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mikeydz

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Everything posted by mikeydz

  1. Greetings.... I'm new to using TOT, but it looks cool, so I figured I'd try it out. As I mentioned before, I'm very new to TOT, so I'm wondering about the results I'm getting while trying to setup a Kerbin-Moho trip. I'm using new sandbox game, so I'm starting at year 1, day one. Here's the initial porkchop plot for Kerbin-Moho. It shows a 97 day trip starting day 32, using 6.42k dV Curious, and as a comparison to another tool I've used before, I fired up the Alexmoon page and put in Kerbin-Moho, and got this. Hmm, it's showing a trip that's gonna save about 1.4k dV, with a 136 day trip starting day 269. Since I'm not sure why TOT didn't find this trip, I reran TOT, manually setting the earliest departure date to 250 (and setting earliest arrival to 300). That got me this... So it found roughly the same transfer, leaving a day earlier (268 vs 269), and arriving the same day (405), but still showing over 1k more dV. I went ahead and computed the burn... From what I can tell, the dV of the ejection burns between the 2 tools are roughly the same (1.5k dV vs 1.49k dV), so I'm assuming the difference is in the insertion dV (alexmoon shows 3.5k dV, but not sure where to find that in TOT). So 1st, why did my 1st porkchop plot not find the same trip as alexmoon's site? 2nd, once I forced it to look at a similar departure date, why did it seem to find a similar trajectory, timewise, but showing so much more dV requirement?
  2. Hey Sarbian. I don't see any post by you in the Smart Parts thread (and I usually take notice when I see you post!), but if that's the mod you are referring to, that's great news. I'm still trying to figure out if Smart Parts will do what I want. I've got it working perfectly, but only if the craft I made to detect sunrise/sunset is the active vessel. If it isn't active, it's not firing off a radio signal to the light towers to turn on or off the lights.
  3. I'm testing it right now. I'm just worried about how well it will continue to work in the future (ie KSP 1.1 and future) if the mod devs are gone for good. I'm also having an issue with it doing what I want and not being the active vessel.
  4. Greetings. I just started using this mod, and was able to figure out how to create a system to turn on lights at sundown, and then turn them off at sunrise, using a combination of a drainx, a radio controller, and a few timers. The only problem I'm having is it only seems to work if the craft that's transmitting the command to turn on and off the lights to the other crafts is the active craft. If I"m focused on another craft, then it doesn't work. So do smart parts only work if the craft is the active craft, or is it possible I'm doing something wrong?
  5. Thanks Stone Blue. I'm a little leery of using a mod that hasn't been updated to 1.05 and it's devs are MIA. But I don't see to many other options to do what I want. I'm experimenting with it now. If anyone else knows of a mod, that is actively being supported, that will do what I want, I'd appreciate it.
  6. Hello all.. I'm looking for a mod that will turn on and off lights on a timer, or at least turns on lights at night, and turns them off during the daytime. I have a base set up that has light towers scattered about, but manually turning them off at sunrise, and on again at sunset is becoming a hassle. If there's a mod that can automate this for me, it would be great. I've taken a glance at the mod list on the add on release page, and I didn't notice right off the bat one which would do something like this. If someone could point me in the right direction, I'd appreciate it. Thanks
  7. On Uverse, NasaTV is channel 264. If your provider is different, check your guide or providers website.
  8. at least they did turn FAR off, weather looks good at the moment
  9. they need to turn off FAR and just use default atmosphere.
  10. In general, going past 4gigs won't help KSP much in windows since Windows KSP uses a 32bit Unity engine, so it won't be able to use more than 4 gigs for itself. But I'm guessing with 8 gigs, that's letting KSP use 4gig all for itself, with the OS and other programs are working in the 4gigs KSP can't see. Once Win KSP transitions to a 64bit Unity, then the benefits will really shine however.
  11. Greetings! You didn't give a budget you had in mind for your build, or a list of components you currently have that you are planning to migrate to your new gaming pc, so I'm gonna avoid naming any specific parts, and just give you my build philosophy. Design your build to run what you need now, and to handle at least the near future (1 year min, 2 years max) of the type of gaming you do. Since you are basically building around KSP, that simplifies things greatly. CPU Most CPUs these days are gonna be dual cores at the very minimum, though quad cores are pretty standard. You can go up to 6 and 8 core CPUs also if you choose. Right now, KSP isn't gonna really push more than 1 core, so within a given budget, going with a faster clock beats more core. BUT by the time KSP hits final, that may change. I would look at forgetting dual cores, and stick with the quads as a minimum, and then by the fastest clock you can get. Depending on your overall budget will decide if you will have AMDs come into play (on the low end, AMDs compete well from a price/performance standpoint with Intel). GPU I'm biased toward NVidia vs AMD here. With that being said, you have a whole lot of choices of cards, by different vendors. Anything over a 660 is probably getting into overkill area. 440s are probably the very bottom end, not because an older gen card probably could run KSP fine, but 440s are so cheap, why only save a few bucks to buy very outdated GPU technology. RAM Here, I would not go with 4gigs as the minimum, unless you just have no interest in mods. 64bit will come to KSP so might as well buy you 8 gigs now rather than later. I have an aversion to mixing my ram, and wouldn't want to buy 4gigs of XYZ ram now, then not be able to find that same matching XYZ 4 gig in 6 months. Get the 8 now, and you will sleep so much better for it, you will have thought you bought a new top of the line mattress set at night. HDD/SSD If you have never used SSD before, don't do it! Run away. Shut the computer off, go outside and sit under a tree with a good book. Why? Not because SSD sucks, but because SSD with greatly improve your overall system performance, you will not want to go back to a HDD only system ever again. That said, SSD with not really help KSP much at all, but it does help your overall computing performance outside of KSP quite a bit. If you can budget for it, go with a hybrid HDD/SSD setup. SSD for your OS, so you don't need a huge drive for that, And HDD for the rest. Just stick with a quality company for the SSD as mentioned above and you should be good.
  12. I've seen this argument used as a reason for new players not to use MJ several times, but there is a big problem with it. Real space programs train their astronauts how to fly spacecraft, but right now training for the players in stock is very limited other than trial and error. Some new users may hit a wall and become frustrated and need additional help in continuing to learn how to improve their skills, or they may quit playing. Some people will choose to use the forums to ask question and read everything they can find. Others will watch youtube videos to learn what they need. And still others will turn to mods like MJ and use them to help to learn what they need. All these methods to move the KSP experience forward are valid. It's up to the player to decide which method(s) to use, and how much they want to learn the different game play styles KSP has to offer.
  13. There are many reasons why people use mechjeb. 1. Some people like to build and design, not fly. MechJeb helps them focus on building and launching their designs, without having to worry about spending alot of time learning to fly manually. 2. Some people find the lack of information given by stock KSP frustrating when trying to build and or fly, and find the wealth of data MJ provides aids in both building and flying. 3. Some people may have tried to learn to fly in KSP via trial and error frustrating, and learn better when they can watch, in real time, MJ perform maneuvers they aren't capable of doing or doing well. Granted, MJ may not fly the most ideal of efficient maneuvers alot of times, it gets the job done in most cases, which allows the user to learn how to do these things. Once they are capble of emulating MJ, they can gain more experience and perhaps improve to beat MJs performance. 4. Some people like to build wild and crazy designs (perhaps a large station design to be lifted into orbit in a single launch) which may be very difficult to get into orbit manually. MJ might be able to allow them to get it into space. 5. Some people might want to automate many multiples of launches (Ie, many launched to put up a comm system, building a realistic modular station, ect). HTey are fully capable of flying these launches manually, but don't want to have to do the drudge work of 5, 10 or even more near identical launches just to get to the gameplay they are after. 6. And so on, and on and on... I just don't get why there is a fairly vocal group of users that are against MJ, and even have an elitist attitude toward users that choose to use MJ for any of the wide variety of functions MJ is capable of. As to the OP, I think MJ is fine to recommend to junior players (whether that means a young (age) player or mature gamers that are brand new to KSP). If it allows them to get past some of the early frustrations that can be found when one first starts playing KSP (and never fear, you can still have epic failures and incredible explosions even with the almighty MJ by your side!), and get into some of the meatier aspects to be found once a player becomes more familiar with the game, it's a success.
  14. Click MechJeb 2 Dev Build and look at the changes. You'll see he's correct. The "official" version (2.1.1) is dev build #147, released on 12/23. The first version that had .23 support however was dev build 131, released on 12/17, right after .23 came out. The current dev build is #169. Then next "official" version (2.1.2) is just gonna be a dev build, just like every other official release version. It's just not called a dev build publicly.
  15. I've had the complete opposite experience. Any rocket I've been able to fly manually into orbit, MJ can handle as well. Of course, I don't build anything exotic like asparagus, since I prefer the more "realistic" look of a vertical staging setup, so maybe MJ doesn't play well with those??? I'm guessing Throttle Controlled Avionics perhaps? http://forum.kerbalspaceprogram.com/threads/67270-Throttle-Controlled-Avionics-1-1-0-23 Yes, very, very useful, and should be in stock. Skunky (aka Capt'n Skunky) was the Community Manager up until late Sept/early Oct 2013
  16. Can you post a link to a post or direct me to an interview (Squadcast or whatever) where a dev has said an autopilot system is planned to be added in the final version? I'd be interested in knowing more on what scope they intend to implement such a system, since everything I've seen has them against putting in in any type of autopilot. Of course, considering the volume of posts and videos, I'll admit I may have missed that announcement.
  17. Welcome to the club MagicRik. 1st off, you have to remember that Mods are created by your fellow fans of KSP, and not by SQUAD. And they have real lives, jobs, school wives/kids that take up their time. Because of that, it's not realistic to expect that most mods will be updated within a few days of an update to KSP. 2nd, before beginning to use a certain mod, look at the corresponding thread for that mod on the add-on release and add-on development forums. Make a note of the mod authors name, and look at how active they are on the threads for the mod. The more active they are, generally the faster a Mod will be updated following a new patch. While I'm not saying you shouldn't use some of the less active or popular Mods, just be aware that you take a risk of waiting longer following a patch for the corresponding Mod update. As for the Mods you listed, I haven't used KOSMOS or IonHybrid, so I can't comment on how good they are. If you are looking for rocket parts, KW Rocketry is very good. As for Mechjeb, I don't know of any other single mod that does everything MJ does. If you are only interested in the data it provides, like delta-v and flight data, Kerbal Engineer Redux is a popular substitute. As for it's autopilot features, the pickings are slimmer. Finally, check out the Community Mod Library thread forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library for a very good list of mods of all types, along with a guide for what version it's been updated for.
  18. If Stanley Kubrick was still alive, I'm sure he'd make a movie called "Dr. Jeblove or: How I Learned to Stop Worrying and Love the Endless "Discuss MechJeb" Threads"
  19. I would discount it. SQUAD won't be putting in an autopilot system in KSP, especially not in the 1st full release version of the game. That's already mentioned in the "planned features" wiki, and "what not to suggest" thread. http://wiki.kerbalspaceprogram.com/wiki/Planned_features http://forum.kerbalspaceprogram.com/threads/36863-What-not-to-suggest
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