Keras
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KSP2 Release Notes
Everything posted by Keras
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Yes, every update can break your crafts. You should always finish all missions you want to complete before updating. The game is only "stable" as long as you don`t update it. You could also take the route many others go here and have multiple KSP installs. One stable version you keep around for your long-planned career and another for experimenting on stuff that you keep up to date (you could also use that to test if the update breaks your crafts).
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With standard settings (100% heat) you can even do a direct return from Minmus without any heat shield, all parts with max temp of 2000 or higher should survive that. Mun return is not an issue at all. Actually I have a hard time finding any use for heat shields at all because they either aren`t needed or won`t help me since I explode either way. I have yet to find that sweet spot where they are needed and actually protect me from exploding.
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Thanks for bringing back the clouds Looks good, I only removed the lightning (looks too much like texture flickering imo) and increased sky brightness from DO to 50% (I don`t want space to be such a dark place all the time). PS: On a side note I don`t really like slogans like "this is the best graphics mod in the world". Sounds too much like cheap PR. Also if you are thinking about updating/providing different versions you should consider adding a version number.
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Have you installed the stock bug fix modules? There are quite a few bugs with symmetry in the editor and this mod fixes many of them. I.e. if your issue looks similiar to what I posted here it will be fixed by installing the SymmetryActionFix module: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-4-Stock-Bug-Fix-Modules-%28Release-v1-0-4c-2-1-Sep-15%29?p=1763641&viewfull=1#post1763641
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If you use Jet engines the fuel is drained equally from all tanks disregarding all fuel lines and separators/docking ports. CoM shifting should only happen when you enter the rocket stage and by that time lift shouldn`t be an issue anymore. Then just pump some fuel forwards while you are in orbit to prepare for reentry. Are you running an older version or mods that change engine behaviour?
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Radial attachment point disintegrates at 90 m/s
Keras replied to Keras's topic in KSP1 Gameplay Questions and Tutorials
Yes, they did explode due to overheating. The day after that happened FAR also decided to stop working in the VAB. It wouldn`t calculate any values or even display the debug voxels. Now I just removed FAR and everything is working fine. No overheating on the way to orbit at all. Looks like there is a bug in the newest FAR release :/ -
I tried launching this strange rocket today with some radial attachment points near the top. I quickly found out that they disintegrate at 90 m/s already. When I reach that speed at 1-2 km height they heat up and explode in like 3 seconds. Yes they are placed pretty badly and have to take a lot of aerodynamic forces but melting at 90 m/s seems a bit excessive. This was my first test just to see how far I could go with this but this issue ended the trip a lot sooner than expected. Is this part of the new heating mechanic or is something in my game messed up? I`m not sure how I could protect them if this behaviour is intended...
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This is probably the problem. KSP definitely has an endless amount of things you can do in it but you can`t get these things immediately. Things in KSP take time and if putting time and effort into it isn`t your thing then KSP is not the right game for you. I`m actually surprised there is an infinite amount of things to do in TF 2. I thought it was just an arena shooter.
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Best way to delete unused mod parts?
Keras replied to nfpinto's topic in KSP1 Gameplay Questions and Tutorials
Are you sure about this? It looks like the cfg references the model which references the texture. I would think the game loads the cfg and goes through the referenced files and does not load models/textures that aren`t referenced by any parts. -
Memory leak on reentry?
Keras replied to Keras's topic in KSP1 Technical Support (PC, modded installs)
Thanks a lot sal_vager -
Memory leak on reentry?
Keras replied to Keras's topic in KSP1 Technical Support (PC, modded installs)
Wow, this is crazy. Without the edge highlighting ram usage stays at 2.3gb the whole time. Is there any way to disable it only in-flight? I really like it in the editor but it`s obviously completely broken in-flight. -
I just had 2 crashes in a row during reentry with the same craft. It`s a small Minmus lander, so nothing too complex. Since I know KSP likes to reach the 4gb ram limit rather sooner than later I checked the ram usage during the 2nd try. After loading the craft in orbit memory usage was about 2.3gb which should be save from any 32bit memory limitations (I currently have relatively few mods installed). The reentry takes a little longer since I come in shallow and from high up (Minmus) and heates up quite a few parts on the lander (no heat shield) but none are exploding. The game crashed again and I get a short glimpse of the memory usage in task manager for KSP and it`s over 3.8gb. Obviously the game will need more ram for all the aerodynamic and heat calculations but 1.5gb difference looks like way too much to me which leads me to believe there is a memory leak somewhere in this situation. Sadly the game did not generate a crash log so there is not much else I can say about it. I just tried for a 3rd time and it looks like it`s consistent. Memory keeps filling up the longer the reentry takes. I don`t use any mods that modify atmosphere or heat calculations and the craft also is completely stock so I don`t think it`s caused by a mod. Here is a picture of the craft during reentry (memory usage was over 3.4gb at this point, game crashed about 10 seconds later): In case it matters my specs: Windows 7 I5-2500 GTX 970 8GB ram It would be great if someone could give me some insight on this.
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It sounds like you have a completely different issue there. Best make your own thread and describe your problem in detail with pictures of your craft. The people here will be happy to help you then.
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Watch the new career guide from scott manley. I`m pretty sure that covers everything you could think of. I don`t know when he shows the gravity turn but it should be in one of the first episodes. It`s not really that difficult. Make your rocket look somewhat aerodynamic, make it sturdy with struts, always build symmetrical and make sure you have good control via sas/winglets/engine gimbal. The biggest issue probably is the gravity turn but that will get easy after you have seen it once.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Keras replied to nightingale's topic in KSP1 Mod Releases
I usually have at least 3 or 4 tourism contracts in the list and also quite often even 2 of the same type (lko in the screenshot). Might be because I haven`t gone outside of Kerbins SOI yet. Also when I delete one there`s a high chance I will get another tourist contract. This is the only contract pack I have installed, just found out these exist yesterday Just had a quick look through the configs. Is the maxSimultaneous setting in tourism.cfg the correct one? I`ll try setting that to 3 and see how it turns out.- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Keras replied to nightingale's topic in KSP1 Mod Releases
Is there a way to configure how often these tourism missions are generated? Almost half the missions I get are tourism contracts now. I`d like it to be distributed a bit more evenly.- 699 replies
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The benefit is being able to pick any landing site you wish. If you don`t care where you land landing directly costs slightly less dV. I don`t know how much it could be but I think the amount of dV you can save is so tiny that it`s not worth thinking about.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Keras replied to cybutek's topic in KSP1 Mod Releases
How do I set partless mode if it`s not the default? I searched the thread but all I found was that it is supposed to be the default but I just installed the newest version and it`s set to module mode. How do I change it? Honestly I think it would be best to remove that old module mode, it just causes confusion. -
Ok, so maaaaaybe I might be working on something again.
Keras replied to Whackjob's topic in KSP1 Mission Reports
Holy crap that`s a lot of struts I guess it gets useful once physics can`t keep up with the awesome anymore ^^ -
Ok, so maaaaaybe I might be working on something again.
Keras replied to Whackjob's topic in KSP1 Mission Reports
So I have seen the strutting technique you use and found it odd so I made a quick stress test comparing yours with the standard cross strutting: Both hold but the "tank-truss-strut-truss-tank system" shakes uncontrollably while the cross struts stay stable. Am I doing something wrong or what exactly makes the "tank-truss-strut-truss-tank system" better? I did use the editor extensions mod to make the cross struts align perfectly, does that make much of a difference? -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Keras replied to Claw's topic in KSP1 Mod Releases
This is awesome Claw. You are my hero These symmetry issues have driven me insane more than once.