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Kaezan

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Everything posted by Kaezan

  1. My Steam acc says i played KSP for 17 hours only
  2. You can change the physics delta time in the settings.cfg and that's the most you can do. someone already said, laptops are never like their desktop siblings, even if the specs are the same. Besides, the game is single threaded until KSP 1.1 my laptop has a i5-2.5GHz (3.1turbo), 6GB RAM and a radeon HD7670 and shows a 300p plus space station at some spectacular 4 FPS
  3. You might be talking about windows pagefile. A space in the hard drive used as slow cache when RAM just cant take it all
  4. Kaezan

    Hi,

    just installed RCSbuild Aid V 7.6 and, using stock fuel tanks, it is not counting the "Fuel mass"

    Deleted old, dropped new 7.6 folder in gamedata folder and started game. Im not sure if it was working before.

    http://prntscr.com/9gi0hl

    Using about 20 other mods.

    any thoughts?

    1. m4v

      m4v

      Unselect liquidfuel and oxidizer in the resources tab. RCSBA doesn't assume what resources are used, you need to select which resources shall remain in the vessel when calculating the dry mass, thus, the resources that removed (not selected) is the fuel.

  5. Jets are funny, but if you go thru the plane tech-branch early game you'll spend precious points that can be used for moon exploration which is way more rewarding. Not saying its not a valid route but one Kerbin biome fully grinded gives you about half of a mimnus biome doing one time experiments.
  6. When you want to transfer to a planet/moon that has a lower orbit than the source planet/moon you are orbiting, then you prograde burn to transfer should be in the opposite direction as the source planet/moon motion in its orbit. Example: Transfer from Kerbin to Eve: you have to make your prograde burn to transfer to the opposite way of Kerbin's orbit around the Sun... - Check the image below http://i.imgur.com/TcOImct.png These images taken from http://ksp.olex.biz/ That is the same as orbits around kerbin. higher orbit - burn prograde, lower orbit - burn retrograde in kerbin's SOI, kerbin is the reference in planet transfers, the sun is the reference. thats why it's called orbital mechanics, cause you use the same concepts as long as you are in a defined orbit.
  7. If you want to do it without MJ you must practice a lot and you can do that in a sandbox game. When you're calculating the Dv you need, add another 500 m/s and launch it. After 5-10 attempts you will start understanding the mechanics for yourself and you'll make less mistakes Tools like MJ, KER, RCSbuildAid and so on, affect your learning curve making you skip important steps in construction and navigation. It took me 2 weeks to learn how to dock 2 vessels in orbit but after that i could do it by heart. That even helped me in learning how to control a kerbal in EVA cause the basics are the same. Again, in KSP practice is the only requirement
  8. raibowtrout i dont understand why you moved it to unmoded installs when he clearly states that its a problem with the kerbal galaxy mod ateballgaming if i remember correctly, the kerbal galaxy is a work in progress (WIP) and it has not been released to KSP 1.0.x The last version is for the beta 0.90 so problems in the 1.0 are expected. Try to contact the mod developer for an upgrade. In the worst case scenario its a dead mod
  9. The way you operate the rocket can be guessed by searching for the fuel lines start and end plus the staging. Its obvious that its just a guess but its the best guess you can have.
  10. Lol, I did I imagine a horrible situation where a 300 part station meet a cloud of debris.. Maybe i should wait for x64 ksp and revive this request then
  11. Hi, I searched the forum and i found this mod: http://forum.kerbalspaceprogram.com/threads/74382-Kessler-chaos-space-debris-clouds-0-23-5-WIP-Plugin But what i was looking was something that would create small debris from exploding parts and kept them in orbit like small vessels (not necessarily showing up on Comm Center). As a more specific situation, imagine you have a station and you mess up a docking. One part (or all) of the station blows up. When it blows up it creates small debris in that orbit (or randomly very near). Yes this would add realism but i just feel something is missing when 2 vessels shock in orbit. "If you find a mod is missing, you could create it" - I would love to, but i dont have enough programing background nor enough time to do it. So im asking to any modder who knows how it can be done and has the will to do it, please try making something like this Kaezan
  12. SRB's do shake a lot. Try using struts. If dont feel confident using srb's try starting a new sandbox carrer and try out a little. KSP is not only a game of shooting rockets. You must know what you're doing and a part of it is to build-fail-redesign. Go to sandbox, pick any srb and add a remote command and a reaction wheels. See how it behaves. now try it with 4 instead of 1. and so on
  13. Disable all reaction wheels and let it wobble for a while (~10 sec is enough) then turn on just one reaction wheel. I had the same problem and it was caused by multiple reaction wheels trying to compensate each other
  14. It can be done but its less efficient than using LF+O Engines. Pick a 2.5m monoprop tank and add a bunch of "rcs anywhere" ports. use the rocket equation to figure out the values. You need at least 60 kN of Thrust.
  15. Restarted. Problem still there. I think im looking at the ksc grounds texture, below the building
  16. Hi, I may have found a bug with the Administration building's pool I dont know if this has already been reported or if it just happens in my computer. The Admin building is lvl 2. I run some mods but none about textures Can someone please confirm if this happens on stock? It looks like someone forgot to add texture between the pool and the Admin grounds
  17. You dont need to be a pro to answer that. Kerbal atmosphere model is (at least trying) to recreate the real Earth atmosphere. Check this wiki page, you should understand after that. https://en.wikipedia.org/wiki/Gravity_turn
  18. The main chutes dont have the "chuteThermalMassPerArea" variable. Does the game recognize it? And my physics file was stock. i did mess up the values before but i must have made a fress install since then. I reach 250m/s @5700-5900 meters altitude. http://prntscr.com/7z7apb Im starting to think you really should make a fress install.
  19. I think that it is being calculated based on aero values on-the-go. I believe you havent changed anything but i did change and i want to check with both yours and mine. This way ill be certain if its being calculated on-the-go and ill be helping you
  20. Can you post your physics.cfg content so we compare with ours?
  21. That moment when you search for Lh2 Lo2 reaction and this thread comes up before wikipedia
  22. Hi, I dont know if someone said this already but if SQUAD wants us to build infrastructure (as said in the asteroid day article) shouldn't we lay out satellites with comunication purpose? If there are 3 types of antenna, each with its own range, there could be missions asking for satellites at certain distances making it possible to create a comunication grid. Im thinking that each of those satellites should have at least 2 antennas and instead of a bigger coverage for "add more antennas", the reward could be faster transmit rate. Obviously the transmit speed would be something like 90% of the lowest bandwidth for the fastest satellite "route". its just something i was thinking now. if there is a mod or someone asked the same, please show me the thread. ill be glad to read it
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