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Keymaster89

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Everything posted by Keymaster89

  1. hi, all! I just wanna ask if this awesome mod will be added into the Ckan repository ones updated. I started to use it in 0.90, and IMO it works REALLY well, but i don't know what will happen if i add mod unknown to Ckan... It really easily install everything needed, adding this mod into the repository will be awesome! (i'm asking this because i didn't find the mod in the catalog, maybe i'm wrong, if i am, correct me)
  2. i like really roundy 0 inclination orbits... so i constantly have this problem... to a point that sometimes is impossible to have manouver node on it T.T
  3. I don't have much experience with spaceplane... i'm learning the art of SSTO too... But maybe i can give u something simple to work around that i figured out... 1) Before even try to reach orbit, u have to ask yourself: is this plane stable? A spaceplane need to be firmly stable IMO. if u point your nose right at the orizont it must saty pointed in that direction with no to little sas intervention through all your way up into orbit. Play in the SPH with empting and filling your tank and try to reach a good balance at all weight distribution. 2) U should have enough power in both air breathing and closed cycle section of the fly. By default, try to project your plane with the cargo bay as full as possible, stick in the biggest fuel tank combination u manage to fit, and remember to close crossfeed in order to simulate a full payload. If u project your plane with the the power needed for a very full cargo, u will be able to fly that plane everywhere with any cargo u stick in. 3) Remember that usually 1 intake air/engine is enough to maintein air flow in low atmo, the more u add, the more height u can reach with your aircraft with jet. BUT as u add more, u also add mass and drag, so u have to carefully manage open/close intake your intakes as u climb. 4) U have to find a balance for how much big your wings are. With huge wings u will be really stable in the upper atmosphere, but your DeltaV ones in orbit will decrease sightly. Build them in order to don't overdo their size. 5) when u load your payload, remember to secure it with struts, at least a couple. Ascent profile analisis With a good ascent profile, u don't need tons of jet fuel. U switch at 23km at 1400 m/s. IMO what you're doing is trying to cut the atmosphere in half, with an ipersonic plane. At 23km u start to raise up your velocity, but in order to do that u have to climb much more than that! u're trying to destroy a windwall with your face. U're still in the thick part of the atmosphere, by the time u hit 1400m/s, u should be at least >33km! A correct ascent profile: 1) close all intake until u have 1 intake/engine rateo. Intake have huge drag, in the low atmosphere u have so much air that u don't really care about. 2) take off and try to raise your altitude as steep as u could afford until 22-23Km. speed here doesn't count at all, if u're subsonic it's ok. At 22km is where your real ascent profile start. 3) turn to the orizon, around 10-15°, build up some initial speed and enter ipersonic at full throttle. in a 10-15 seconds u should have build a massive speed, and u're now at 1000-1200m/s at an altitude at around 30-35km 4) by now your velocity start to climb slower, and your engine will start to feel the need of more air. here the things start to become challangeing. Point your nose at the orizont, just as higher as needed to climb costantly between 10 and 100 m/s. u have to keep the eyes at 2 things now: speed and air. Speed: u may not expect that initially, but if u climb, u gain speed, if u fall, u lose speed, keep climb, your speed will increase really slowly, keep going until gain speed, if your speed stop growing than pull up the nose a bit, bring back the plane to climb again until u gain speed ones more. Air: your engine at this point will start to fumble, as u touch 0.5-0.7 air, open up a couple of new intakes, this is important expecially when u run more than one jet engine, flameout one jet means loose simmetry in the trust, then spinning, then stall, than huge fall, and that mean u have to start again from 23km. If u have one jet, u'll loose power suddendly, but u will glide until u recover trust. 5) ones u have opened all your intakes, and u think u have squeezed all the speed u can, DON'T switch to close cycle! By this time, u should be around 40-42km at a speed of 1600-1700m/s, near the limit of the thick atmosphere. Air will be rare, but u can use that engines for a bit more longer, just low down your throttle enough to keep your engines push, keep gain altitude, keep gain speed, every m/s count. 6) when u reach a point that your engines will flameout no matter what, make this operation as fast as possible (an action group dedicated is in order): shut off jet, turn on rockets, close all intakes and go full throttle until your apoapsis hit 73km at the other side of the planet, u want to overshoot a bit because drag on the way there will slow u down. This operation shoudn't cost u more than 600 DeltaV, if it does, u did something wrong. If u are still couple km deeper then 45km into the atmosphere, try to burn at 30-45° to raise your altitude to avoid annoing drag bring u down. If the drag logorate your apoapsis under 71, make some little jump burn to keep it up. 7) coast to apoapsis, burn to circularize, congratulation, have reached orbit. IMPORTANT NOTE: If your plane didn't reached point 5 into this ascent profile, probably your jet configuration isn't powerful enough to bring your payload into space, redesign it, add 1-2 jets or/and try remove unecessary things. It surely need some practice to figure out yourself, but after a couple of succesfull launch the impossible become possible with large margin of improvement. I saw people with air hoggin spaceplane leave the atmosphere at 2200m/s and reaching orbit leaving the rocket cold, circularizing only with RCS...
  4. Well, i didn't considered that 1% throttle is still lightspeed... I have to confess that i haven't tried the drive yet, i only see couple video on it, so i still don't know it's real power. I wanted to leave the suspance for when i'll unlock it in on my career Sorry for that, maybe i shoudn't speak before try... What i was trying to do was heavily limit the speed of the drive into the SOI as it approach a planet instead of a full stop, because as u arrive on a planet and a full stop occur at 500km your resulting vector could point right at the planet without the possibility to correct this (aside from a long and probably insufficient burn). I mean... a drive with this lifesaving system may cause more damage then a drive that doesn't have it. At this point i do not know what to say in order to solve the problem... maybe instead of throttle, u can suppress max velocity make the drive slow under light speed, slower and slower as he approach, or u can add a second speed configuration, a ultra low speed warp with high manouverability, that consume matter like full speed and tons of xenon. Anyway... this is just my brainstorming... do what u prefer
  5. I'm trying to solve exactly what u're describing. But instead of an on/off switch, a gradual shutoff of the drive, so if u want to start the drive at 100-150km u can do it at 5% throttle (for example), then while your altitude rises u can throttle up to full power. This should work also in reverse, if u do a careless approach to a planet the drive will set automatically the max throttle accordingly to the altitude. NOTE: this doesn't mean that the drive can slow down fast enough anyway if u're pointing straigt at the planet as the drive have a max acceleration/deceleration! See at it as the gravity well affecting the bubble, the drive compensate with a moderate throttle.
  6. And what about limit the throttle instead? >500km = 100% max throttle between 500 and 100 = max throttle decrease with altitude <100km = drive unactivable values are examples of course
  7. So, i'm trying to build the first SSTO plane in my new career. I have all i need to get the plane to orbit, jet engine, air intakes, and large wings, plus a lv 30 to get me to into orbit. the problem is: now that i have deadly reentry installed, when i get reentry effect during the acceleration, my plane simply burn into picies (as i expect). So, is possible to have at all SSTO with deadly reentry or i have to stick with shuttles and rokets? i don't see how u could make a plane that can endure the reentry effect during the ascent profile of an ssto... help me please
  8. If u want an hard point attachment to the ground, i think that the Advanced Grabbing Unit (AKA the Claw) can be planted in the surface and give u what u need. Otherwhise u can use the KAS mod (Kerbal Attachment System), it have ground pylons that u can place on EVA, a way to deploy struts on the fly, and also anchor and other connection stuff.
  9. Wait what? So if i go under 1.000.000m by accident to any celestial body i'm unable to activate the drive again? so i can't make an emergency activation of any kind! that's kinda more deadly than dangerous... well something should change from KSPI...
  10. WOW... just WOW... I saw couple tutorials of KSPI's drive... it's not simple, but with the correct technique and a good understanding of the drive u could kinda go EVERYWHERE in the solar system without use a drop of FLO/H2/-insertfuelhere-!!! If your drive will have the same mechanic and only takes time and energy to generate exotic matter in order to function, u could send everything everywhere with really little effort, time and, more important, with all the tanks full of fuel! I bet u'll make this drive cost something like >1.000.000 founds or more (personally i'll add also some reputation requirements if possible)! I'll also add some massive power requirements while warping... keep that bubble up and stable, plus the drive active should drain the power of a little nuclear powerplant XD but hey, i'm happy with whatever u give to us! Can't wait for try it out! Keep going RoverDude!
  11. First of all, Roverdude, U ARE A GENIUS. I love all your mod, and u should work for Squad... Second. As i don't know the theory of the Alcubierre drive can i have some answer on how it should works? U guys said that it translate u but keep your speed and direction, so for example, i could jump from kerbin while i'm going out of the SOI to duna, so when i turn off the drive, i'm then in escape trajectory out of duna? doesn't cost me tons of deltaV to correct the velocity from there? I'm not sure how this will work, i know really little about this drive... I mean... it's super fast, that's sure, but if force me to do a 16000 deltaV correction burn out of it... well not sure i want to use it... Maybe i should use it only with tangent trajectory? Only when my target is exactly prograde in front of me? so i can warp to another tangent trajectory and then burn for a much less expansive insertion, like i just entered the Duna SOI without the warpdrive? Help me guys, this is not rocket science
  12. O.O W-W-WAIT WHAT!?!?!?! What sorcery is this? I just added a line of code and all of a sudden all behave like it should? is this a dream? My game used to run with 2,9 Gb ram and now i add a word and my game run at 1.7?!?!?!? I... i don't know what to say... adding this mod is now possible! (at the cost of 3.0GB of ram and around 10 min to load the game, but who cares? i can now play with the stuff that i want, and make my kerbal experience complete) Thanks sooooooo much for the advice Kerbas_ad_astram! really, u have my gratitude. P.S. my GameData folder is 2.75GB... i think i overkilled u on that ...
  13. I WANT this mod. I have tons of mod. This is a 32bit game. I have tryied everything to make this mod fit, but is too big. I can't have this mod. *Walk in the corner sobbing and crying*
  14. Really cool and impressive ships! Does them have problem with payload weight distribution when u burn to other planets? are the SAS on the engine nacelles enought to make the whole locomotive stable when burning?
  15. Guys, i know that there is a lock stage mode, what i'm suggesting is a different thing... Here, read carefully:
  16. *OOOOK , finally in orbit of Duna, now is just a matter of take this fuel and fill the lande-STUNK- ... ... ... NOOOOOOOO;.;!!!" 800 FLO float away in the debris... How many times this happened to you? To irreparably stage in the middle of something else without the intention to do that? Just because u hit the spacebar by accident? Losing a stage by accident is really bad... it seriously compromises the mission, the life of your kerbal and more important, the fun. So i'm suggesting this, is a really simple thing that could save to all of us a lot of reverts and kerbal life: add another mode in stage control where if u want to stage u have to do that by rapidly double press the spacebar. we'll then have: green intermittent light: normal stage, stage allowed, 1 hit to stage green fixed light: secure (or controlled) stage, stage allowed, 2 rapid hit to stage red fixed light: locked stage, stage not allowed In this way, single accidental spacebar press are avoided and u can still rapidly stage by double press it.
  17. Aqua i do not know if u are a mage or something... but now my game run as smooth as silk, i even added more mods than before! Tnx a lot for the advice! Fly safe man!
  18. Hi guys. So, 0.25 is out and i want to try some more spicy KSP experience so i started to add mods to it for the first time. The mod system is working good and i'm enjoying the new stuff REALLY much! BUT, maybe i overdid it, because i started add more and more... now i have a 30+ mod into the game, and i start to have problems... The game starts fine, i create a fresh new save file, and started a new career from zero and all seems to function well, all the mods are loaded and all the ship parts are there, they also seems to function well (didn't have the time to test things well). But my game start to crash here and there, expecially then i switch from KSC to a building, to launchpad to VAB and when i revert a flight. So i checked the gamedata folder and found some logs... This is a thing that i found the logs have in common... DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 1068072B with 16 alignment. MemoryLabel: FMODSample Allocation happend at: Line:120 in Memory overview Does this mean i have too much mods installed? I know that this is a 32x game so have serious memory limitation, also my RAM usage go really high when launching the game... I want to know if removing some mods, i could help the game to be more stable, maybe know what kind of mod should i remove in order to help... i mean... Does FAR or action group extended impact on memory usage? or should i concentrate on mods with several parts in it? or i'm guessing the whole thing wrong and my problem is not memory, but compatibility? I get all the mods from the "known compatible" list on this forum BTW... Thanks for any help ^^
  19. I think the problem could be solved by adding something similar to allarm clock. All player go at the same game speed, when they need to time warp they have to set an alarm that specify an amount of time or a particular event from the actual start of time warp and then activate time warp, then the player will wait at normal speed until all online players request a time warp... Only then the time warp start for all players until one of the allarms set by the players trigger, reverting them to normal speed. Obviously a player doesn't have to wait all night for other player time warp, so the ship that wait for warp can be left and joined later, leaving the player the opportunity to manage other ships.
  20. I'm with u man. I totally agree on everything u said. Not only probe will become useful, but this will become a jurney to explore the space instead of make a pic nic on every planet that already know from the start
  21. Ho come on! Stop with this "think of it with timewarping, it's op, that's will be exploited a lot" thing! I'm sick of this! That's not an excuse to not do this! There are several way to make it working time depending and not exploit it, for example placing a science cap like any other experiments, make the process slower as the time pass to a point that is near 0, apply some heavy rescource needs like 50 electricity/sec in order to work or a totally new resource that the station need to be resupplied constantly in order to function like instruments, test subject, new materials for testing, and so on... Timewarping is op is not an excuse, u just need to be creative. Space labs imo have the potential to even rework how technology is resarched. With contracts is easy to setup a mission to "bring this cargo module containing this new gigantor solar panel to a space station lab and test it until u apply 100 science to it in order to unlock it".
  22. The shielded ones i think that are thinked to survive an aerobrake condition... I mean when they will implement this, shilded ones must have really stronger survivability respect the non shilded ones even if retracted... I mean i found pretty strange that unshielded panels, can survive an aerobrake, they have such light structure even when retracted, sound resonable that only shielded ones can survive a violent aerobrake. Btw i'll really like more indept electric management... I feel that electrics are more a problem than a fun addiction... I mean... Couple panels and a battery and u go everywhere... U didn't notice his presence until u run out of energy and then too late u're stuck... Please more electrics and more energy consuming parts.
  23. My objective is to have 2 game folders, one vanilla always updated and one crazy modded updated when needed. Questions are: 1) As i have a Steam client version, there is any problem in modding it? 2) In order to make 2 copy of the game is enough to copy the game folder or i need to set other things up, like paths, Steam stuff, ecc...? 3) In order to update both to a newer version, i need to update vanilla with Steam, copy the updated game (if answer 2 is yes) and remod with all the newer versions of the mods, or i can swap the two game folders, and update directly via Steam the modded one like the vanilla one (obviously i have to update also the mods later) 4) There is a limit on how much mods i can install? 5) What file/folder i need to transfer in order to carry my save file to another game folder? i copy my save folder and i'm good to go? Thanks in advance ^^
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