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Requia

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Everything posted by Requia

  1. I decided I don't want to use this, but I can't really figure out how to remove it since it consists of a ton of stuff that goes into other mods folders instead of its own folder. Is there an uninstall script somewhere I'm missing?
  2. Going anything near the speed of light is basically like sitting in the beam of a particle accelerator. Space isn't truly empty, even between stars. At normal astronomical speeds it's irrelevant, but as you go faster the individual hydrogen atoms start to have higher and higher impact energies.
  3. Even if you do need to get down there (which apparently I was wrong about) you don't want a big dv ship, aim for eve or duna, use the gravity to change your direction.
  4. I did it, single stage till api hit vacuum, cut throttle back (though not all the way) till 60k, then staged to a nuke which burned all the way to orbit. If I can figure out the launch timing I wanna try to intersect with a moon or planet in a single burn, or at least to within very minor adjustments.
  5. You get an advance on new contracts, and with the exception of tourist contracts I think all the advances are more than you need to complete the contract (tourist contracts just suck all around) If you really really screw up and run out while you have max contracts selected, there's an emergency bailout option that lets you trade rep for cash.
  6. By Kerbal standards yes. By real world standards not so much. Best design I can find numbers for is about 7 to 1.
  7. Look at hitting eve or moho, should be easier. I've seen grand tours done with very little dv by using gravity wells to change angles.
  8. Easy fix for no asparagus, make sets of nacelles with different amounts of fuel, and drop em as they run out. I find this actually works better since i don't need nearly as much thrust anyway as my weight drops and I'm not dragging deadweight around with my engines throttles down below 50% (this may not be as applicable with the frustratingly vague new aerodynamics rules, but it worked fine for my first mun landing). This was my first Mun lander (you don't need the second stage of boosters I was being silly and forgot I could lower the TWR by putting in thrust limiter, those mid sized SRBs were too strong). The one thing with this design is it can be hard to control depending on the payload. This right here worked fine, when I dropped my lander mass for minimus I suddenly had issues after the short stacks dropped due to the center of mass being too far back. TWR is still a hair over 2 once the side engines drop.
  9. So this came in at a fortuitous moment right after I blew up a rocket not knowing that was a thing now. Relaunched the same rocket and succefully burned a 1 minute 14 second maneuver node at 100% (the last explosion was on a 49 second node). Looks like the change they were talking about is it now spreads the heat all over the rocket instead of just the fuel tanks, cause the whole rocket was glowing red hot by the end.
  10. It'd be flat out impossible for a real one to overheat as a result of operator error in vacuum (dumping multiple tons of superheated hydrogen into an oxygen rich atmosphere is probably a really bad idea though). Unlike other rockets, you don't make more heat the more fuel you dump into it, the heat output is fixed. Throttling it down won't prevent a meltdown if one is gonna happen (though it might happen slightly faster, since the rocket exhaust carries some of the heat away). Thanks for this test though, damn thing just melted my fuel tank, 14 minutes should be more than enough though.
  11. I could use some advice on how to shield stuff. I'm running into a couple different issues, one is that O sometimes lose bits of lander, and another is that I sometimes need both ends of a lander for my existing designs (the one I'm looking at is a duna lander that uses both chutes and its engine for final landing)
  12. Versions: extant since at least .23 see bug #2069 in tracker. Tracker password recovery is also broken, which is why I'm here. OS is 64 bit Ubuntu 12.04 (it works fine in 32 bit). My graphics card is a Radeon 4550, bug mentioned above confirms it happens with other 4xxx ATI cards. Possibly all ATI cards using the legacy drivers. To duplicate: start game on a 64 bit linux installation with a 4xxx or earlier graphics card.
  13. There is no segfault anymore? As I said, on 64 bit now, works without driver installed but (predictably) ultra slow, with driver I get a black screen but no crash, game loads in background based on logs.
  14. Ok, for 64 bit. Initially it worked at like 1 FPS without AMD drivers, I installed those, and now the screen blacks out a second into loading, it *doesn't* crash, in fact sitting there running cat KSP.log lets me watch the loading progress, but the screen never comes back (no mods yet). Also launcher does nothing now, just shuts down when you hit play. That's a somewhat ridiculous statement given I had the problem in 32 bit.
  15. How would one go about applying the segfault fix in 32 bit?
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