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Everything posted by Crashy_McSplodey
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How to stop the wobble in larger ships
Crashy_McSplodey replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
Ah well in this case then I would reccomend you look at the mod Kerbal Joint Reinforcement: http://forum.kerbalspaceprogram.com/threads/55657 -
How to stop the wobble in larger ships
Crashy_McSplodey replied to workerbee's topic in KSP1 Gameplay Questions and Tutorials
If this is the problem I have came across with multiple sets of ailerons along the length of a rocket, then there are 2 ways of combatting this wobble. 1) Build your stack symmetrically to improve the balance of the design, reducing or removing the need for SAS/RCS in the early flight where the atmosphere is thicker and this wobble is more easily introduced. 2) Reduce the amount that the ailerons can deflect by when building in the VAB using the settings window. ^^ So much this ^^ -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Crashy_McSplodey replied to KasperVld's topic in KSP1 Discussion
I'm home after 6 months away on Friday, new laptop waiting for me! Can't wait to get KSP DLed and modded up and then spend all of my time off doing rokkit science! -
Depends on how much I'm throwing out of the atmosphere. Generally though initial staging looks like the following: 0: throttle up to 1.1 - 1.3 TWR 1: Fire liquid fuel engine(s) 2: SRBs and/or clamps. 3: Adjust throttle as neccessary to avoid a stupidly high/dangerous maxQ. 4: Realise that the rocket isn't rolling for orbit, cry as the AP of the trajectory climbs higher and higher. 5: Revert to VAB \o/
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What are you reading now/what's on your must read list?
Crashy_McSplodey replied to xcorps's topic in The Lounge
Currently reading 'The Battle of Corrin: Machine Crusade' from the Dune prequel trilogy., by Frank Herbert and Kevin J Anderson Next on the list is 'The Causal Angel' by Hannu Rajaniemi. -
Will there be new biomes in .24?
Crashy_McSplodey replied to johnnyhandsome's topic in KSP1 Discussion
For Squad, I do not htink there is any need to implement new biomes from a gameplay perspective.Adding biomes to planets would increase the amount of science points available per planet, meaning that players could plow through the tech tree quicker.Adding biomes would (imo) require new contents to also be added to give this increase in resources any purpose, or alternatively, they would need to alter the mechanics / distribution / cost of the tech tree as it stands. -
The Six Words You Never Say at KSC.
Crashy_McSplodey replied to Whirligig Girl's topic in KSP1 Discussion
Well that went well, didn't it! -
Satellites have, and continue to use a wide variety of attitude control systems. Mir and the ISS use the gyrodyne reaction wheel system, with rotating masses distributed throughout the structure. While spacecraft like Hubble, Chandra, Spitzer etc use the 3-axis reaction wheel system. Other satellites use electromagnetic torquers for fine adjustment and precision aiming of antennae. Of course ships such as the Apollo CSM, Space Shuttle, Dragon, and Orion systems use a propellant based attitude control as their reaction speeds generally need to be an order of magnitude quicker than those used in satellites, and satellites (usually) have longer operational lifetimes, and as such these propellantless systems offer greater longetivity. Note that attitude control and station keeping systems are usually completely separate and different systems. The (usually) monopropellant systems used on satellites, such as for GEO satellites for example, are used to restore the orbital characteristics after various factors have cause the satellites orbit to change. These changes are caused by insolation, variations in the earths gravitational field throughout the orbit, atmospheric drag, and even the re-radiation of heat can, over time, alter the characteristics of a vessles orbit, all of which need to be compensated for. So, statoin keeping is not attitude control, and there are more ways to control a spacecrafts attitude than there are to station keep.
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I shave my body and mix the rather large pile of hair into the dessert I have been unjustly denied, and then stalk the next poster with the clippers >
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Kerbal Engineering Redux, with it's ephemeris and catalogue, options and the advanced HUD make piloting much easier, but still require you to do everything. Mods like Universal Storage and Fustek, or KW rocketry add some great variety and options into the game too.
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KSP V0.23.5 ARM (x32) Mod Manager V1.3.11 Background Mods: Active Texture Management 3.1 -Green_Skull ATM Configs 1.1 (Optimized for GFX settings) Module Manager 2.1.5 These allow me to fit the following Mods in at ~3.18 GB RAM load. Aesthetic Mods: Better Atmospheres V5 -Distant Object Enhancement 1.3 -Environmental Visual Enhancement 7.3 -Planetary Editing Tools UI -Texture Replacer 1.5.10 -Custom Asteroids 1.0.0 Chatterer 0.5.9.3 Cool Rockets 0.5 Crowd Sourced Science Logs Ion Engine Sounds for 0.23.5 RCS Sounds 4.0 Game-Play Mechanics/Utility Mods: Combined Living Spaces 1.0.6.0 Custom Asteroids 1.0.0 Custom Biomes 1.5 Deadly Re-Entry continued 4.7 DMagic Orbital Science 0.8.1 Enhanced Nav-Ball 1.2 Ferram Aerospace Research 0.13.3 Final Frontier 0.3.22 Kerbal Alarm-Clock 2.7.4.0 Kerbal Joint Reinforcement 2.3 Kethane 0.8.6 MechJeb2 2.2.1.0 Modular Fuel-Tanks 5.0.1 Nav-Ball Docking Alignment Indicator 3.0 RCS Build Aid 0.4.6 Remote Tech 1.4.0 Ships Manifest 23.5.3.3 TAC Life-support 0.8.0.4 -TMS TAC Life Support Retexture Toolbar 1.7.1 VIOD 0.12.0 Parts Packs: ASET Props Pack 1.0 B9 Aerospace Pack 4.0c (with community hot-fix for 0.23.5) B9 IVA Extension DMagic Orbital Science 0.8.1 Fire Spitter Infernal Robotics 0.15D Kerbal Attachment System 0.4.7 Fustek Station Parts 0.04.4 KW Rocketry 2.5.6B Modular Kolonization System 0.16.17A Near future Packs: Construction 0.1.0 Electrical 0.1.0 Propulsion 0.1.1 Solar 0.1.1a Spacecraft 0.1.0 Raster Prop Monitor 0.16 SCANsat V7RC2.4 (for MKS compatibility). Universal Storage: Core 0.71 KAS 0.7 Parts Catalog Awaiting TAC expansion.
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Welcome Kerbonauts o/ This thread will replace my blog as a reporting post for my missions, misadventures and discoveries in KSP. Full of Stars! Is intended to be a semi-realistic exploration of the Kerbol system. With steady progression and exploration of Kerbol and it's many planets, the expansion of Kerbal kinds presence throughout via unmanned space and planetary probes, manned landers and stations. And there may possibly be more with the upcoming updates and the possibilities that will come with the removal of the 4GB limit of the 32x version. So please join me in my exploration of the heavens, of the limits and possibilities of the technologies available to me, and my rather kaleidoscopic imagination.
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Got just about all of the fresh, gooey science I can from orbit around the Mun and Minmus, treated myself to some new and exciting tech (never got this far in career, I used to be a dedicated sandbox player until Mr Manley showed off his IQ series).I have tweaked and twerked my current sattelite designs with newly unlocked parts. Mostly exploring new probe cores, and solar panels, along with more weight economic batteries. I also have unlocked the multi-spectral SCAN device.I have also designed heavy lift rockets so I can get the fuel in orbit more eficiently for out-of-Kerbin SOI activities.More excitingly I have started the R+D phase for manned Munar and Minmus exploration! The biggest pain in the backside is keeping my aesthetic ideals and making it fly.
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http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-2 This mod, through Blizzy's toolbar, displays all science you have don, can do, and allows you to sort it all quite easily. It also displays points from incremental experiments such as Materials Bay, Goo containers, which you can run several times with diminishing returns, showing how much you have already gained from them, and how many are left.
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What would happen if Kerbal Space Program was sold to EA?
Crashy_McSplodey replied to pauldbk99's topic in Forum Games!
I'm crying here, a little at the funny, but a little at the sad... I have NEVER forgiven them for the travesty that was the end of ME3... And I never will! And don't forgt this one guys: 1) Constant internet connection required to play. -
Survey - Help Calisker Name 0.24 Update!
Crashy_McSplodey replied to calisker's topic in KSP1 Discussion
Kerbal Space Program: Paper Rocketry -
You shouldn't need the reduction packs if you are using ATM, as ATM automagically reduces ALL the textures in your game, to save memory. I only suggested them as a last resort if you were still having problems. ATM compresses all of the textures to a lower resolution as the game loads them, if it gets to the point where you need to use reduction packs as well it can occasionally cause conflicts with the normal maps of the models. Sorry about the brag comment it's just that people who spuge on 'top gear' and get butthurt when a program dies tragically need to understand that if the program doesn't know how to use all of this shiney hardware you've emptied your pockets for, it all counts for nothing.
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Right, as stated, B9 loves to eat RAM. If you could imagine a silicon eating monster with a particular penchant for RAM chips, it would be called B9-osaurus. Steps you can take to ddrastically reduce your RAM footprint are:Go to the in-game graphics settings and pring your textures to half-resolution, it is noticeable if you crawl all over every build really close, but mostly all you have to put up with is an improved frame rate and barely perceptible pixellation on some textures. Next you should upgrade your ATM to the aggresive-stable install. I use this with an install using ~50 mods including KW and B9, Firespitter, IR, and the entire near future parts catalogue, without crashing.I also use the .DLLs maintained by one of the forum celebrities, Green_Skull. It may also be prudent to investigate texture reduction packs if you are still having troubles after the previous three steps, although this may require editing of config files; but hopefully you are going to be too busy watching rockets cartwheel through the skies Links: ATM - http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!?highlight=ATM+active+texture+management Setting Texture Resolution - http://forum.kerbalspaceprogram.com/threads/35296-Unofficial-PSA-A-short-term-fix-for-memory-outage-related-CTD-plages?highlight=half+res+texture+setting Green Skull ATM DLLs - http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!?p=1196453&viewfull=1#post1196453 (NB! Written on a windows machine for a windows install) Texture reduction packs: Squad and B9 - http://forum.kerbalspaceprogram.com/threads/51361-0-23-Squad-Texture-Reduction-Pack-B9-and-KW-Packs-also Just read through the instructions in the posts, and go do some rocket science! And for those of you flexing your e-peens over the calibre of your hardware, and getting confused when your poor, abused, force-fed KSP install CTDs, please read below... Windows and Mac users are limited to an x32 (32 bit) installation (unless you use the x64 'hack' by moving in the x64 unity engine files). x32 Applications are intrinsically limited in the amount of RAM they can used, regardless of how much/little you have in your machine. This limit is ~3.5-3.7 GB of RAM, which a heavily modded KSP install will devour with great relish. If you have LESS RAM than this then your machine can use 'virtual RAM' by placing these extra files on your HDD and moving files in and out of the RAM as neccesary.There is a trial build of x64 for Windows coming, and Linux users have been able to enjoy the lack of memory restriction an x64 install brings for a while now. Until then, Most of us who do not have the tech-savvy or google-literacy to start derping around in install files and pulling .exe files apart to move Unity Engine parts are going to be facing the x32 limit. P.S. Stop bragging about how fast your CPU is, and no one cares how big your RAM is either. P.P.S if you are still struggling to keep KSP up and running after checking that all of the above are correct, then it is probably: 1) A conflict between MODS 2) An incorrectly updated/installed MOD 3) Your install has been corrupted, re-install after saving your mods and saves.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Crashy_McSplodey replied to Peppie23's topic in KSP1 Mod Releases
This mod is quite simply brilliant!the additional layers of planning and thinking required make something as simple as a free-return slingshot around the moon with a probe infinitely more rewarding. and it adds a little more intricacy to the learning curve too.So happy that this has been brought up to speed for 0.23.5, as this is the first time I have made a serious go at the career mode. Thanks again -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Crashy_McSplodey replied to Thesonicgalaxy's topic in KSP1 Mod Releases
ah right, I have the MR pack, and am missing the Jool ring texture and aurorae in-game, everything else seems fine. Is this a packing error ? Or have I derped the install? -
http://forum.kerbalspaceprogram.com/entries/1548-3rd-Post-First-Flight%21 I survived my rocket breaking in half, AAAND got a significant amount of science done. And then I went for a swim...
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Crashy_McSplodey replied to Thesonicgalaxy's topic in KSP1 Mod Releases
This mod is BEAUTIFUL! Stuff like this is what makes KSP worth playing SQUAD do a great job with the game, but the vast array of things that the modding community add makes this game simply the greatest thing on my HDD.... ever <3 -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Crashy_McSplodey replied to TaranisElsu's topic in KSP1 Mod Releases
Just a thought wrt the timewarp incompatibility; I don't know if it has been mentioned before. 66 pages is too much reading ^^; just set a Kerbal alarm Clock for a suitable lead time to get a fresh set of resources despatched to wherever needs them, ie orbital Duna station, 4 month trip there, 6 months of consumables with recycling, set alarm for 1.5 months, then KAC will let you set an arrival time for the insertion manoeuvre at Duna ...profit P.S. Mr Kingtiger, US is a beautiful mod and i eagerly await the TAC addon -
OOOH! Can I weigh in on this Background Mods: Active Texture Management 3.1 -Green_Skull ATM Configs 1.1 (Optimized for GFX settings) Load On Demand 3.1 (in alpha, can cause crashes) Module Manager 2.1.5 These allow me to fit the following Mods in at ~3.18 GB RAM load. Aesthetic Mods: Better Atmospheres V5 Chatterer 0.5.9.3 Cool Rockets 0.5 Crowd Sourced Science Logs Distant Object Enhancement 1.3 Environmental Visual Enhancement 7.3 Ion Engine Sounds for 0.23.5 Planetary Editing Tools UI RCS Sounds 4.0 Texture Replacer 1.5.10 Game-Play Mechanics/Utility Mods: Combined Living Spaces 1.0.6.0 Custom Asteroids 1.0.0 Custom Biomes 1.5 Deadly Re-Entry continued 4.7 Enhanced Nav-Ball 1.2 Ferram Aerospace Research 0.13.3 Final Frontier 0.3.15 Kerbal Alarm-Clock 2.7.4.0 Kethane 0.8.6 MechJeb2 2.2.1.0 Modular Fuel-Tanks 5.0.1 Nav-Ball Docking Alignment Indicator 3.0 Remote Tech 1.3.3 (with community hot-fix for 0.23.5) Ships Manifest 23.5.3.3 TAC Life-support 0.8.0.4 Toolbar 1.7.1 Parts Packs: ASET Props Pack 1.0 B9 Aerospace Pack 4.0c (with community hot-fix for 0.23.5) B9 IVA Extension DMagic Orbital Science 0.8.1 Fire Spitter Infernal Robotics 0.15D Kerbal Attachment System 0.4.7 Fustek Station Parts 0.04.4 KW Rocketry 2.5.6B Modular Kolonization System 0.16.17A Near future Packs: Construction 0.1.0 Electrical 0.1.0 Propulsion 0.1.1 Solar 0.1.1a Spacecraft 0.1.0 Raster Prop Monitor 0.16 SCAN satellites B5 Universal Storage: Core 0.71 KAS 0.7 Parts Catalog Awaiting TAC expansion.