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FleshJeb

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Everything posted by FleshJeb

  1. The control surfaces are (by my estimation, no hard numbers) 2-4 times as effective as they used to be. Disable the roll on some of them. And/Or use Caps Lock to turn on Fine Control.
  2. MechJeb has PID setting adjustment to help you with this sort of thing. Check the wikipedia entry for "PID Controller" for help tuning it.
  3. I was told that Alt-F12 -> Physics Menu -> Replace Drag Cubes with Spherical Model is the way to go. Like you, I find it irritating. I've played a few hours in the new model, and I find it to be in the Uncanny Valley. At least the old one was fun in a completely stupid way. (Of course, I was raised on 1980's flight sims). And the current occlusion model is poorly implemented and incomplete. Once Squad gets the balance issues worked out, then I'll take it seriously. However, I think I'll be moving to NuFAR, as I think the voxel modeling looks like a really slick way of handling occlusion. I'm betting it's far more intuitive to design for. Best of luck, PM if you need to vent. ;-)
  4. Have we established an altitude where solar panels work yet? I'm thinking a high drag probe with OX-STATs would be a good platform for logging the Generation/Exposure (altitude) curves. I wish I had time to do it...
  5. http://forum.kerbalspaceprogram.com/threads/48073-Forum-FAQ-%E2%80%93-Answers-for-New-Users?p=637095&viewfull=1#post637095
  6. Awesome! How's the electricity usage? Have you tried mounting the reaction wheels rearwards, such that the center of mass is over the foot when it's leaned forward? It might cut down on the elec needed to hold it upright.
  7. Indeed. I'm thinking a lifetime contract may not actually be all that long in Kerbfleet...so he's got that going for him...
  8. My favorite old game, and possibly favorite game of all time is Steel Panthers: World at War. Turn-based, hex-based, WW2, Company/Batallion-level strategy game. It has an amazingly detailed "physics" model, and some of the best sound design I've heard in any game. Originally sold in 2000, then released for free by the devs. I still play regularly. SPWAW Download This is the only site I know of that has the 8.403 patch. I used to hang out on that site quite a bit, they're legit. Installation instructions The best and only mod the game needs. The balance and feel is excellent. Probably because the lead developer was a key part of it. SPWAW Enhanced FR (wow! updated Dec 2014. My copy is from 2008 or so) I believe they recommended setting Artillery vs Soft Targets to 120% in the preferences. Default Scenarios updated to work with Enhanced (just found out about this) Apparently SPWAW is having issues with Windows 7 (originally a DOS game). There's a workaround, and I'll do more research if anyone is interested. [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectDraw\Compatibility\SPWaW-v8.403] "Flags"=hex:00,08,00,00 "Name"="mech.exe" "ID"=hex:45,1a,94,43 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DirectDraw\Compatibility\SPWaW-v8.403] "Flags"=hex:00,08,00,00 "Name"="mech.exe" "ID"=hex:45,1a,94,43
  9. Agreed on all your other points. Have you tried setting the PhysicsSignificance of the antennas to 1? I believe that will force them to add the mass to the parent part.
  10. They don't even need to be geosynch. ;-) I loved RT, it was fun to experiment with and plan for. I finally had to quit because I play on a potato, so any more than 20 flights and things start slowing down. I'm excited to try Antenna Range, which is like RT-lite. I don't think you have to restart your career if you uninstall it. Just delete or move the DLL file. I did this for a Sandbox save, and it allowed me to keep craft that already had RT parts (which are fantastic).
  11. First off, thank you!--Fuel Balancer has been on my list of "must-have" mods for over a year now. Two ideas: --Have you considered displaying the tanks in a Tree List, in the same way that the craft file is structured? Being able to control entire branches would be amazing. Just checked your code. Looks like the resources are handled as a regular list. I'm a pretty crappy programmer, but as I recall, recursing through a binary tree isn't that much more difficult? --Controlling heat balance as well as fuel. Greatly simplified, you're pushing heat quanta around. My calculus was 20 years ago, but I think this is just a Mixing Problem. If we just take the case of "Balance All", The algorithm would attempt to get all make all the tanks the same temperature by cycling fuel through them. Or maybe it's just a side effect of the regular pumping operations, and it's up to the user to tune it. Pumping rate would have an effect on this of course, and it should cost electricity. OK, if I understand your code correctly, you're just balancing to the next nearest resource in the list until they all hit equilibrium (Which is definitely elegant and good enough for fuel). If we apply this to heat moving with the fuel, am I correct in assuming that a side effect of this might be that the left side of the ship could end up significantly hotter than the right? Or do I misunderstand the process entirely? Thanks, and thanks again for this mod.
  12. Explosives you n00b! ;-P That's how Jeb did it, that's how KSC does it, and it's worked out pretty well so far. On a more serious note. Thanks for cranking out all these great videos and craft.
  13. Banned for your complete lack of signature.
  14. Tylo single stage lander and ascent: https://youtu.be/MlFfIau9IDM?t=1m38s Pre-1.0, it was mathematically possible to do it on Nervas using the Constant Altitude Landing technique, I don't know if it can still be done. Possibly using 48-7S that are only toggled on for final touchdown and takeoff.
  15. The root part doesn't matter. It's the Control From Here part that matters. SAS will try to correct based on the control part's current orientation. If it's far from the CoM, and the ship is flexing, the control orientation and the overall craft orientation don't line up. So, the SAS tries to correct based on bad data, leading to potentially destructive harmonics. Option 1, Lots of struts. Option 2: Turn SAS off and fly manually. The flex will dampen itself out in a lot of cases Option 3: Put probe cores or docking ports on each stage. Control from the one closest to the CoM. I like this option because you can get by with a lot fewer struts. I built a rocket last night that had the top flexing 10 degrees from prograde. I manually set control to the probe core at the top of stage 2, and it got to space just fine.
  16. Agreed. As we say in the construction industry, "Your brain is the most important piece of safety equipment you possess." Everything else is situational and conditional.
  17. Still playing 0.25 at home. Mostly because 0.90 necessitated a change in how Vertical Snap works in Editor Extensions. Since I spend most of my time building, why "upgrade" to an inferior interface? I have 1.02 at my office, but other than mining, it's not that interesting.
  18. MechJeb, Kerbal Engineer Redux, Kerbal Alarm Clock, Editor Extensions, Blizzy's Toolbar, TAC Fuel Balancer, ScanSat, Hullcam VDS, Enhanced Navball, RemoteTech OR Antenna Range. In approximately that order of importance.
  19. I take the money I would have spent on armor and hire minions and meat-shields. ;-) IRL, I wear 5-10 pounds of Gnomish Workman's Armor and carry a shortspear and a falchion (machete): It's EXCELLENT adventuring gear--Perfect for crawling through brush, and it reliably deflects punji traps and whip attacks.
  20. Add a command chair and it's Mecha-Yoshi. ;-)
  21. You may have just changed my mind. After a few hours of fiddling, I had abandoned planes altogether.
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