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Everything posted by Grunf911
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Are you refering to the flickering of the kerbin textures on the horizon ? ..cause i am 90% sure i saw that in stock. Will check and report though- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
@ferram4 - I agree. We have to find the right balance. The power should IMO be Turbojet -> Rapier -> Jet. I have not nearly tested as much as you did, but since i have done some testings with my SSTO, I will later today slap a jet, and turbojet, and rapier, and measure the speed at the end threshold of the runway, and send you results in XLS for comparison. While i know the truth is a bit more complex than that, this might at least give you a frame of reference, as well as power ratios between the engines. Let me know if that info would be useful, or if you have some better tests i could run instead. Edit: looking into your files i have noticed that the maxThrust values are: Jet: 140 Turbojet: 80 Rapier: 60 Compared to Stock: Jet: 150 Turbojet: 225 Rapier: 190 .. could it be that you made a typo, and were thinking instead: Turbojet: 180 Rapier: 160- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Hi Ferram, Actually i tried with a single Rapier, and by the end of the runway i was going at approx 68 m/s, which was way too low for even takeoff. On a serious note i think that although the stock rapier was indeed overpowered, this is nerfed a tad too much. in 0.24 i was barely able to take off at approx 109m/s by end of runway, while current 68 m/s in 0.24.1 just does not cut it i am afraid. I would be happy to provide you with craft if you want to test yourself. If so, pls send me your mail in PM. I would suggest for you to check if by introducing a latest nerf to other airbreathers, you might have double-nerfed the rapier perhaps. Alternatively, i am open to suggestions to improve my SSTO design :-)- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Well, instead of complaining regarding nerfing rapiers, i did some reengineering, kerbal style. Behold, my new reengineered SSTO. Special thx to Renegade and ferram- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Thanks, and I think you are right. It definitely looks tied to RT2, but i could not get it to reset. Will try a bit more, since RT2 is a must for me. Thx for the info though- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
I use Infernal robotics pistons to extend landing legs. Works like a charm. Very wide base, yet not too wide on launch. Below is the pic of my lander. So the idea is 4 pistons in the small tank at the bottom, extending a small girder with 2 pairs of legs on each piston.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Hi Ferram, I have experienced an interesting behavior. Not sure if I can call it a bug or not. Also I use several mods, so I am not 100% sure it is the FAR issue, although seems like it. Here goes. I have built simple rocket (2 stage) with each stage consisting of FL-T400 FT and LV - 45's. I am in the middle of the ascent, passing some 350m/s when all of the sudden, my ship flies off screen and the camera stays (as if something exploded, or that camera stayed with an invisible control part). The funny thing is i can still rotate camera, KER still shows data, and even more strange I CAN STILL CONTROL the ship. Throttle, Staging, pitch and everything works, just that camera does not follow. I fooled a bit with it, and I managed to cut power, open a parachute (complete a contract for testing parachute), and then SAW the craft again on the way down, with opened parachutes, and it splashed OK, however I could not recover it. Mods i use (am at work so i do not know them by heart): - Kerbal Alarm Clock - FAR - KER - TAC Life Support (beta pre3) - RT2 1.4.0 - Better Atmospheres (everything except custom asteroids) - Kethane - RealChutes - DMagic Orbital science - Universal Storage .. probably few more, but all of them claiming to be 0.24 compatible (except RT2) I am posting here since I suspect FAR due to approx 350 m/s trigger in LOWER atmo (that part was consistent in bug) I will though when i get home try to disable FAR and see if it occurs again- 14,073 replies
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I had the same issue when using EVE 7.1. When i installed EVE 7.3 the issue was resolved. Hope it helps -
I have tested new version a bit this morning (1hr), did not observe any of the well known bugs, but given i did not have that much time or more complex set-up it is too early to tell. One thing i did notice that when you do research and want to send the data, IF your antenna is not already extended, It will not be extended automatically for the transmission. I am not sure if that was intended behavior or not though.
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I posted the link on reddit to share the happy (release news): http://www.reddit.com/r/KerbalSpaceProgram/ Cant wait to test it
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Sonic, i thought it would be good to bring this to your attention, as this is a recent development. A 64bit KSP windows "hack" exists: http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29 ... and since Better Atmospheres is quite memory hungry, i thought you might want to test it with 64bit hack, and see if it works. ... and just for clarity in your post, when you say KSC I assume you do not mean Kerbal Space Center, right. You did not become small, green, and in a spacesuit during your absence now, did you ? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grunf911 replied to Cilph's topic in KSP1 Mod Releases
Here is a nice useful guide (given your questions, you probably know about it, but i just figure to put it anyway) http://www.reddit.com/r/KerbalSpaceProgram/comments/1rml0r/tutorial_complete_novices_guide_to_remotetech_2/ -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
On your image titled "Jool from Laythe" i have only 1 comment: -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grunf911 replied to Cilph's topic in KSP1 Mod Releases
I think it depends on the cone of the antenna. The most powerful ones have such narrow cone that you have to point them directly to the craft rather than planet and it's SOI. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Sonic, Do you need to track the asteroids in Jool ring to intercept them (and make them exist), or there is a chance you might accidentaly hit one when i.e. coming into Jool for an aerobrake ? Love the new clouds. The first version felt a bit too cloudy. This one looks spot on -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
The EVE from your post looks amazing. Looks like a keeper I was about to say i did not like the pale version from m4ti140, that it was too pale, but looks like, no need to worry about that now @TheSonicGalaxy - "Let's just say it's a place we haven't touched yet. " - As long as you don't make Kerbol go nova -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grunf911 replied to Cilph's topic in KSP1 Mod Releases
The symptoms i had was after detaching a probe and switching to it, the space the controls became unresponsive, and when i went to Space Center, I had terrain texture problems. It looked almost if as I have fallen through the Kerbin planet, but could see sky. When I restarted KSP, came back to the probe, there were 2 -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Look very nice, just pls make sure there is a breakup in the clouds simulating a sunny day, so we do not get Kerbin wrapped in 3 layers of cloud. Kerbals are green after all, they need their sun ;-) @TheSonicGalaxy - what do the rings look like from laythe during the day ? Also, I liked the Laythe very bluish look from space, is that one preserved or not. When you were showing a planet, I was not sure if it was Kerbin or Laythe. Title above would help for non-Joolian system veterans -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Could you post some images from flying around the area, from a far they look awesome -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Love the mist, glow in the dark gives it a special feel. And i like the fact it was toned down a bit, since V4 minmus was a bit too much. It is good that is slightly more intense then stock, but still toned down from BA v4 -
In the research center, science tree view, when you select a particular science node, the sidebar on the right side of the screen (showing components to unlock) could use some UI dev love, namely: 1. Enlarge Sidebar Window showing unlocked parts for a science tree node Imagine a case where you enable several mods ( I have approx 30). This means that for each science tree node to be unlocked, there are many parts that are unlocked with it. Is it possible to enlarge the window on the sidebar showing all the parts that should be unlocked if the node is selected. If none of the parts are selected, you could make the window showing the parts almost the size of the sidebar, thus eliminating(or diminishing ) the need for the vertical scrollbar in currently small window. 2. Enable Multi-Research of particular parts for the already discovered node If mod is added after the required science node has been researched, you need to "research" the part itself. This is OK, BUT in some mods, there are 9+ parts being added per node. This makes clicking each part, then confirming "research" very tedious. Could it be implemented a simple Shift + click selects From.... To range, and Ctrl + Click selects multiple parts, and the research button only tally's up the required "science" I think both of the above changes require minimum effort, but do pay off for us who use many mods.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Hi Again, Anyway, just wanted to say, I upgraded EVE from 7-1 to 7-3 and the look of this mod has improved tenfold. Now I see why all people were singing praises. Kudos to you, and sorry if i was harsh a bit before. For others that see clipping through blue layer, and problematic minmus clouds try upgrading EVE to 7-3. It fixed it for me. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grunf911 replied to Cilph's topic in KSP1 Mod Releases
I'm in, I work as Quality Assurance professionally, and would be happy to contribute in that manner. I could try to contribute in other manners, but i think there are way more experienced/skilled people in other areas in this forum. I am good at finding bugs though ;-) -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Grunf911 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
The mod looks awesome, and I like the textures, and the effects. The only mood killers in my opinion are: 1. Feeling of clipping through the blue layer surface on ascent/descent for planets 2. Grey sky above Mun surface (but from screensots when using reneissance mod, it looks ok, but with Distant Object looks grey at mun surface) 3. Darkness being too dark sometimes (not sure if it is due to atmospheres or Distant Object mod though) This is the main reason why i install the mod, get annoyed, deinstall it, then I miss it, then install again. It's a vicious cycle Is there any way to tweak the above issues in configs ? That could break the cycle ;-) Also in the screenies you post, could you put the in-atmospheres shots, maybe we could see what it should look like. I can confirm that issue 1 shows on EVE 7.1 (especially on LowRes version) -
HMV Plays KSP! New series for 1.2: PreRelease!
Grunf911 replied to Superfluous J's topic in KSP Fan Works
I knew i read it somewhere :-). I was thinking of making a video series, but did not want to hassle with editing and stuff so for now it is only text series On the subject of your Ike Launchpad. How did you attach containers to the vertical craft. Radial attachment points ?