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cantab

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Everything posted by cantab

  1. How much are struts near wings likely to affect the aerodynamics? Ie if I put a strut say half a metre in front of the leading edge, is it going to destroy the lift?
  2. I don't know the details, but I believe that can be done by hooking into the contracts system. Asclepius included custom contracts that placed craft on its surface. Probably not a job for Kopernicus.
  3. This used to be a perfect wide, flat, low-altitude base site. Now look what you've done to it, it's on the side of a blooming mountain Now how am I going to move all this stuff once I find a new site? Hmmm ... blimp maybe. I've never used airships in KSP before.
  4. Granted. Your true wishes, on the other hand, become too twisted to post on the forums. I wish I was full up.
  5. I did forget. I've been wanting an electric propeller in stock for ages. KSP has six bodies with atmosphere, five of which are feasible for flight on, but only on two do we have engines suitable for decent endurance.
  6. Please do not leave cases or parcels unattended anywhere on the station. Any unattended articles are likely to be removed without warning.
  7. You don't say how much you've played before. If you're already reasonably experienced, then consider a modded solar system to give a new experience. I highly recommend New Horizons, it puts Kerbin in orbit of a gas giant and there are two new worlds orbiting it as well as the familiar Mun for your early exploration, but there are several good ones.
  8. I'm on Debian with the proprietary nVidia driver, version 352.79-1~bpo8+1, which was installed on the 21st February, and never had the yellow dots issue before trying RevSS, or any other major graphical artefacts in games or applications. So in my case at least I don't think the driver can really be blamed. (Mixed system, mostly stable with some backports and some packages from testing. I know, I know, the Debian folks frown on that but I wanted to run Debian stable but needed support for Skylake hardware.) Is this recommendation for texture placement in planet packs still valid? https://github.com/Kopernicus/Kopernicus/wiki/Memory-Considerations If not, what's the current "best practice" regarding that, and also regarding any configuration of the load-on-demand system in the planet pack?
  9. Granted, but it's full of bugs. Both the computer sort and the biting insect sort. I wish Spideroak would behave.
  10. Even then, KSP still isn't very *well* multithreaded. For a single vessel I now see the equivalent of 1 1/2 cores used. As for PhysX GRB, not happening for core KSP physics as long as it's nVidia-only. Might not even come to Unity, which never bothered with the GPU acceleration in PhysX before. It's long been the problem with GPU computing for games that unless what you're doing is supported on all three GPU brands, you can't really use it for core game stuff and it's relegated to graphical pretties like breaking objects. By the time something like that becomes possible cross-platform, well to be honest I'd rather see a KSP 2 in development or on sale that might take a very different approach to vessel structures. KSP's approach has a lot of shortcomings IMHO, poor game performance is just one of them.
  11. For what it's worth, I discovered that Gregroxmun's RevSS also tries to disable ondemand in its settings, and when put in my main install was making yellow dots around many but not all other bodies. Commenting out that line restored normal behaviour for me.
  12. I'll just add that if it's a VTOL, Panthers make great lift engines in afterburning mode, more TWR than other jets and much more fuel efficient than rockets.
  13. When Jeb heard Bill and Bob he expended all his delta-V. In Eeloo Low Orbit, words is you can trade 200 units of LFO for ______
  14. In KSP, it would be useful if the game displayed it, but it doesn't. The game displays seconds, minutes, hours, and either days or 6-hour "days", and either years or Kerbin "years".
  15. A modest suggestion: Should KSC be nudged a bit west or maybe east so that boats don't have so far to go from the runway / launchpad respectively to the water?
  16. Update: Happens with Kop 1.0.4 and MM 2.6.24 (both their previous versions) too. Quickly flew to Laythe and it looks fine close up (actually, it looks great close up), it's just the scaledspace that the yellow peril is affecting.
  17. Should still be fairly straightforward. Three Kerbals each effectively consume fertilizer at a certain rate. The fourth effectively consumes supplies directly at a certain rate. Load up the appropriate combination of fertilizer and supplies. In some scenarios you may also want extra mulch storage, which you can do with the liquid-type Kontainers from USI Core or UKS. For example a base or station that's intermittently occupied or has varying population.
  18. With a proper thrust reverser, the net thrust will indeed be in reverse - clue's in the name. However often only some of the jet exhaust is redirected.
  19. It's rather rare that adding more RAM improves fps. In the case of KSP, it's nearly always CPU-bound. I made the argument on Reddit the other day that any game that gives the player a lot of creative freedom is going to lag sometimes. Even if KSP could handle a five thousand part ship with ease, somebody would make a ten thousand part one. The only way developers can make a game that's lag-free is if they control and limit what goes on in the game. That approach is fine in a shooter or an open-world RPG but it won't fly in a game like KSP.
  20. Granted. You had one of the finest cups of coffee in the world earlier this morning. Did you forget to drink it? Too bad. I wish I had a box full of new Lego.
  21. A generic approach ought to be a module manager patch that, for any body orbiting the Sun and not in a list of GN's stars, change that body to orbit StockSun. I don't know how to implement that but I believe MM is powerful enough to do it.
  22. Yes, but good luck using that to power a spacecraft, at least one massing less than several hundred tons.
  23. It's not so clear cut. But generally I'd say you need about 1000 m/s of rocket delta-V, and then sufficient additional liquid fuel to reach 1400 m/s and 20 km on the jets. You also want enough rocket TWR that it greatly exceeds your drag. And ascent profiles matter a lot.
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