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Vaporized Steel

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Posts posted by Vaporized Steel

  1. Imgur is overloaded.

    Full Album from postimage.org

    screenshot0.png

    I'm sure this has been tried again, but if not, well.... honored to be the first.
    There is a form of modern day infiniglide. A bunch of reaction wheels with wings attached and with enough radio isotope electric generators to feed them without EC drain.
    And a somewhat heavy payload of the launch pad.
    Reaching 25m/s before the thing gets out of control. Which has more to do with stability then with aerodynamic counter effects. Oh yeah, ignore the KER DV readout, the rocket on top isn't properly configured and it should read close to 5K.

    Now, my theory here is.
    Could I or you perfect such a craft so that it could get a command seat and a kerbal to the surface of Jool, infiniglide to the top of Jools atmosphere with a heavy enough rocket to get into Jool orbit?

    It would be the greatest cheat since Ksp V1.x.x

    This isn't exclusively to V 1.1.3, but also works in v1.1.2, probably in all v1.x.x if not on previous builds.
    The trick is amount of reaction wheels, and using the wings that have pointy ends because they can cut more easily through the air, and angling them right with the rotate toolset.

    I think I can improve the design. Only problem is, stability, it's hard to keep it pointed up. As for that, you cannot turn the vessel at all without losing control, so you only want to be going up.

    Maybe someone can get such a design stable enough to climb through most of Jools atmospere. Remember, the surface gravity at Jool is a little lower then on Kerbin.
    So what works here works there even better. Although alot slower in Jools densest parts.

  2. You have to navigate to your KSP data folder which is KSP_win64 by default (or different if you renamed it) (your main KSP folder)
    In there theres a "KSP_data" folder. In there is a "output_log.txt" file.

    Post that in your next reply in a code tag and people will actually be able to nail down your issue.

    Apart from your graphics card your system specs for the E531 should be more then enough for KSP, even if the model has the lowest Intel CPU and RAM that comes with that Lenovo model.
    So it should be software related and exclusively to very few users as I never had such frequent crash issues like you or kiwi.

    EDIT: I don't find alot of Windows 7 users these days, maybe squad has little testing done on Windows 7 builds and you are one of the few that is experiencing issues because of your operating system.
     

  3. The crude way of putting this is in some way my gut feeling rather then fact since I can't look behind the steam curtains so to say.

    Steam is a profit organisation profiting on sales and contracts with suppliers of which one is Squads KSP.

    They do what they commercialize to do. Which is, selling a very wide collection of games through a application which is only there to commercialize, bond and unify a gaming community, and work as a platform for lot's of people using it. Which is probably the only reason why Steam ever became great. Due to these reasons Steam became a trend in the PC gaming community, and it's power grew.
    It seems to me from a "gut feeling standpoint" (only saying because we lack facts, and you have to theorize to find them, meaning it's my opinion)
    That Steam is a bit of a spoiled throne sitter, shuffling around games now and then for profit and unattending their services in many areas. If they did put attention to their services they would have aproached Squad, because I'm sure the same steam users do not only go to forum.kerbalspaceprogram.com to share their complaints.
    In fact, when I google KSP related content I often get directed to the steam community. So what is being reported here, is being reported there.

    While it is no suggestion of mine but just a push in Squads direction of considering to aproach Steam themselves about this problem if they haven't already. I used Steam years ago when I was a active gamer, and back then I suffered from other game related issues (non KSP related)
    How Steam ever got to this position considering their very good service to it's customers (ultimate sarcasm) is beyond me.
    If this is not the problem between the Squad and Steam relationship but just a flawed theory, let Squad be so free to elaborate on the subject if they're willing to. And explain to me why these issues aren't resolved.
    It's both profit for Squad and Steam to have satisfied customers, so I think this move will be in order one day eventually or let it boil down to it. We'll see. If it's not profit on Steams side, then they have a to big to fail and KSP is unimportant mentality. It would be sad if it's the latter.

  4. Did anybody suffer from intense flickering ot the VAB/SPH button and part interfaces. What happens is that during vessel building the whole part and other GUI graphics would flicker on/off 2 times per second.

    It didn't make the game crash, nor did it make the buttons inoperable, so it's a pure graphics glitch. I never had this before on previous versions. This might be just on KSP 64bit under linux and Windows and Mac OSX users do not experience this.
    If so, please let me know.

  5. I don't use steam though. But I find it rather flawed of steam to not bargain with the ksp developers on some major issues.
    The fact your not logging in game progress when you launch it wich Ckan even although it's in your steam game list is about the tipping point.
    Not that you care about figures in your steam achievements panel, but that's just "incomplete" service on steam parts, even although you can accuse the reason to a non profit third party plugin like Ckan. Steam should somehow recognize KSP is running even if you start it with third party software. Steam is way to self and corporate centered to even care for a second (my bet)

    Luckily I don't suffer from this. But all the condolences to any Steam users out there.

  6. Because anything in KSP is in reverse order or over the top.

    Planets are smaller.
    Bodies are shorter.
    Heads are bigger because fat is stored in a kerbal head, super accelerated with global Mc Kerbal fast food joints.
    Eyes are bigger.
    Rockets are smaller.
    Helmets are much bigger then their heads.
    Water is heavier.
    Nozzles are tinier.
    Density is greater.
    Space is empty.
    Atmospheres are higher (in contrast to the terrestial radius)
    Ions are 22nd century plasma rockets.
    All non turbofan jet engines are hypersonic skylon engines.
    AGU's can can dock to anything and refuel without a visible refueling hatch.
    Kerbals can survive intolerable G forces.
    Reaction wheels are............ OP!!
    Docking ports have super magnets.
    Accelerating at 100G's doesn't destroy your vessel.

    Do I need to go on?


     

  7. @SmokeyM

    Your right ofcourse, it wasn't really ment as a suggestion, more like the only method currently available for his problem. Imagine the TS has had weeks of in game playing hours in a career savegame and send hundreds of vessels out into space, he might have the sentiment to buy the game for that reason. I'm just stating the last resort option he currently has.
    There is ofcourse another way I am not allowed to mention, and clearly a way the TS doesn't know about, or isn't willing to (in the latter case he probably doesn't care enough meaning he wouldn't want to buy the game)
    I'm sure you can imagine what I mean by that "other method"
    While I'm giving him one of 2 last resort options which is buying the game, in the same breath I would now suggest the other option that may not be mentioned.

    This problem is solely related to how steam operates. My guess is the only reason Squad has a contract with steam is to spread popularity among the gaming community, and as a consequence more income. But it definitely is a major issue for steam users that run into this problem. To the TS, in the future you can copy and paste your steam KSP data folder to a seperate location or turn updates off. I hope your not to devastated by all this.

  8. You have automatic updates on for Steam, and thus it automatically updated to v1.1.3
    Unfortunately on the Steam version you cannot get the v1.1.2 files again. Because steam supplies the latest versions of their games and doesn't offer repositories of older versions.
    To prevent this from happening ever again when future ksp updates come out is putting of automatic updates.

    EDIT: If you have major progress in your savegames and want your problem solved there is only one way, buy the game through the official website.
     

  9. First time to this mod. I'm gonna try it out in my v1.1.2 and later in v1.1.3 after the update.
    First of all this seems a better alternative to TAC life support imho, have to test out whether that's true. Opinion may differ ofcourse.
    I did read the mod description and I like to add something for better realism.
    You say that kerbals can live without food for several days.
    From a complete realistic viewpoint a living organism (assuming a kerbal is one and not a droid) can live without water for a few days.
    Maybe add water next to food.
    As for food, a living organism can surive without a whole lot longer then that.
    Maybe add a function whereby certain kerbal functions go offline like the ability to EVA due to starvation or add counter control to pilot input due to disorientation when a kerbal lacks a certain food/water resource for to long.
    Just thinking out loud though, it's up to the author to determine whether he likes such functions being added.
     

  10. Strange, I cannot reproduce this bug. I tested out the same conditions. A kerbal (scientist) on the Mk1 ladder. With Mystery Goo, gravmax and thermometer on the fuel tank beneath. I took all the science without leaving the ladder and then pressed B to board. The science and the Kerbal entered the Mk 1 command pod low orbit around the Mun.

    Can you post a picture of your craft and the time it is happening. Maybe it's a bug only with Sally Kerman or other scientist other then Bob who doesn't seem to suffer this issue.

  11. If your capable of doing gravity assists with duna and or Jool to change your inclination around the Sun the launch window from Kerbin to Eelo is very forgiving. As long as the position of Duna or Jool is somewhere in the proper position to meet Eelo once you slingshot. You don't want to go there? Ok then. It's just a tip.

    Scott manley made a good video that shows how to do this.
    He doesn't do this to get to Eelo, but you can use the methods to get there and you don't have to worry much about launch windows. It will make the total mission time longer.

  12. Super awesome! Now that's fast.
    @small text.

    Wise not to comment, maybe I shouldn't. It just annoys me why people even dare to ask it so soon. That it so happens to update in such a short notice just proves the dedication of the author, and serves anybody ASAP. Didn't even expect it this soon, kinda had hoped everybody would atleast wait a single day before opening a new thread about "asking for a update"

     

  13. I have no actual answer for you to get to precise landing calculations. But we may be able to nail it down closer then Cuba.
    First of all, can you use the trajectories mod in RSS still for calculatinr orbital Trajectories?
    The reason you land short is because of Earths rotational speed while being on a inclined trajectory. So even although you may be able to land near or exact to the location based on a orbital trajectory calculation the rotation of earth shifts your surface landing area when your orbit is inclined against the landing target.

    You know this ofcourse, the reason I'm telling is because I want to ask if this is the only parameter that causes you to land off target.
    Can you confirm this, can others confirm this?

    You could try the following.

    If it is the only reason for missing your target then what you may do is use a maneouvre node where you'll retro burn to calculate the amount of time from a set maneouvre node to the KSC (let's say it's 50 minutes).
    First do a hyperedit test and see how much  time is added to that maneouvre node calculation in actual flight time. Because the actual flight time will take longer because of aerobraking.
    If you do that you'll only know the added time for aerobraking under the same descend profile and it will never be the same exactly depending on your maneouvring through the atmosphere but you may be able to nail it down within 10-20 seconds difference. Let's say the maneouvre node said 50 minutes, and a static descend profile test get's it to 52minutes and 30 seconds.

    Now calculate how much the earth surface would have rotated in 52 minutes and 30 seconds. Thats 3150seconds!
    3150 x 465.1 = 1451112 meters. Which is 1451.1112 kilometres. Your landing in Cuba seems plausible depending on your time through the atmosphere from your maneouvre and to land.


    This method does assume there still is a Trajectories mod function for orbital calculations for RSS or any similar mod, and I don't think it covers everything to make your precise landing. But it will probably get you closer to KSC then Cuba.
    You may also want to calculate the surface distance change in case you land at a target on a higher or lower latitude as they will have a slower surface speed. I'm not sure how exactly the KSC is located on the equator, meaning whether it is exact. But land anywhere else and you have to deduct earths rotational surface speed since the constant of it is based on that of the equator.

    As for knowing how to calculate the distance needed for aerobraking to know whether you land long or short, I don't know. In any case it seems a very hard thing to do in RSS. I wouldn't even try it. If your shuttle is capable of steeper descends, coming in from a higher alttitude on a steep aerobrake descend can make for a more precision landing. The question is, how steep of a descrend profile and your shuttle take without exploding into pieces.

  14. I lold at the 3 AM joke but seriously. It's been out 9 hours now. I'm sure like most of the people here including the Mechjeb author lives in the US. It could be as late as 4:30 AM assuming the guy/girl lives in the eastern time zone. Even if he doesn't live in the US but somewhere where it's mid day now, the guy/gal is probably at his job.
    How can you even consider anybody knowing when it will be updated considering these conditions. 
    Had you expressed your dear wish for a soon update without asking for a timespan, ok fine.
    But this is just cruel!
    All I can say, my expectations about Mechjeb is that the author usually updates it within 1 to several days after a new KSP edition.

    In the meanwhile you can use KER for your Dv readouts.

  15. 2 hours ago, andrew123 said:

    Is hyperedit not working with the new update for anyone else?



    I was going to report the same thing.
    But it's not that Hyperedit is completely broken.
    I tested Orbit editor and ship lander so far.
    Orbit editor works fine.
    Ship lander on the other hand, it does nothing at all.
    I haven't tested the other hyperedit functions as of yet.
    I hope it get's updated soon, hyperedit is a must have.

  16. I would want to suggest procedural parts. But I'm sure that one will never see the light of day. It's so non stockish, I can even buy into the mindset of the devs not willing to go there.
    What I do want is build in tweakscale.
    Procedural parts make things complicated in terms of VAB/SPH building complexity. I don't even think that way myself because I'm accustomed to KSP for very long. But from a developers viewpoint you want game functions to be simplified, with a mentality of over simplification. It's likely why procedural parts are not part of stock and not going to be stock.


    I don't even know if that is the developers mentality, but I'm kind of very very sure that this is the reasoning behind it. The game needs to be easy to operate (or as easy as can be) out of the box.
    So every amateur space pioneer who just happens to go to steam and say "yippie" this KSP sounds cool doesn't get his head shaken violently.
    A stock tweakscale function will be very straightforward. Click or slide and all the part specifications change with it.
    It will save parts, you can choose for instance how big your aircraft wings are without having to add incomparable parts to let's say a BIG-S wing just to get enough lift.
    You can change wheel, gear, fairing, and aircraft wing settings, so should you be able to have a tweakscale setting.

    If a simplified tweakscale setting would be introduced, it's only going to make the game better without complicating it for amateur players. Maybe even add a "unlock" tweakscale setting in the game settings menu or on the part settings menu before tweakscale settings are visible so the part settings menu remains easy to operate.
     

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