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zilfondel

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Everything posted by zilfondel

  1. Yeah, performance in 1.1 is fantastic (I get about triple the framerate on my larger crafts, ~7 fps vs 30 fps in 1.1) and I think they have squashed a lot of older bugs. That being said, wheels are just a broken mess. All of my rovers from my 1.0.5 game in 1.1 turn towards each other, making it impossible to steer. They also drive in circles, so it looks like it flips the geometry of radial symmetry for upgraded save games. Also, you cannot repair broken wheels using an engineer. Then there is the landing gear. They are too weak, and very bouncy. I can't land ANY planes in the game! They all explode. And the Tier 1 runway is still a joke and really needs a redo. Other then that, the game is great!
  2. New to this mod, trying to figure out a flyby and return for an unmanned Eloo probe. I'm year 4, day 281 in my game and I'm running into some funny issues with the transfer tool - after entering my earliest departure and arrival times (year 4, day 281) I get this warning: Smallest delta-v value in plot (16.054 km/s) is greater than the maximum plottable delta-v in the options (10.00000 km/s). Set max plottable delta-v to new recommended value of 18 km/s? <NO> Maximum plottable delta-v has not been updated. Your plot may look funny or wrong. Are you telling me this program isn't smart enough to figure out an acceptable transfer time to other planets? Isn't this the purpose of the program? It works if I set it to Year 1 day 1. I would hope that the program could tell me how long it takes to transfer to another planet, and not have to check Alexmoon's Launch Window Planner... For the record, the table I have for a transfer to Eloo says it should use roughly 2,140 m/s of delta-V. Alexmoon says ~2,000 m/s. What gives?
  3. Crzyrndm, thank you for your efforts in keeping B9's mod alive.
  4. deleted Figured out my issue was that I inadvertently tweaked my brake values to the lowest possible. Was a great mod! Seems to work great, except when it doesn't.
  5. Thats a really great video, one of the more ambitious exploration missions I've seen done in KSP. Also, one hell of a steep mountain! Actually, Squad should really move to procedural terrain, like they already are doing on the Mun. That way you can cram almost limitless amount of geometrical information into the game. I believe they are already doing that in Elite Dangerous.
  6. One question: any thoughts on adding a nuclear salt-water rocket? Its one of the few realistic near-term torch-ship class engines, aside from Orion. Interestingly, it was conceptualized by Robert Zubrin. info: Exhaust Velocity 78,480 m/s Specific Impulse 8,000 s Thrust 8,696,900 N Fuel Fission: Uranium Tetrabromide Reactor Gas Core Open-Cycle links: https://en.wikipedia.org/wiki/Nuclear_salt-water_rocket http://www.projectrho.com/public_html/rocket/enginelist.php#id--Nuclear_Thermal--Gas_Core--Open_Cycle--Nuclear_Salt_Water
  7. Great work! I was wondering if it would be possible to resurrect the Flight Recorder mod, by Benache. It allowed you to record data from specific sensors (like temp or barometer) at intervals throughout the mission - into .csv files for more accurate analysis and graphing using 3rd party apps and such. You could toggle them on/off. Really great mod - in fact, it still works! Partly - there are few issues, but the core functionality seems to be intact. Anyway, here is the thread for it: http://forum.kerbalspaceprogram.com/threads/52403-0-21-1-Flight-Recorder It is creative commons CC BY SA 3.0 license. -------------- update - nevermind! I didn't realize the Graphotron had the same feature to export data as a .csv. Thats great, finally have a replacement for the old mod! Double thanks! -------------- 2nd update. Would it be possible to scale the window if we choose a large data point size? It can get pretty huge.
  8. This mod doesn't work for me. I get a little white square on the toolbar instead of a graphic, and when I open the window the window is blank (has a title - 'Select Focus'). However, I can't move the window and it acts as a shadow mask on other mods' windows that happen to overlap - ie, all other windows disappear when I click on them (MJ, KER, etc) unless they overlap the select focus window. Mods: MJ, KER, Distant Object, QuickSearch, iPeer clamps be gone, KAC. Running 1.0.4
  9. This happens to me with a stock game - on at least half of all my launches. And these are small, sub-100 part, 2.5m rockets with the launch clamps all within the pad itself. Sometimes they even shoot my rockets down before they get to orbit! Kind of like a SAM system.
  10. I've had this same issue starting in 1.0 (new game) and continuing through 1.04. Today I had a small rocket, launch clamps entirely within the pad, destroyed at ~6,000 meters due to a collision with a launch clamp that blew all of the rocket engines off of my rocket. Additionally, every. single. rocket. launch. goes up with orbital launch clamps. I have to actually go into the tracking station and trash them, otherwise they will orbit forever. Lastly, my launch clamps persist after a launch. I have to clean them up from the pad as well - they don't go away on their own, and I've heard they are supposed to following a launch? I should note that I have never destroyed my launchpad, and I normally don't even move the rocket - its in the default centered position in the VAB when I build it.
  11. Hey guys, just FYI - I haven't forgotten about this project! I've been busy with finishing my thesis over the past few months (will be done in mid-June), and plan on resuming the project this summer once I have some free time again. Still have all my notes and my models in sketchup and Unity, so stay tuned awhile and the work will be forthcoming. Sorry for the wait. In the meantime, please post any suggestions, critiques, or screenshots of the model I've released so far! Would love to see how its being used.
  12. Wow. Um, this is quite the challenge. I made it but a fraction of the way around the Mun, but it took me about 2 months of playing KSP, so I gave up. This was my journey:
  13. I think the correct answer is your rocket needs MOAR fairings - specifically, a nice big fairing that goes around your capsule and hides the rocket engines, RCS units and everything else you have exposed. Also, like was posted previously, procedural fairings has an interstage fairing which you can use to hide your landing legs. Like so or like this.
  14. Hmm. By comparison, Alan Shepard's Freedom 7 flight during the Mercury-Redstone program - first American in space - achieved speeds up to 8,340 km/h, or 2,316 m/s. The mercury capsule heat shield apparently didn't get very hot (couldn't find temp info on the suborbital flight). By comparison, it would heat up to 3,000 degrees on an orbital flight, while travelling ~8 km/s.
  15. Found a tundra biome a few kilometers to the West of the KSC on my first or second launch. I have repeated this several times in different games. KSP 1.0 [build id = 008302015.04.26] No mods - totally stock Win x86 Graphic settings on high
  16. I actually liked the old config in the first set, and the new config in the second. When I used to live in the mountains, I found that you lose the visual detail when the mountains are far away, they just appear as purple silhouettes. like so:
  17. Any plans to get it working as a translucent sky in the future? This sounds like it won't allow us to see the stars at night, along with Distant Object Enhancement showing us other planets and orbital stuff whizzing around Kerbin.
  18. Thanks. I could not get any of the later contracts to show up, even using the debug monitor, until I removed "advanced progression" and "spacetux" contracts. Now they seem to work. I can just reset my contracts and launch again, I wasn't very far into my game.
  19. I had the same problem, although I also had EVE + BA + OP + Keptunian planets mods installed, so I just switched to Linux x64 and am not dealing with the memory limitation or any crashes anymore.
  20. Oh man, thank you! Just installed AY and started playing with it, didn't think about it disabling my SAS. Really saved my bacon there.
  21. Gotcha! I will try that later. As for Ven's... was trying to see how far I could get on just the Procedural and the RLA Stockalike parts. Aren't they just the same parts that were pruned from the parts list anyway?
  22. So in my game, I have completed the first three basic contracts - 18km, manned 18km, and space. Are there any further contracts yet? Your diagram on post #2 shows some for going orbital, recovery, Mun flyby, and a whole bunch more. Or are they under development?? Running SETI with virutally all mods (no Ven's stock revamp, almost all recommended mods), including: KSP .90 SETI v. 0.8.8 Contract Configurator Contract Packs: -Advanced Progression -CC-SETI -Kerbin Space Station -Remotetech -spacetux
  23. Yeah, its from the USI Exploration mod. [ get it here ] I don't really have any recent updates as of late, as I have been out of a computer this week while I've been installing Ubuntu and trying to get Windows to function. Then I will make some slow progress... Rest assured, I will eventually get back to work on it!
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