

Kamuchi
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KSP2 Release Notes
Everything posted by Kamuchi
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RetroFuture, Karbonite, EditorExtentions, MechJeb for docking tutorial/help, StockDragFix or FAR, SelectRoot saved my arse several times with changing command module/cockpit mid build. For stations: FusTek, Station Parts Expansion, GoodSpeed construction for parts, Crew Manifest for easy transfer, Near Future Electrical&Solar for solar panels/batts, Near Future construction for parts TWEAKSCALE so you can use multiple parts in different sized to keep a uniform look or make it look closer to what you had in mind. Using the small girder with clipping enabled, you can "sink" parts into other parts, doing so with tweakscale gives you immense more control to how far it clips. There are tons of mods out there you can use even if they aren`t labeld for station construction
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Made a log thread to post my exploding imgur albums so I only have to post pretty pictures instead of a bombarding album
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No one making fun of you, even with a beast of a multi core cpu, some older cpu`s might run physics faster as duo/quad core wich can reach higher speeds. Aslong as ksp physics is single threaded, we`re all in the same boat Poor, ok`ish to spend or filty rich doesn`t matters a single bit. Aslong as you can do/play what you enjoy, even if limited in some ways, family&friends then you are rich. As they say, you can`t by happiness, have a billion dollars in the bank won`t change you abit besides material stuff of wich you get bored off pretty fast. I thought this thread was going into "my next pc upgrade" as it wasn`t a question regarding the hardware, it`s being done every where so my appologies if it came as a rub-in reply as that wasn`t intended
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Simple copy&paste as I`m tired as hell to type it all over again... Interrested to know if this *might* help for anyone else or if it`s just magic for my pc.
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Having my KSP saves nuked several times, 0.25 was sandbox mode that I never done befor. Doing it like this will also help if something goes wrong with the save, it`s easy to rebuild and works cross versions/mod changes. No logs, no science, quick saves and only kerbals that jynx my flights will die a permanent death However, having played science a dozen times, this time with all the parts available I`m just going to have some self complicated fun. Albums I keep per mission/bad idea so it will grow with or without a post, will try to add a finish note when closing a project Hate it, like it or love it what ever! I`m having a blast! Starting to lose track and don`t want to post in "what did you do today" every single day with heavy albums that just keep growing the next day or days after I kick ksp to the side from failure frustration. Hope you will enjoy my failures, stupid idea`s and "wth? it worked!" moments;) Lets start with the first one for 0.25, a Karbonite mining truck to work as a mobile fueling truck or build a base around it, it`s sitting idling doing nothing on the Mun at Alpha base. *Finished Going the next step, build a truck able to move base modules into place after receiving them from Kerbin and start building. *Finished As the idea worked, get my hands dirty and send all the rest of the stuff up. *Finished Getting IXS and mess around with it abit (orbit building EL/IXS is still planet, only at Minmus) *Finished Discovering RetroFuture and everything changes, I love it! It`s awsome!! With IR it`s brilliant!!! *plug* http://forum.kerbalspaceprogram.com/threads/84054-v-25-RetroFuture-v1-7-The-RPM-Experience Now that we have some great scifi parts and onsite building to get rid of the annoying Kerbal massive laggy liftoff stages, lets have some fun! Cargo ship to shuttle stuff from the initial Mun base to Minmus where we`ll build the big stuff. *Pending till done screwing around again, will await am update notification Befor going to Minus, there is a small hinder with communication and will need something to deploy satellites... *Finished We all know how satellites look and work so they will popup some day asif by a magic trick Time to start packing some stuff *Pending as EL isn`t working in 64bit, this will turn into a rocket spam from Kerbin again. As the cargo ship didn`t exactly worked out and the satellite was abit of a loading problem, next great idea! After the first version fail, I found something that solved all crash issues in 64bit for me! *Finished as a fail, will just use modulair ships for SOI operations Using amd cards and CCC: Add a standard profile for the 64bit executable: disable crossfire for it. Ksp: disable full screen Shortcut add after the path: -popupwindow -force-d3d11-no-singlethreaded No idea why, how or ... but been now playing 2 solid days with only 1 one crash. If it works for you then awsome! But milage my vary or burn your pc, house & pet down. So running with a growing mod folder again, , decided to add Kerbin side, build a spaceplane and go exploring After building and flying it for hours, I love this little bugger and only needs a docking port refit with rocket engine and maybe a vtol. *Continued as I`m having a blast Rabble for some simple tracking of adding/updating albums for every one to see on a whim. Last edit: 11-12-2014 initial post, ~3 weeks of play time
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Just to post from a personal point of view If modders block a version then it`s their choice. I won`t complain when knowing there is no support but I understand the point as other people will ask for help untill asked what version they are running and they reply "64bit" out of the box without knowing it`s either unstable or try to find the cause them selfs. I posted my previous post as I went from a crashfest version to rock solid 2 full days of playing now with only a command line parameter change, and noticed EL isn`t working. Tried to share my finding in several places to see if it helps others so that we *maybe* help Squad find a workaround to crash causes for a stable out of the box release If I knew how to compile then I`d have made a person change so I can test it, although, launching a RF ship into space is something I haven`t tried untill yesterday, forgot how easy EL makes our lives
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A couple hours after building my new plane and setting off on a Kerbin Side exploration, I have just made my best crash since I`ve started playing ksp!
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I understand thanks I was mainly using EL to build things off Kerbin to avoid having the repeat launches, Minmus is a perfect place to build/assamble larger ships in orbit with a very low dV infinite fuel pump below. Then use Kerbin to slingshot out into the solar system using Minmus offset orbital plane to match the target, timing would still remain an issue
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So far today I`ve built a plane, and as I only build planes on the rarest occasions and fail, this was kind of an oddball... Going with RetroFuture, ofcourse, I just started slapping pieces together to realize it is not exactly what I had it mind, or even 1% near it :/ Without it having a name when going bonkers, it got called Fugly Duckly, why? Well doh... After it`s first test flight with a small hickup in high speed controls, I started to like it! It`s the best plane I`ve ever built in handling, twr, high speed/level maneuvering & flight. It`s also the ugliest thing I`ve ever built, but then again, if you see a Mi-25...
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Kamuchi replied to nli2work's topic in KSP1 Mod Releases
That Dart looks pretty sleek Here is my first RF plane, I usually stick to space but with Kerbine side installed I needed something to explore with. Ugly as hell but in a strange way it`s kind of attractive while flying like a rocket, without the rocket engine active Have to say that this actually my best flying plane to date, both in handling, twr and high altitude in stock atmosphere. -
Wait, my nub rocket scientist moment With what you`re saying and using my Mun/Minmus base/orbit fuel depo in mind: Actually burning trajectory from Kerbin in some cases would require less fuel then plummeting from Mun/Minmus to Kerbin for a slingshort+burn? Lets just throw something else into the mix as I saw a Manley vid some time ago (forgot wich one) where he actually got more dV out of a Kerbin slingshot going clockwise (against rotation) then when you go anti clockwise (with rotation) for specific escape trajectories to other planets. He`s a rocket scientist and I`m not, so I`m still scratching my head abit wondering why&when you do something that appears insane?
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Gave 64bit another attempt and seeing EL not working made me cry abit. As I`m clueless to how to recompile, a question to anyone who is bored or still attempting to run 64. I went from a horrible crashfest 0.25 64bit to a rock solid +12 hours game play yesterday with 1 crash due to slamming a 200+ part into the runway (ksp exploded along) Using amd cards and CCC: Add a standard profile for the 64bit executable: disable crossfire for it. Ksp: disable full screen Shortcut add after the path: -popupwindow -force-d3d11-no-singlethreaded Adding the forced no-singlethreaded in windowed mode fixed all crashes, please note, for me. I have posted it in several places but so for not a single reply. I also sent it to Rowsdower as *maybe* this might help finding the cause or underlying problems besides just saying "it`s Unity", if this *could* add to the crashfest, it would be simple for them to add it in the code for stability *if* it really helps improve it. I have no idea what that command line argument does and why it works great with disabled crossfire, but it works for me. If anyone has a clue where else to post where people are still looking for solutions I would gladly hear it, just want to share my personal findings for my system that seem to work so far
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The Other Linux Thread
Kamuchi replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
The physics yes, the calculation was nearly at half time. Relative simple stuff that was green in windows was yellow/laggish in linux. Anyway, win 64bit works just great now so it`s a moot point -
True to that, but if you would use an orbiter stage, then in theory it would benefit most of the time and if launching from a low grav moon like Minmus, that stage could be tiny compared to a Kerbin launch while having maximum slingshot speed. Just escaping Kerbin`s orbit takes 800dV :/ Ofcourse timing is another issue
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The Other Linux Thread
Kamuchi replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
Not really... Installed linux and after half a day of getting the best out of it and ksp, the physics was crap compared to windows Played another week on 32bit and then found a clue of using the flag of -force-d3d11-no-singlethreaded with a CCC profile with disabled crossfire. 1 crash after more then 12 hours of playing today due to my fault with a fully modded and growing game again -
Personally it were all the Manley vids that sparked my interrest after seeing how the basic worked and that there are a ton of mods available as the default parts were *abit* lacking for my taste of a space program. Bought the game on steam once I had an idea how to launch a rocket and go from there Show him the vids and some of the mods, if he doesn`t get hooked, he never will. There is more then simplicity of a standard Kerbal
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Wouldn`t it then be more efficient to start the trajectory from the Mun or Minmus (if you have a refueling base there) to plunge towards Kerbin the fastest speed you can get without losing the gravitational slingshot trajectory by re-entry and do the burn at PE? I suck at science and that`s most likely why I always have to much fuel, or run out short
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I`m dying to know if it will either improve, simply work or not fail for others My ksp 0.25 was a crashfest from startup to simple and completely random. I`m running CCC for amd cards and tried this: Add a profile for ksp, just make it default to start with and disable crossfire. Ksp settings disable full screen. Create a shortcut for the 64bit exe and add this as command " -popupwindow -force-d3d11-no-singlethreaded" Give it a try? My heavily modded 32bit ksp clone worked perfectly using that command line argument (-force-d3d11-no-singlethreaded), no idea why, how or wth. 1 crash after a full day of playing (~10hours) after crashing a 200+ part ship into the runway after a failed launch.
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Discoverd the secret why Kerbals went into space! I soooo want to go now aswell
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The "You know you're playing a lot of KSP when..." thread
Kamuchi replied to Phenom Anon X's topic in KSP1 Discussion
When you start forgetting about the problems of getting stuff built and launched, but every time you see a pretty picture...