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juanml82

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Everything posted by juanml82

  1. Except that KSP doesn't work well with low end computers anyway. On top, AFAIK, a built-in scatterer and the use of minimaps would actually increase performance rather than reduce it. Scatterer causes a performance hit because the game processes the hole thing and then scatterer adds its effects on top. A built-in version wouldn't process the whole thing to begin with. Or, just look at any screenshot from The Elders' Scrolls Oblivion, which dates back to 2006, and look how the water and the sky look - and now compare it with stock KSP. A graphic overhaul which puts the environment at the same level than a 12 years old game shouldn't be taxing for modern computers.
  2. Are they useful in the stock sized solar systems, though? You'd be achieving orbital speeds pretty quickly with scramjets (and overheating too)
  3. I think it has less drag then previous versions. I've tried an MK3 spaceplane which uses Nertea's Cutlass engines from NF Aeronautics and the old patch to make it use LH2 instead of liquid fuel. The plane used to work ok in 1.4, in 1.5.1 it can go fast enough during ascend to blow the nose due overheating (not complaining though)
  4. Ever got an spaceplane which didn't have enough thrust or lift to break the sound barrier? attach a couple of small srbs (or hey, not so small!) to the wingtips and activate them to from match 0.98 to match 1.15
  5. Thanks for the explanation, but KSP specifically doesn't do the bolded part. No vessels within the physics bubble are ever in a 'rest' state.
  6. Huh... you do realize that's not exactly convincing, right? One of the gripes I've always had with this game is how easily it turns into Kerbal Slideshow Program. Back when contracts were first introduced (and IIRC it still required Final Frontier to get base building contracts), I'd happily challenge myself to land and enlarge bases in Minmus flats, and the performance would steadily decrease: I would have a single ship (a base) with over 100 total parts, plenty of docking ports (because I only recently read that open docking ports contribute to degrading performance), sitting in a 0° degree slope, doing absolutely nothing other than picking electricity from the solar panels and the game would become unplayable because every frame, it would check every single part for every single physics calculation as if something had happened during the new frame, even though the base was as static as it can get. If it was Skyrim, it would be as if the moment it loads the introductory scene at Helgen, it also loads every single texture in the game into the system ram and then every single object at Helgen is checked every frame to verify if it had been impacted by a sword or arrow... even though the sequence is scripted and the player character can't even interact with the scenery. Would Skyrim be playable had it been developed that way? And now that a much needed feature is finally added, it adds to the bloat.
  7. Why should the new stock dV calculator be running every frame? If a ship hasn't fired it's engines, it's rcs, hasn't broken something, isn't drilling, hasn't docked or hasn't dipped into an atmosphere, it's dV will remain the same. The only exception I can think about are mods like those which add liquid hydrogen and a boil-off mechanic, but in that case, it should be up to the mods to require the game to update the dV readout. It sounds inefficient.
  8. And the ability to end the contract once you rescue the kerbal there: Suppose you have bases or stations in Mun or Minmus. You rescue kerbals there and, instead of using them in those bases/stations inmediately, you have to first return them to the KSC or you'll have the contract permanently open
  9. We all know the drill in career mode: if you want to recruit more kerbals you either pay a significant amount of money or you rely on rescue contracts. The latter means you grind through the same mission over and over again to increase your rooster. How about if there were contracts to rescue abandoned pods which contain multiple kerbals? It increases your rooster, it's less grind and it may or may not require to recover the pod, increasing the difficulty a bit.
  10. Yep, they look good, but this should go in the development subforum... along with download links for those configuration files Otherwise, it's "just" "What did you do in KSP today"
  11. Is there a template for using the stock part variant system? That would be more work, but it should allow me, for instance, to keep the stock Rhino and also use the VSR Rhino. Alternatively, I guess it's a matter of going through the mm patches and deciding which parts to keep - my main concern is being unable to revert back from VSR to stock, since some parts have different dimensions
  12. Thanks! (still lowering the runway, but already in the right path)
  13. I'm trying to create a new site for Stock Sized Real Solar System (should work in the Real Solar System, although I'd rather adjust the position for RSS) and I'm having this issue with the runway I'm guessing that's something in this code PQSCity { KEYname = KSC latitude = -38.71999659 longitude = -61.6904006 repositionRadiusOffset = 150 repositionToSphereSurface = true lodvisibleRangeMult = 6 reorientFinalAngle = 90 } PQSMod_MapDecalTangent { radius = 20000 heightMapDeformity = 80 absoluteOffset = 100 absolute = true latitude = -38.874167 longitude = 62.105 } Which should fix it, but I don't know what the stuff other than latitude and longitude does and I'm not finding any documentation. Any ideas?
  14. Was there a way to use the parts in this mod in addition to the stock parts? I miss the look of some of the parts and a few of the added parts, but with 1.5 incoming with a graphics overhaul, I'd rather be able to use either set of parts instead of one or the other
  15. If we're talking about assembling 62 tons outside the ionosphere, can't they go all the way and make the lander with nuclear pulse propulsion?
  16. IMHO, before thinking about colonizing Mars we first need to know if pregnancies are viable in Martian (or Lunar, for that matter) gravity
  17. Question: I was looking to add another launchsite (the Punta Alta naval base in southern Argentina, where the prototypes for the Tronador II launch vehicle were launched), which would add a second site in the southern hemisphere for polar launches (and there are a bunch of islands just south of it, but I guess they are too close to recover the first stage on them. I also doubt any first stage would be able to fly 1400km to the Falklands for recovery there either) and I'm trying to keep the site above the ground and on plain terrain. What do the non obvious things in the cfg file do? ie: Site { name = ar_puerto_Belgrano displayName = AR - Puerto Belgrano description = Puerto Belgrano is an Argentine Navy base, selected as the launch site by the Argentine space agency for the Tronador II launch vehicle because of existing Navy facilities, security measures already in place, large enough available area, and a favorable location for launches into polar orbits PQSCity { KEYname = KSC latitude = -39.0793591 longitude = -61.9892 repositionRadiusOffset = 203 repositionToSphereSurface = true lodvisibleRangeMult = 6 reorientFinalAngle = 90 } PQSMod_MapDecalTangent { radius = 20000 heightMapDeformity = 100 absoluteOffset = 150 absolute = true latitude = -38.874167 longitude = 62.105 } What does the stuff in bold in the PQSCity part does (and how does it help me to set up this thing properly) and what's the PQSMod_MapDecalTangent and is the heightMapDeformity meant to help with the terrain?
  18. Hi, I'm casually going through this and I'm wondering if there are some good mods for hypersonic planes and maybe some sort of Skylon spaceplane that work well with RO
  19. I'm having a bug with kerbals who are supposed to turn from tourists back to their original jobs. That rescue mission I've mentioned before ended with both ships colliding when undocking and the kerbals portrait missing. I initially believed the undocking issue was related to something else and managed to separate the ships by disassembling parts, using the cheats and going back to the Tracking Station to delete the last pieces of the older ship. And I let the newer rescue ship in Duna's orbit, waiting for the transfer window to Kerbin. The Life Support window stopped showing information on all kerbals, when brought up from any vessel. I had figured something got bugged there and that it would sort itself out once I returned the crew to Kerbin. In the meantime, I had a Jool exploration mission scheduled to arrive to Tylo. I landed a crew of three in a rover, they've emptied the on board supplies while waiting for the isru kit to refuel (I'm wondering if the engineer was applying the bonus to the Feline Utility Rover Isru part, as it took 15 kerbal days to refuel), and starved into tourist mode. When I put the rover back into orbit and docked it back to the mothership, the kerbals feed from the supplies on board the mothership, thus getting restored back to their original professions. However, the text in their portraits kept indicating "turista" (I started the career with the game set to English, then at some point Steam changed it back to the system language (spanish)). After the mothership left Tylo's soi heading for Tylo, the ship vibrates, gets unresponsive and vanishes from the screen. I first thought it had something to do with the localization, but I've edited the "OldTrait" thing in the persistent file to the English names and changed the localization back to English, but the issue remains. It also crashed when I jumped to the ship headed to Laythe. Here are the savegame, the output.log and the crash report. The affected ships are called "Jool C Station" and "Duna Rescue Ship" http://www.mediafire.com/file/e4a1yocxay28ikd/mks_issue.7z/file EDIT: I'll clarify the missions, because it reads a bit like a mess. Duna operation: Station in Vall's orbit doesn't have enough hab time to wait for the landers to arrive from Kerbin, so I try to send it back to Kerbin. I mess up with the transfer windows and the station doesn't have enough fuel to make it to Kerbin, so I send it to Duna instead. It has a crew of three, at this point the engineer is already a tourist. Reaches Duna, rendezvous with a rescue ship with a pilot, a scientist and a medical bay. Scientist is waiting at the med bay, crew of three tourists board it and I turn the med bay on. Glitch happens. Rescue ship's name: "Duna Rescue Ship" Jool operation: Station in Tylo's orbit docks with a lander/rover, crew of three transfer to the rover and land on Tylo. Runs out of supplies while refueling. Takes off (crew already tourist), docks back with the Station, crew feeds. Minor glitch: they show up as "turistas" but perform their original jobs. Burns for Laythe. Exits Tylo's SOI: major glitch - ship unflyable. I modify the persistent file, it has no effect.
  20. Can you land and control that thing? I has no control surfaces, the dart in the second stage lacks gimbal, there are no reaction wheels and the cockpit has a 1200 °K heat tolerance IIRC
  21. EPL has an expansion pad where you create extra parts for an existing station/base - the new parts/subassembly/actual ship saved in the VAB or SPH replaces the expansion pad when built. Using it for ground bases mean you have to look out for the orientation. It keeps part count down, as you don't need ports to connect segments and you don't have to carry all the parts all the way from Kerbin - you just build them on site once you have the initial infrastructure in place. An incorrect orientation can lead to stuff like this In this base, the original parts are the central tower, the properly segment directly connected to the central tower (which uses an MKS flexo tube for the connection) and the workshop in the shadow, which I send after realizing I had forgotten about an EPL workshop. It eventually grew into this And even larger (but I don't have a screenshot uploaded and I'm not at home to upload another)
  22. So, huh, Medical bays. I sent a rescue mission to a ship running out of fuel and out of hab time. Two out of three crewmembers had turned into tourists. So I send a ship which includes a 2.5m Tundra Medical Bay and 4500 colony supplies, dock with the stranded ship and transfer the stranded crew into to Medical Bay. There is a scientist from the rescue ship in the Bay. I toggle the Medbay and Life support status windows show their hab times already over a year (they were also starving, the rescue ship has supplies as well), the Med Bay is consuming power and colony supplies, but the kerbals who had turned into tourists remain tourists. So far, the med bay has consumed about 600 colony supplies over several days. Does it just need to consume more colony supplies?
  23. I'm having power issues with the MEU-500A. I've designed a bunch of automated miners to provide resources to my Minmus and Mun bases through planetary logistics - basically, they are a 1.25m MPU, a 1.25m nuclear reactor (200 ec/s) and a MEU-500A with three drillheads operating, configured for whatever resources are abundant in the biome they are stationed. When I first built them, the 1.25m reactor was good enough to feed the drill and the reactors. 6 game years have gone through, so I'm now sending rovers to refill the reactors' nuclear fuel and the reactors are completely unable to keep up with the power consumption - they can barely keep one drill head going. Each drill head also reports a 1217% load. The same ship, tested at Kerbin, reports a 100% load and the reactor is perfectly capable of putting up with the electric consumption. Is the load difference due the geology bonus? That bonus is at about 350% at the Mun and Minmus. Is the extra electric consumption related to the far higher load? And is it intended behavior? I also have Near Future Electrics, if that makes any difference. The reactors are all the MKS ones, though.
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