

kBob
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Everything posted by kBob
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Rover rovmax m1 wheels just spin
kBob replied to kBob's topic in KSP1 Gameplay Questions and Tutorials
One interesting thing is I seem more prone to wheel exploding if the motor is enabled. May just be a coincidence since I've only been trying with and without motor for an hour or so...mainly because I forgot to turn them off in my newest rover and it seemed to be getting a lot more flats until I turned them off. Still my new rover is hard to flip and keeps on going even if it ends up upside down, really have to launch it off a hill @60+m/s to flip. -
I reboot by habit when testing loading speed. Of course if you're just doing single tests it doesn't matter as these will be from two different install locations it would only be an issue if you were repeating the same load to get an average figure or if you already have run KSP then decide to test from the same install of KSP without flushing the cache (in my case I already knew the no cache load time from my SSD from a post in another thread).
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Nothing wrong with using it, as it's a personal choice, but I do find it annoying sometimes (tend to have too many windows open) so I'm working on an external program that will parse a craft file and give dv as well as much other info as this seems more appropriate to me personally as a compromise between not having the info and having it all the time (but I still think KSP should have a dv readout in the hanger)--it's just too tempting to rely on it if you have it installed--I've even, shock and horror, had it set some nodes for me .
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Well so far (other than VAB putting them on upside down by default) I've had no problems, I've put that thing through some pretty wild high speed long tumbling flips with no flat tires or unwarranted explosions as I was expecting...it just keeps on driving which ever way it lands and nothing explodes. Actually when testing at full throttle and flipping it half a dozen times in quick succession I finally managed to get the headlight to explode but was otherwise unharmed. It gets a bit hard to steer at high speed and full throttle, but I haven't played with any of the sliders yet and I plan on widening the wheel base and checking wheel alignment etc. The tires have their motors off all power is coming from that Juno. Maybe not having a Kerbal anywhere near it helps too. In one flip it managed to land on its side but still kept travelling and picking up speed until I able to flip it again and get back on four wheels. I was going to try to use landing gear as out riggers but this works better than expected. Of course it doesn't do so well in water as the Juno losses its air intake : Typical flip: @Deaf3279: Edit settings.cfg in your ksp folder. Find the line: UI_POS_NAVBALL = 0 change it to UI_POS_NAVBALL = 1 Note that if you have kerbal pictures in the display it will put the navball to the left of them, this just tells it to put it as far right as it can. Edit Edit: That's actually the hard way, in any external view (or probably map mode for that matter), press Esc then choose settings and scroll down to near the bottom and you'll see a navball location setting and a bunch of others letting you size the various HUD controls...very nice addition I'd forgotten about. This does not work in the space center or main menu.
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Got a step closer to my go anywhere do anything rover, no more worries about flips and rollovers. Need to made an amphibious version and need cargo room.
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Z-fighting shadows
kBob replied to Majorjim!'s topic in KSP1 Technical Support (PC, unmodded installs)
Wow, just noticed it today when I was posing Bill for a photo. Yikes now I see it everywhere dang . -
rl = real life deg to ° (ok understandable but the symbol looks better ) I assume you can do it case-less I probably type dv and dV sometimes.
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Rover rovmax m1 wheels just spin
kBob replied to kBob's topic in KSP1 Gameplay Questions and Tutorials
@FullMetalMachinist, actually I didn't rotate them at all, just put them on in SPH and tried to go! @swfr-swis, rotating them 180 from where the SPH put them did the trick thanks. Odd though you'd think it would get it right, never occurred that the default position would be wrong ;). Thanks. Edit: Decided to go back to a jet powered version since I don't like holding down the accelerator all the time (must be a way around that right?). So if any one cares --yeeha: -
I've gotten around to making rovers with actual rover wheels instead of landing gear. But no matter what I do the rover just sits on the runway with wheels spinning and doesn't actually move w or s (turn has been remapped to arrow keys but since there's no reaction wheels I haven't remapped ws yet), they do turn but still the rover just sits there. I've tried 2wd and played with traction control and the other settings. It's a real simple rover and although in the version pictured I tried angling the wheels slightly to see if that would help in the original version they were simply attached no movement no rotation. Also they are not blocked. Finally I tried putting them on one at time instead of using symmetry but nothing helps. The brakes seem to work, at least they stop the wheel spinning visual effect . http://imgur.com/2UcH5I6
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I don't have KOS, but from what I've seen it has access to action groups (though the AGx parameter) and has a wait command so it shouldn't be hard to do I'd think. When the action command is triggered (by pressing the number key) then the script activates the first action group waits x seconds does the next and so on. There is also an addon that allows many more action groups to be defined. If there is a KOS expert reading this maybe they can chime in, or if you'd like I can get KOS and play around with it a bit, this does seem like a good idea. In a limited way what you're asking for is a rudimentary scripting system for action groups.
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It a somewhat older SATA 6 drive. Haven't looked at the CPU load just timed the total loading times, but it shouldn't be factor since it's the same computer. The cpu is a 5930k (not over clocked at present) so it handles the computations pretty well of course an old i5 or i3 would reduce the % improvement as the computation time becomes a bigger factor, but an SSD is still going to help--quite possibly a lot.
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But that, one could say, is countered by the reduced drag (even more so for boats), so why not just ignore both and leave it neutral which is much easier computationally and quicker to code too?
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Did you see my post right after you first asked the question? SSD is considerably faster.
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Always wanted an improved version of Lunar Lander from my TRS-80 days, this seemed to be it. Found it on steam while actually looking for space 4x games and while I'm not a big fan of early-access it looked worth while and has proven itself since.
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As to how, well I guess I'll leave that to Einstein the golden retriever to explain (Watchers by Koontz). But really if you want to uplift something it should be standard poodles, fun loving, highly intelligent, don't shed and are able to better grasp future and past times than most dogs, so they seem to be good candidates. Now why would you want to uplift them though? Well I can't really think of a good reason they are pretty happy the way they are, if you uplift any species then it's probably going to have to start worrying about time and money and who needs that (this was expressed better in The God's Must be Crazy than I am doing here). There's also the problem of life span, most dogs don't live beyond the 10-15 year range and so unless you can also make them live longer when you uplift them it's going to be a problem (i.e. by the time you finish training them with the knowledge and skills necessary to do complex missions especially space oriented ones, they will probably be long dead before they get to where they are supposed to be).
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Same computer: Load from SSD: 34 seconds; Load from HD: 74 seconds. Edit: Hard drive is almost full Hitachi HDS73015bLA642 and might be able to shave a couple secs off by defragging it. SSD is Samsung 840EVO (with firmware update to prevent the "senility" bug).
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Is it true that most KSP players never go interplanetary?
kBob replied to KerikBalm's topic in KSP1 Discussion
It seems to me that in career mode interplanetary is contrary to the contract system. If you like to grab contracts that you will be doing a bit latter then you decide to go out of Kerbin's SOI you run into the problem that once you leave timewarp you find your contracts have either lapsed or are nearly lapsed forcing you to complete them (or give up on them) when you aren't quite ready. If contract expiration time was suspended while in time warp it would eliminate this problem (maybe a mod could do this if it can be triggered at the start and end of every time warp than it could just add the elapsed time back into any active contract's length of contract parameter, I think). I know they make contract expiration time fairly long to account for this but I still have the problem, it would be nicer if they just had relatively short times but were suspended while time warping. The other problem is having to periodically go out of time warp and go back to the space center to see if any interesting contracts have popped up, but you can just ignore that (though I've got some nice contracts checking periodically) as new ones will pop up after the time warp. -
I prefer duckduckgo quack ups myself. Or more in keeping with the above duckduckgo-wing chun. And if you want to become a better searcher with it try here. That said when looking for some maps myself I didn't find what I wanted but I noticed a doctor with the surname of Kirbin.
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I've had only one crash (actually the game locked up and I had to use task manager to kill it). I noted that Apple's bonjour had somehow snuck onto my system and appeared to be involved in the crash. Can't think of any reason for KSP or indeed any software I have to use it so I disabled it. So far everything is working fine. I wonder if anyone else has tried disabling it if they have it to see if it helps with their crashing problem (note bonjour is built into the Mac OS so I don't know if you could disable it and, if so, it would probably create problems; I'm talking Windows here and some software and hardware, especially Apple's, needs this to discover things like printers, music and photos so you may have to re-enable it if you have problems with software/hardware losing functionality). Of course this may have been a one of a kind problem, just thought I'd mention it.
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I recently found a mod that allows the size and color of the Navball indicators to be changed. It's here.
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The Navball texture changer here now works again and was even improved thanks to xEvilReeperX. Kind of goes hand in hand with this mod I think. This looks like a great mod, will be setting it up in a moment, thanks!
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The Decision at Duna (a play on an Anne McCaffrey book Decision at Doona). Edit:Now that I think upon it: The Gravity Insistent; The Throw Back; The Down Under.
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Adding and Enhancing Celestial Bodies
kBob replied to RatchetinSpace's topic in KSP1 Suggestions & Development Discussion
Just like in FSX/Prepar3d you would presumably be able to turn off weather and clouds. Clouds seem to actually have more issues than winds etc. in the flight simulators they get especially problematic when flying in and out of them especially for people with older/less powerful computers, the solution is to reduce or eliminate them (running at say 10% cloud cover vs. 90% can make a big difference, but at least even then you still have some clouds). It is quite possible to have these features and still accommodate people with less than ideal computers (to a point). -
A recent study has shown that even people who are very sensitive to VR motion sickness can use VR just fine if the field of view is reduce a bit while in motion and widened as the motion slows down and stops. This is much less demanding computationally than 90fps and much more effective...if fact it's a bonus since when the field of view is reduced there are few pixels to have to display. I'd love to try KSP in VR, think of how nice it would be to truly be able to judge when you are about to hit...I mean land on...a surface vs. having to use tricks like scatter terrain. I'd be fine with the current graphics in VR, though just in general I'd like to see the graphics improved to at least Prepar3d level VR or no VR. As for the hardware needed, today's $1500 computer will be a sub $800 computer in the not to distant future, so those of us with good systems now could enjoy it now the rest would just have to wait until they are ready to replace their old system, nothing really new about that.