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Shortsonfire79

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Everything posted by Shortsonfire79

  1. To stop it, when you get within 'docking' distance, use a bracket ([ or]) to switch to the other ship. Stop the rotation, then switch back to the rendezvousing one. The rotation will start again shortly, but it'll give you a brief moment to catch it.
  2. Ah, I guess not rotating does make this a problem. So then its not possible. Shoots. I want something to do while I wait for 0.17. Since the persistence file will be reset, I see no point in continuing to set up my orbital stations or expanding my munbases. I'm just off to do pointless personal challenges.
  3. The wiki says 2868.4km, or 2,868,400m at 1.0089km/s. And yeah, I think I did mean heliosynchronous. I'm not too informed about all the astroterminology quite yet. I want to because...I have nothing else to do at the moment. Its just another goal to complete while I wait for the new persistence files to come out.
  4. I'm talking about Kerbol, the sun. Kerbin geosync is 2868.4km at 1008.9m/s. Thanks though. 2.875...Mm? Is that supposed to be a unit?
  5. Does anyone know the altitude and velocity (in respect to Kerbol) that would park a station in geosynchronous/geostationary orbit around Kerbol? I figure its nigh impossible, but its worth a shot.
  6. On a lag-less rocket, the simulation speed is generally in sync with real time speed. Eg: 3 minutes of simulation time is 3 minutes of realtime. (granted you don't timewarp). The frame rate for my rocket was 1frame for ~3 seconds (counting manually, don't have Fraps), and it was apparent with the simulation time being almost 1/3 the realtime.
  7. Alright here we go. On the new ship that nhnifong posted on a fresh KSP install. I can't get fraps (Mac) so I timed it with my phone and counted the frames. 2010 13" Macbook pro. Mac OSX 10.6.8 Intel Core 2 Duo 2.66 GHz 8 GB 1067MHz DDR3 Nvidia Geforce 320M Framerate: 1fp 2-4s. Total ingame flight time was 1:27.00. Time on my iPhone 3:40.00. For the first few seconds, I had one frame for every 2-3 seconds. At the one minute of realtime mark, I was at thirty seconds of ingame time. Two minute realtime mark, 51 seconds ingame time. At the end, the engine sound cut off four seconds before the fuel bars disappeared.
  8. That was fun, but not fun enough to keep adding more and more rcs to see how much farther I could get. With the first RCS tank I got to 6km, with the addition of a second I got to 10k. [spoiler=]
  9. My friend (probably under the handle of Red or Shezius) converted the stock RCS block so that it would work with the MMI battery and solar panels. The blue one on top is the modded one. It works pretty well and I also adjusted the Kosmos Common RCS block to do the same, but this is a stock one. Ion RCS BlockChanged segment fuelConsumption = 8 fuelConsumption2 = 0fuelType = Energy Edit: If anyone could help me edit this solar panel .cfg I'd love you long time.
  10. What I've gone and done was build the station in its entirety then break it up and move it to orbit in pieces, then edit the persistence file. (I'm basically just pimping out my video all over the forum right now...) Editing the persistence file was the easiest part. You don't need to change any variables, just add on more parts. Just remember to change the crew number back to the original # so that you're not constantly switching crew around up there. Imgur album To combat having multiple CPs on your station, this is what I did: I started by completely(or getting close to finished) building the station in the VAB and SPH. Then I pulled off all the modules that I wasn't sending up in this mission. (Keep note, this will be what the persistence file will be putting up after the rendezvous) Peel off the module that you're sending up this round. Then remove everything under/above the command module. I added an ASAS and Remotetech computer so that I could later deorbit the launch vehicle. Atop that, add the decoupler. Build the fairing shroud around it. Make sure your stages are set. Multiple times I've had this throw my launches off. Build the rest of the rocket. Remember to use fuel lines from the outer two stages! (like the Falcon 9 Heavy) Once you perform orbital "dock" go to the VAB and peel off all the modules that you haven't already sent up. Launch this craft, before PhysX hits it, go back to the space center and then edit the persistence file. Copy all the PARTS (not the entire ship) on the launch pad and replace the parts on the already orbiting ship with these. Delete the craft on the launch pad and the pieces you were adding to the ship in space. Then go back to space and deorbit the launch vehicle.
  11. So stoked! Love the way it looks in orbit right now. Can't wait to see the final product! (Or even one thats not final but we get to play with)
  12. Also, here's the launcher: While I stand by you with the mid-end computer and huge vehicles (mine are always too large), I think that Nova has just shown us that he can get a considerable sized mass to Duna. If I'm not mistaken (I haven't been following 0.17 news until yesterday), Duna is the red dot on the red rail here. That looks pretty far away (not the farthest) and Nova was able to do it with mostly stock parts in a 4 (possibly 5) stage rocket (maybe around ~100 pieces, I made it to 64 at the station stage). I think that the majority of us need to refine our rocket designs so that we don't get the massive amounts of fps drop. You could probably get to the green dot (is that Meander or Jool?) with another middle stage with the 3200 tank and a large thruster. I do agree that the update will most likely bring lag, but as nhnifong put it, the ball is in Unity's court with their Physx. (I think thats what its called)
  13. Very nice! Did my first few yesterday as well. Looks like you'll be dancing around the next rendezvous in no time.
  14. Zorn: Time for a rescue mission! Here she sits in LKO at 400km. The Aries Station. If you all don't mind, I'd like to leave my new video of it here too. If you do mind, I can take it down. Nutt007: So I started by completely(or getting close to finished) building the station in the VAB and SPH. Then I pulled off all the modules that I wasn't sending up in this mission. (Keep note, this will be what the persistence file will be putting up after the rendezvous) Peel off the module that you're sending up this round. Then remove everything under/above the command module. I added an ASAS and Remotetech computer so that I could later deorbit the launch vehicle. Atop that, add the decoupler. Build the fairing shroud around it. Make sure your stages are set. Multiple times I've had this throw my launches off. Build the rest of the rocket. Remember to use fuel lines from the outer two stages! (like the Falcon 9 Heavy)
  15. Oohhhh. I see where you guys are coming from now. What I've done is manually flown each module up there (see Delta IV-look a like vessel) and then space rendezvoused with the station and decoupled the next module. Then I cheat. Then I add that module to the station (by really going back to the VAB and opening the Aries Station vessel and removing everything that hasn't been transported yet) then change the persistence file. So I'm getting as close to orbital docking as I can without using the extra plugins since I don't assume Squad will be adding docking any time soon (though I'd really love it). Since the first round of pictures, I've added a couple more modules. Just the main solar arrays and a few other tiddly bits left!
  16. What makes you say that I won't complete it? If I finish the full design (its only 80tons right now, I'd like at least 130.) by tonight or tomorrow, I could probably have the rest up in the air by Monday. I am not using the SpaceDock plugin, in fact, I've never heard of it. But I have heard of Orbital & Planetary Construction, but I'm not using it.
  17. The Aries Station that I'm attempting to put in orbit module by module. I want to use the Kosmos solar panels for the main solar array, but I can't figure out how to mod the parts. If anyone can help, it would be greatly appreciated. I am bringing the pieces up using orbital rendezvous techniques. The vessel thats getting me there piece by piece. The Tyberius 325. Numbered like the Atlas V program, it's payload faring is 3m diameter with 2 radial liquid boosters and 5 thrusters on the second stage. And the Aries Station as it sits right now. At least 5 launches to go before it's complete. I'm recording it all as well so hopefully it'll be a decent video...
  18. I use the 4x-800 for the lower stage of my Delta IV-look a like and the Bearcat 5x for the upper stage, so I'd be quite happy with the 5x being more efficient in space. I'd also be really happy with a Saturn V-like engine as well. I downloaded something called the Kerbollo project, but the largest stage is 2.25m, which is way too small to be compared to the real Saturn V. I also agree with Antiquark, more engines means more variations for efficiencies in different atmospheres (especially with the new planets coming, that'll be a great addon.) Keep up the great work!
  19. I've noticed this ( but yet to try it). Does this extra key toggle the precision, or do I have to hold it down while I translate and such?
  20. Ah, thanks for that. I think the part was centered, I just don't know why it kept listing like that. Thanks for the .cfg edit as well, that'll really help for the next time I use these.
  21. Does the new dish cause more drag on one side? (The side with the antennae piece?) listing This rocket wasn't doing this before with the older style dish. Edit: This could also be caused by the dish not properly snapping to a hard point. Is there a way to change that in the cfg?
  22. Yeah I noticed that my satellites didn't rotate and was disappointed. But thats ok, still got it all to work out. Been playing around with this for a couple hours and so far have a LKO network and a Kerbosynchronous network. I'm still trying to set up a Munar one but I'm not sure of my timing on that one. [spoiler=pictures. ] Too bad I now see your new update with the bigger dish... I may have to put that into Kerbosynchronous as well... Great stuff! This is so much fun!
  23. Is there a command that you can use to allow KSP to use more ram? When I run my game I have my Activity Monitor (Mac version of Task Manager) and I can see that KPS uses no more than 1.05gb of ram and 99% of my cpu :\'( Is there a way I can allot more memory to the game? Open it with a Xms command or something?
  24. Ah thanks guys. I guess I\'ll go through and have a retrim of my parts folder! Also, if I have plugins installed (like mechjeb for example) but my rocket isn\'t using mechjeb would that also slow my game down?
  25. Hello, I was wondering if you have a parts folder with a significant amount of stock parts (that aren\'t in use) if that would create excess amounts of lag. I go through all the mods and pick out the few pieces I\'d need but I still find that as my parts folder grows, even with smaller rockets there seems to be more lag than before. If this is normal I\'ll have to go through and sort out all the parts that I thought I\'d use that I\'ll have to live without. Thank you!
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