ago, Friznit said:

    I was afraid you might say that.  Now I have to hope it's not all horribly wrong.  As said, I'm more than happy to do the copy/pasta into the official wiki to fill in the gaps, save you guys the trouble.  Anyway, in the meantime here goes.  Remember folks, this is strictly my hash up.  Don't go bothering the mod authors about it please.  Any errors/omissions/failed attributions are entirely my fault - just point them out and I'll fix.  No drama llama.

    Unofficial BDB Wiki (and some other bits)

    This and your spreadsheet are fantastic, love it Friznit. Very detailed, helps me organize my thoughts a lot.

    Also while im posting, Cobalt that Titan looks fantastic, i love all the small details without a huge poly count that you manage!

  12. 1 hour ago, Friznit said:

    I've created a private wiki that does just that, but I can't share it publicly without permission from JSO/Cobaltwolf - it re-uses some images from the official BDB wiki so hence stays strictly private for now.  In truth I'd prefer they vetted it and I'd be happy to copy relevant parts over to fill in the gaps.  In the meantime, you can use this spreadsheet as a very rough guide to matching up irl rockets to BDB kerbalised names and parts

    Love that you're passionate enough about it to have accumulated such a thing. Love how this game can do that for people.

    If you don't mind my nosey cat-like curiosity, why were you making a private wiki? Just for your own usage, or were you building it towards something else?

  13. Hey there, pardon the formatting here, i'm on myphone.

    I've been dabbling my hand at making a custom tech tree for BDB, which involves a lottttt of reading and learning things i never knew about lemme tell you.

    I was hoping to kind of divide up each "rocket family" in BDB, but the manual and the wiki both seem to havealot of gaps.

    Aside from picking my way through the parts folder one config at a time, is there a compiled list of every rocket and part in BDB at this point? And their equivalency to real life?

     

    Thanks so much, hope one day i can share my little passion project as slow as its going even still!

  14. Hey first off,

    Support for Kerbal Health, Strategia, and a few others on that list are absolutely above and beyond. Some of my absolutely core mods, and good to see them held highly enough to be supported on launch.

    Second, i presume this doesnt suffer from the "making history" problem GPP did, due to being based back on kerbin?

    Third, cannot WAIT to be able to use this with breaking ground! Not to push whatsoever but is that an early priority or a long term goal, to add support for surface anomalies from BG?

     

    Thank you so much for all your work Galileo

  15. On 10/3/2016 at 6:51 PM, Jimbodiah said:

    Nathan, correct me if I am wrong, but with KSP 1.2 having tweakable gravity, could I make an RSS install and just tweak gravity to 1/10th to have a kerbal scaled dV version of a big solar system (ie keeping the large earth for realistic looking orbits, but stock-esque dV rockets) ? This could make life a lot easier for people modding 1/10, 1/3 or 1/2 scaled versions, which I think in most part has to do with needing bigger rockets or patches to balance isp/thrust. What's your take on this?

    This remains a fantastic question that i too am interested in!

  16. Awesome looking work Will !

     

    Can't wait to see how you slug on with this project. Resizes are def cool, and the recolors are excellent too. I wonder if you would have any interest in slight changes to the planets as well in terms of for instance GregRox's adding a small atmosphere to Moho!

     

    Whichever way you go, good job! This is a really cool and fairly lightweight mod that makes things interesting again!

  17. Hey Sig,

     

    Great mod so far, actually been running OPM 2.0 without any seeming problems. DO get a ground texture flicker on Kerbin's moon (though that might PURELY be because i've rescaled it. Wonder if you know any way to cancel that from happening when rescaled?)

     

    Wanted to know if you have any inclination (hah, puns) of introducing a version of this mod that introduces a system-wide inclination, sort of like RSS has? 

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