-
Posts
615 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Corax
-
I don\'t see where the problem is... at some time in the past, Squad had planned to do one big update with planets, but obviously the plan has been adjusted. As long as there is nothing about an updated weather model in the 0.17 development thread, you may assume there will be no updated weather model in 0.17. Weather update will come when weather update comes. Simple as that.
-
Data can be collected during time warp, but to determine the accuracy of that data, more science would be needed. I\'d say it works reasonably well, but I haven\'t actually put any serious research into that. Generally, a higher orbit makes for higher spatial resolution at the cost of longer orbital periods. Time warp might reduce that higher resolution to the point of a lower net resolution, and I can\'t vouch for the correctness of the individual data points collected during (high) time warp. 5x or even 10x appears to be fine though.
-
A few corrections and annotations from the plugin\'s author Actually it can record elevation too, and I think it already did back when the article was published. Again, the plugin has been able to measure elevation data from much higher altitudes for quite some time now. You can safely orbit Kerbin way above the extents of its atmospheric layers and still get good data The altimeter covers only the ground directly below it – think of it as a laser beam with no noticeable beam divergence. So a single orbit, as in one revolution around the body, is by far not sufficient to map the entire body. Many orbital revolutions are required for this, depending on the desired resolution. A polar orbital trajectory is desirable as it covers the entire body, but it gives a much higher amount of data points over the poles, so you may want to gradually change the orbital plane closer to the lower latitudes once you have sufficient polar data. If all you want to do is mapping, then Innsewerant\'s ISA Mapper might be more what you want. The telemetry plugin can be used to gather mapping data, but that is only one of many sensors, it\'s not specialized for this task. EDIT: That, and what togfox said just seconds ago
-
Performance aside, the actual problem is the processor architecture. Raspberry Pi uses an ARM processor, whereas Unity/KSP/Windows/MacOS only run on x86 compatible processors. Linux itself on the other hand is at home on many different architectures, and on Linux/x86 and /x64, KSP can in fact run reasonably well. TLDR; answering 'will XYZ run on Linux' is not as simple as in the Windows Worldtm, unless you have the source code
-
This is intended AFAICT. Due to Minmus\' daylight surface being so bright, your eyes or the camera can\'t make out the faint stars anymore. Stars should begin appearing once you enter the night side.
-
Here\'s an interesting read regarding PhysX. The article is from two years ago, but I wouldn\'t be surprised if it were still up to date. Basically what it says is GPU acceleration only works on Nvidia GPUs, and that it is faster there than on the CPU largely because CPU computation is artificially slowed-down (or intentionally unoptimized, whichever way you want to put it). EDIT: wording
-
That is actually not true. Time only passes in the Tracking Station or while you\'re on a mission. Also if you launch a flight, end it and restart it, the clock is turned back to the original launch time.
-
If all else fails, I\'d assume the landing coverage/press conference video(s) will be available shortly after the landing at the NASA TV youtube channel, if only in an edited form.
-
Increase amount of EVA jet pack fuel
Corax replied to noneyabidnis's topic in KSP1 Gameplay Questions and Tutorials
While I don\'t know of a way to increase the amount of jet pack fuel in game, you can refill your pack by entering a capsule. Not exactly what you were asking for, but maybe it helps. -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
You\'re welcome, and glad to hear. While I didn\'t change the sounds or events they are played on, from now on sounds should also play only when the module is de-/activated or transmitting, and not every time a telemetry module comes off rails. -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
Find the updated download for KSP0.16 attached to the first post. EDIT: How to fly the 3-X Sounding Rocket: http://youtu.be/lVmlrqgJ_c0 Many exciting discoveries to everyone! -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
Technically it is still working, but some objects in KSP have changed, meaning the telemetry module throws lots of errors, probably to the point of slowing down KSP, so your best bet is to not activate any telemetry modules; it should be safe to put them on your rockets as long as they are inactive. I haven\'t gotten around to it yet, but I hope to package an update within the next few days. -
0.16 Is even more challeng(er)ing
Corax replied to Captain Lou's topic in KSP1 Gameplay Questions and Tutorials
Practice, experiment, use the scientific method. With the new parts, you have to basically relearn building rockets, but it\'s doable and once you get the hang, surprisingly simple. Also, don\'t restrict your research to just the assembly side, but as others said, experiment during the flight, trying different throttle settings etc. -
It does run into gigabytes, I\'ve put up an archive of Kerbin csv data (~1GB packed, ~3GB raw, no duplicates) recently. If anyone is interested, get it while it\'s still hot; download URL can be found in the Kerbin Geographic Society thread: Since you didn\'t provide the source to [tt]isa_RAM_MapGen.exe[/tt], there\'s not much I can do on my end, either I tried setting [tt]LC_ALL=en_US[/tt] and a few other locales, but that didn\'t help. No idea what else I could try. But then, as far as I can tell, the MapGen is deprecated anyway, isn\'t it? Ah no, I see it\'s still there.
-
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
The only way to activate a module is via staging ('pressing the <space bar>'), i.e. you can put the module\'s icon on its own stage and activate it, or have it activate together with other parts on the same stage. Currently there is no way to deactivate it, other than destruction of the part, or by leaving the 'physics' range of the part, that is, decouple it from your ship and put some distance between you and it, or switch to a ship that is further away than 'physics' range. That distance is roughly two and a half kilometres at the moment, but I think Harvester has hinted at a possible increase in future versions of KSP. In other words, you need to be within ~2.5km of any activated telemetry module for it to actually try and send data. Same vessel counts as being within that range, of course. Because of the Unity glitch I mentioned earlier, the de-/activation and transmission sounds are played once, and all at once, when you come close to a telemetry module, active or not; 'close' in this case means some unknown and variable distance, I assume it depends on CPU load among other things. In my testing this 'activation glitch' could happen anywhere from about a kilometre down to a few hundred metres. -
Functional ground vehicle challenge!
Corax replied to Matticus88's topic in KSP1 Challenges & Mission ideas
Something like this: or this: ? -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
There\'s no popup menu; once a telemetry module is activated, it tries to send data as long as the part is active (i.e. on the current ship, or another ship/debris within ~2.5km). There seems to be a glitch in Unity where all sounds are playing together at once when their vessel is 'loaded into position', that\'s what you would hear when you go to the launch pad or switch to a flight, after the physics simulation kicks in, but without your doing anything. The only instances you would regularly hear the de-/activation sounds would be when you activate the module, when you switch vessels, or when you come into or leave the range of another telemetry module. -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
Quite honestly, I\'m out of ideas. I don\'t see anything in the code that would make it play the activation sound instead, and I\'ve tried several configurations here (same/different PC as ground terminal, different .cfg variations, fresh install of KSP) all indicating everything working as intended. Unless you accidentally overwrote [tt]crxTransmit.wav[/tt] when modifying the sound files, I can\'t find the cause for this weird behaviour. What OS are you running on? Maybe there\'s a firewall or something breaking the data connection and causing a reactivate event with every packet; that\'s about the only other scenario I could imagine... -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
Hum. Are you running a receiver program and is it actually receiving telemetry data? -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
Thank you very much. It\'s running as intended on my end. 1 sample/second actually one sample every two seconds, playing [tt]crxTransmit.wav[/tt]; I would have been really surprised if the part.cfg would have any influence on the sound played, but you never know... Have you tried playing back the samples with an audio player, so you can definitely say what you are hearing from KSP is not the same as [tt]crxTransmit.wav[/tt]? -
[PLUGIN, PART, 0.15+] crxTelemetryMk2 Module alpha
Corax replied to Corax's topic in KSP1 Mod Releases
No, it should play [tt]crxTransmit.wav[/tt], you can find it in [tt]Parts/crxTelemetryMk2/sounds[/tt]. Would you mind attaching your modified part.cfg so I could give it a closer look? -
Functional ground vehicle challenge!
Corax replied to Matticus88's topic in KSP1 Challenges & Mission ideas
The Trackmarker 24n (click for larger images) ... can traverse reasonably flat terrain to place up to 24 individual waypoint markers, uses hstwCart and Redspar\'s Eagle command pod, plus optionally (but highly recommended) rpg_navlights. -
Oh well, it was an interesting way to learn a few things I didn\'t know about WPF programming. I did do a search before I posted, but obviously used the wrong keywords... ??? Does that have to stop you? There is also the 'ISA RAM' cartography module plus a few descendants providing a somewhat specialized form of telemetry, and I think there are a few other telemetry modules out there whose creators have not (yet?) found the courage (or desire) to publish them...
-
^^^^and i have the latest telemetry plugin ... does this error mean anything to anyone? Just a guess, but which part are you using? If you\'re not using Warringer\'s 'Elderberry Ni Telemetry Antenna V2.0', but the original 'Telemetry Module Mk.2' that comes with my plugin (the disc-shaped one), you probably need to modify [tt]Parts/crxTelemetryMk2/part.cfg[/tt] to make it spit out the format Elderberry expects... most likely those lines: dataFields = rRoll, rPitch, rYaw, velX, velY, velZ, hdgX, hdgY, hdgZ, accX, accY, accZ, accAbs, ASL, AGL, Lat, Lon, Ref, rho, pStat, pDyn, pMult, temp, UTC, MET, modID fieldSeparator = \';\'
-
Point and burn retrograde (opposite to the direction of flight) once you are in the body's sphere of influence (SOI). You want to do that as close as possible to perigee, but before you actually reach it. How much before you have to start the orbit insertion burn depends on how much thrust vs. mass your rocket has... experiment