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Everything posted by helaeon
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@OakTree42: Texture Replacer is the best way to alter kerbal appearances and many of us use it already. TR can handle the appearances of kerbals for you just like it does for stock, no need to duplicate shaw's efforts. Shaw even has a menu so you can go in and change the texture of heads and suits in-game if you want.
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Sounds perfectly fine to me. I knew the name was tied to the career, so some preview of the name would be more than sufficient. 3 to pick from would be awesome. That system sounds great with the near but not exact stats . Fearless being seen is fine too, just seems weird being able to set it (yeah I can edit it in the save but...).
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
"Velocity" mode maintains your linear momentum direction and magnitude. So if you leave Kerbin you'll have an orbital velocity around Kerbol of ~8 km/s, if you warp out to Jool, you'll still be going 8 km/s so will be going 4 km/s too fast and probably be on an escape trajectory out of the solar system. That's your best case scenario if Kerbin and Jool are aligned on the same side of Kerbol. "Angular Momentum" mode maintains the magnitude of orbital angular momentum (orbit.h) and your direction of travel. Your orbital velocity adjusts down as you climb out of a gravity well, and adjusts up as you warp towards the parent body. Same scenario: This time you will have too little velocity when you get to Jool. It actually ends up being like a Hohmann transfer where you pay for it all at the end. This mode you get no free potential energy like you do in the linear momentum mode. In a way the drives are opposites. You can see if you take the exact same warp ship on the same trip but set in the other mode. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
A few pages back I posted some alternate models for the warp drive 1.25m-3.75m. They also fold up so are probably exactly what you're looking for. Click here for that post -
Some suggestions after a great start (like this is going in my install for sure, especially if the below can happen)! Any way to have a preview of what the name will be, or have a little control over it? - Would really like this - you have gold if you can do this. Kind of think fearless should still be a hidden/surprise trait. - way it is now is not a big deal - "Random" button so you can view a list of generated kerbals - somewhat like stock but possibly with wildcards. The more wildcards you allow the bigger the discount on hire. But it costs you some funds to send out the scout when you hit "random" so if you hire no-one you're still out those funds.
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$40 is a screaming deal. I've bought the game twice (gave a copy to a friend). So I think I'm at $50 now. I'd gladly buy it for someone at $40 (and am considering it). EtherDragon's logic is the best for determining the price point. I think it's so they have somewhere to go for the sales. If they sell it for $30 on the sale and score a bunch of sales making up in volume. So sell 7 for $30 rather than 5 for $40, that's great. Harder to do that if you really should/need to get $30 for each copy, and it's always there so can't join in on the sales as you really can't sell it for less and make out even with volume.
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Actually... it depends on whether you use axis 2 or axis 9 on those. You need to edit them in the settings.cfg as you can't do it in the settings menu. If you're using axis 2 for throttle, left throttle is down, and right throttle is up (analog - or inverse I don't remember but it's the scheme I use). I think it's axis 9 and 10(?) do the axis on each trigger alone, so zero when released and full when depressed. So it may do what you want. FYI this was the standard behavior pre 1.0. With 1.0 they made assigning axis 2 rather than 9 and 10(again question mark) default. I know 9 is one of them 8 might be the other.
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360 controller here too. It's awesome. I have pitch and yaw on the right stick, camera on left stick. up, down, left, right, translation on D-pad. Right stick click is translate back, Left Stick click translate forward. X = Kill throttle, Y = Max Throttle, B = Stage, A = Brakes (could be an action group instead, but that one is handy). Triggers do throttle. Bumpers do roll.
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Yep setting them like the solar panel does appear to be better. (Just did a quick entry with them). Probably they could stand to be a bit stronger than the solar panels, but this is better. Here's the MM patch. @PART[telescopicLadder*] { %thermalMassModifier = 2.0 %emissiveConstant = 0.95 %heatConductivity = 0.04 // 1/3 the default }
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
helaeon replied to SpaceTiger's topic in KSP1 Mod Releases
I too notice that the Dmagic Goo and Material Bay experiments do not auto-reset. They do run and transfer their results to the container properly. ETA: Also have the issue where science is continually re-ran (such as a crew report which may be immediately transmitted). My limit is set to 5. I think what is happening is when the experiment is re-set as the transmission starts this re-runs it immediately as the value of the experiment has not been reduced because the transmission is not yet complete. -
From what I can tell there may be a missing piece of the config (I'm looking into this as well). It appears to be missing from the configs: thermalMassModifier = 4.0 emissiveConstant = 0.95 I'll be testing on this later, but you might want to give it a try first. Those mass values from looking at other parts should be correct.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
@Sophia. I think... you should take RoverDude up on his offer for assistance and add what you need to this WarpDrive so long as it doesn't cause problems, then we all benefit from it. Also then don't have to worry about mod fragmentation. I can probably help with some play testing on those parts as well just let me know what problems you're having. I'd suggest having the IXS Enterprise parts being a plug-in for the USI Alcubierre Drive. Then the core coding part of the mod you'll have all of us fiddling with the USI parts helping with bug squishing and improvements and such on the main DLL. Then you provide the parts expansion (Kind of like how K+ works with Karbonite!). -
I've been hoping Scart91 would gift us a layered PSD when the new pack is released. He was saying that it should take about a month to have the new texture pack ready so... that should be coming up shortly. Either way we'll have the female textures then. Proot may or may not be working on something as well, but I think he's mostly working on EVE and Scatterer at the moment from his activity in the forums. necKros was also working on some female heads for us as well.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
Serino is working on a model that more precisely conserves all of your energy. It's not as simple as momentum conservation. The closest one to your gravity gradients having an effect is the "Angular Momentum" model. That's the one Serino and I wrote that was the original "alternate physics" you see being spoke of. Basically the idea is that in order to not get massive amounts of free potential energy, your velocity must reduce. We have the game constantly recalculate and re-set your velocity so that your angular momentum magnitude remains intact. It behaves a lot different than the linear momentum preservation model. You can set that in the VAB. The properties of exotic matter are a bit hand-wavey (as is everything with warp drive). Partly because it has never been observed in nature and as far as Alcubierre's drive goes its a result of the thing you'd need to get it to work (negative energy), not really something described by the standard model. So for the game it has zero mass. Maybe think of it as exotic matter potential rather than a physical exotic matter reserve. Last I checked, though I haven't worked on the WarpDrive much in 1.0 as I'm waiting for an official NFT Electrical release, there's a reserve when you turn the warp drive on so you have 5 or so EC when generating exotic matter. -
Okay, one of the biggest problems I think for people used to old atmo is too much TWR and too much drag up front. If you're moving a payload that is wide and flat (or unaerodynamic), keep your TWR between 1.2 and 1.4 until you clear about 10K, start your turn at about 8k and do it slowly. Don't move outside of your velocity vector. If you are starting to turn, flip, or otherwise find your rocket becoming unstable throttle down a little bit. The lower atmosphere is still a little too soupy and that's causing some of the problems I think. In FAR on .90 I used to start my turn at about 1.5k and 150m/s, now I'm taking it slow in the low atmo and don't even contemplate turning until about 5k, and going way slower on that turn and keeping my speed low until I get up to about 20k With this sort of thinking I'm making 75km-85km orbit with about 3800-4000 m/s DV.
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it's -force-d3d11 if you want to use directx 11 that's why you didn't see any change there. 32 bit crashes at about 3.4 GB. Really though at the menu you should be under 2.0 GB otherwise you're probably going to have a bad time. Game should be hovering around 2.4-2.8 GB during play, if it starts there and climbs out of that zone you're probably going to crash. Check your log for null reference errors. ATM might be having some issues, you're better off making sure that all your textures that can be dds are. Also make sure if you're using texture replacer you're on the very newest version. EVE 7.4 may or may not be working right as well. Try removing that and see what happens. I had a lot of EVE related nullreference errors, removing it as much as it hurt to do so fixed my memory climbing problem. Finally, if you're really fighting for memory space you should try using textures at 1/2 in the options menu. Pretty much did what ATM did... kinda... not really. Not sure how big of an effect that has as the dds files should be loaded to our video cards not physical memory. In my experience though, this version seems to run about the same as .90 with dds textures and DDSLoader as far as memory use is concerned (other than the memory leaks that were plugged).
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I've been using the DDS4KSP app (it's in the general add-on affairs forum) rather than doing them manually in photoshop. That's probably the easiest way.
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Memory management in KSP 1.0?
helaeon replied to SpacedInvader's topic in KSP1 Suggestions & Development Discussion
You're using Texture Replacer you should look at updating it. ATM may or may not have issues. It seems that if you're trying to mess with textures outside of what KSP is doing on its own you might be setting yourself up for problems. I'm not using ATM myself (and didn't in .90 either), upon updating Texture Replacer last night where it no longer tries to do texture compression and such, my memory use went down 500 MB. Yeah, went from barely able to run (yeah after 30 min to 1 hour, I was at 3.4 GB), now I hover around 2.6 GB for hours. My install is reasonably heavily modded. The stable version of EVE is from .25. I know I'm getting quite a few nullrefs from it and the overhaul isn't quite ready yet, so, that could be an issue as well. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
All you need to do to fix the techtree issue for CTT is go into the CTT.cfg in your WarpDrive folder. Remove "Techmanager" from the NEEDS block. Will look like this @PART[USI_WarpDrive]:NEEDS[CommunityTechTree] { @TechRequired = ultraHighEnergyPhysics } @PART[USI_WarpDrive_625]:NEEDS[CommunityTechTree] { @TechRequired = ultraHighEnergyPhysics } -
In my life I wear many hats... one of my semi-regular gigs is as a professional photographer. One thing I've found is the truly great photographers are not scared to share their knowledge. many will flat tell you how they made this absolutely incredible photo to the point you could too. Joe McNally said something relating to if you're good enough sharing your knowledge makes the field and yourself better, so you have nothing to fear. If you are scared to share what you know for fear of losing your place, that you shall be dethroned once your secrets are known, then you really aren't anywhere near as good as you think you are.
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I think most of us remember where we came from, what we knew when we started, and how we learned (often asking here!). There's even an xkcd about it. https://xkcd.com/1356/
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[WIP] Nert's Dev Thread - Current: various updates
helaeon replied to Nertea's topic in KSP1 Mod Development
From when I was looking into this earlier (and what I remember from my physics and chemistry courses in college): In an atmosphere, that is not moving, you can saturate the air and have limited further conduction. Now this in the real world is usually not a big deal because the hot air will rise and carry heat away. In which case yes, the active cooling of the radiator by the external fluid (the atmosphere) will be incredibly effective. Far more than radiation against a gray body which you always are on when you're on the surface. I don't think KSP is modeling atmospheric convection. Yep about 1700C, and you need to run the coolant through that, it also needs to maintain structural integrity. I was mostly looking into the SAFE400 and the temps it was operating at, 2000K required a carbon radiator. For the reasons you stated. Are we controlling the NTR's core as such that we can over-do it and the propellant is not enough? Point of the NTR is to get it as hot as possible in a stable way and run it. For game play purposes, the propellant should be enough to get it done. And the control rods should handle it for when its deactivated. Much like prior KSP NTR behavior, that is unless we can crank that heat up to get an ISP boost understanding it will run for a limited time and we are responsible for that extra cooling. Not waste heat, total heat. Some of the heat energy becomes electrical energy in the converter, rest is waste heat. Yes you do need to get rid of all of that. So if you have a 2000 kWt reactor, 400 kWe converter, you need to dissipate 1600 kWt to the environment somehow or otherwise use it... though limits there as you approach the ideal engine. -
Using dev version you posted a page or so back. : https://www.dropbox.com/s/ncyjz07iz03oxyl/output_log.txt?dl=0 Also had a strange right-click bug where it would not let me use the buttons on any of the parts. Don't have that reproduced here because I can't get it to reliably happen, not sure if it's TE anyway. Just heads up in case you run into something like that as well. Noticed that upon re-entering VAB upon reverting the flight showing the staging bug. I did not have my staging in VAB again. Detaching and reattaching an engine fixed it. During the play that generated this log I did the EVA kerbal, switch to ship (staging comes back), switch back to kerbal & board (still have staging). Took a quick peek through it myself. Maybe issue with action groups extended interacting poorly?
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Too much thrust and probably too light. Though, it does seem to exist in a sweet spot that makes it just awesome. ISP seems right for what its supposed to do (though maybe that top end comes down to 390? That might be excessive though. I think it's good where it is.). The poodle like thrust rules, but probably needs to come down some. I was thinking 255? Mass I think can come up to 2.0T even with the changes to thrust. Mostly I was looking to give you a heads up that while you're balancing you may want to look at it. It's awesome as it is and make sense for it to have the stats that it does, but it does make it a very powerful engine. Much like the Vesta from KW.