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Everything posted by Starman4308
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Starman4308 replied to HoneyFox's topic in KSP1 Mod Releases
Given your description, I think the issue is that, for RF, it might be O(M*N*F), including F fuel types to check for. It would very adequately explain why it only happens when RealFuels is installed. Also, given the raw speed of modern CPUs, the game should hardly even notice 23*140 operations/tick; even assuming 100 cycles are needed for each operation and there are 50 ticks/second, that should be only 16 million cycles/second spent on Engine Ignitor. I think the rocket I first found the problem on was my first manned Minmus mission*: because I didn't have the Mainsail yet, I was running clusters of LV-T30s on my bottom stage, which was what was responsible for most of the engines. I also had limited fuel tank size to work with: I think I was limited to the half-Jumbo tanks. Regardless, 20 engines and 100 fuel tanks should be within the realm of sanity for large rockets. *Rocket size also ballooned by taking the delta-V map at its word and engineering a healthy excess onto the rocket: I think my (launched later, completed sooner) Mun mission came back with 1.2 km/s delta-V at the Kerbin reentry. EDIT: If I've got some time over Thanksgiving break, I'll take a look at the source code and see if I get any bright ideas about how to optimize it. The possibility that springs to mind is, on physics load, staging, and docking, generate an array of tanks for each engine to check, so each engine only checks the tanks it's connected to. Would probably need to catch the C# equivalent of NullPointerExceptions (I'm a Java programmer, mostly) for situations like "fuel tank destroyed by bad decoupler physics and heavy SRBs". -
Is there any mod that lets me do this?
Starman4308 replied to Unknow0059's topic in KSP1 Gameplay Questions and Tutorials
Go to the Crew tab in the VAB, and just drag Kerbals into the Hitchhiker. No mods required. -
I happen to favor onion. Not the greatest fan of asparagus, though.
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Will I lose my progress when upgrading to paid version?
Starman4308 replied to serolrom's topic in KSP1 Discussion
Well, deal with the demo is that there is only a sandbox mode, with only the Kerbin system, and only a handful of parts. There's not really much you could lose: I suppose if you built a giant Mun colony in the demo, you'd lose that, but otherwise, all you would lose are a handful of rocket designs which you'd probably replace anyways with much greater part selection. -
Need some help choosing mods for realism
Starman4308 replied to Boonestorm's topic in KSP1 Mods Discussions
It seems roughly balanced, but by definition, it'll make stuff easier, because there might be a KW Rocketry part which fills a niche better than a stock part. An analogy: if you need a 5x1 Lego piece to connect something, you could stick together a few 2x1 and 3x1 Legos together, but if you have a 5x1 handy, why, use the 5x1. One thing you'll notice with FAR is that, once you figure out how to not explode, ascents require much less delta-V. Regex has a 1.7x Kerbin config somewhere as a "FAR fixer", and if you ever get sick of tiny ascent rockets, I suggest using 6.4x Kerbin, and to help with the increased scale, Real Fuels with the stockalike config (which makes fuel tank/engine weights more in line with reality). -
I can tell you the answer already: "hell no". Chris basically stopped maintaining his mod because of somebody who did exactly what you did: an unauthorized x64-enabled fork. Please take down x64-enabled FAR. You did not receive the author's permission, and just because his license lets you do this does not mean you should​ do this.
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Optimal TWR is a complicated bag of kittens. During ascent from a body with thick atmosphere, you want a launch TWR of ~1.6-2.0. You want to be ascending at terminal velocity, which would suggest a TWR of slightly > 2 (1 for gravity, 1 for atmosphere, a sliver leftover for acceleration), but a number of factors reduce that. #1: as you burn fuel on your first stage, it's TWR goes up. If it's mostly a solid stage, this is particularly noticeable (look Ma, no throttle!), whereas for liquid stages, it's more subtle: while you can throttle to remain at terminal velocity, the moment you do, you have wasted engine mass: dead weight causing gravity and atmo drag. For the upper stages, TWR depends on how nice a gravity turn you pull. An ideal gravity turn should have initial TWRs declining steadily from 2.0, as the dV cost of engine mass and the decreased need for thrust begin to counteract the need to minimize gravity/aero drag, but that depends on skill and the overall TWR profile.
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How can you fall faster?
Starman4308 replied to Deseoso's topic in KSP1 Gameplay Questions and Tutorials
A, as mentioned, are you staging to activate the contract? B, a bunch of Sepratrons firing at liftoff should give you a good kick. C, to some extent, I prefer liquid-fuel engines for these sorts of contracts: you get 100% recovery anyways, and you get to throttle to the appropriate speed instead of praying that you got the amount of fuel and thrust limiter exactly right on your SRB. -
268t rocket makes pad explode?
Starman4308 replied to tg626's topic in KSP1 Technical Support (PC, modded installs)
The launchpad durability is very, very silly; either hang the whole thing from clamps, or shut off destructible buildings. -
Getting the proper orbits - Need help!
Starman4308 replied to Sakai's topic in KSP1 Gameplay Questions and Tutorials
The orbit you should be trying to get to during ascent is Low Kerbin Orbit (LKO): which is roughly 70-90km apoapsis and periapsis. For most purposes, the lower, the better. Once you're in a parking orbit in LKO, you can go anywhere, and courtesy of the Oberth effect, it is often most efficient to start from the tightest orbit you can manage. In order to get there, just pull a gravity turn (a simplistic one is to turn 45 degrees at 10 km; for more sophisticated turns, you might try watching how MechJeb does it), cut your engines you get apoapsis to ~75-80 km*, and make a maneuver node at apoapsis to circularize. It doesn't matter if your periapsis is inside Kerbin during ascent: you will bring that up when you reach apoapsis. *If you're still deep in the soup, you might want to fire a bit more to account for loss of speed to atmospheric drag. Also, the higher the apoapsis, the more forgiving the process is for time to make and execute the node, plus the less chance you might accidentally dip back in the soup during the process. -
What I used to do when I was first learning was to have a stack decoupler between my cockpit and the rest of the craft, such that in an emergency, I could separate the cockpit and parachute it down. In any case, these days, I usually recommend this guide to building spaceplanes.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Starman4308 replied to HoneyFox's topic in KSP1 Mod Releases
Originally diagnosed on 23 engines and ~140 fuel tanks (6.4x Kerbin, career mode, only 1.25m parts, etc, etc), amply replicated with the above barrel of 77 tanks and 20 engines (LV-909 with an FL-T800 above 19 LV-T30s fed by 4-5 FL-T800s). It seems to scale on both fuel tanks and engines*, though you do need a respectable number of fuel tanks: it also disappears entirely if your engines cease to exist (say, you forgot to turn indestructible buildings off, and your test rocket decided to collapse the launchpad). *Tested quadrupling the fuel tanks on 19 LV-T30s + 19 FL-T800s: it slowed down. Tested adding 30 radial engines to 28 fuel tanks + 7 LV-T30s: it slowed down. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Starman4308 replied to HoneyFox's topic in KSP1 Mod Releases
Thanks for the effort. I can always pretend I'm using Engine Ignitor and forbid myself lower-stage restarts in the meantime. Whatever it is, it had a massive effect: rockets which should never have come close to straining my system were slowing it down to 1-2 frames per second. -
I did catch that. For any body with a thick atmosphere*, vertical ascent TWR should be 2.0 for that body, and your vehicle seemed a little short. The math which says "terminal velocity is the best speed to ascend vertically on Kerbin" is just as valid on Eve, though trying to shave engine mass at the cost of TWR will be a greater concern for an Eve ascent than a Kerbin ascent. *Duna's atmosphere is so thin that your ascent is more like something from an airless world. Another way to think about it: staying at terminal velocity will require TWR of slightly > 2.0 (1.0 TWR to fight gravity, 1.0 TWR to fight air resistance, a little bit more to accelerate as terminal velocity increases), and the most delta-V efficient ascent is one which remains at terminal velocity throughout. It might not be the most mass/fuel efficient ascent: factors like mass of engines and staging equipment tend to favor less TWR, but in pure delta-V land, you want to stick to terminal velocity.
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Fly it a few times, try and figure out its flaws, and design your own. Most of the stock craft were deliberately designed with illustrative flaws. For example, the Kerbal X, while demonstrating asparagus staging, has very tiny asparagus tanks which are depleted very rapidly, leaving you to do most of the ascent on a single engine. It also, before a buff to Rockomax parts, did not have quite enough delta-V for a Mun landing and return mission.
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It depends a bit: stock aero or FAR/NEAR aero? Also, take my stuff with a grain of salt, because I haven't done an Eve ascent yet. In stock aero: bump up the TWR to be closer to 2.0 in the bottom stages. The most efficient vertical ascents stay at terminal velocity: faster, and you waste fuel fighting atmosphere, and slower, and you waste fuel fighting gravity. To get a wide landing base, consider making your ascent stage an asparagus-staged, thrust-plate pancake. In FAR/NEAR: probably still 2.0 TWR in the lowest stages (the beginning of a FAR/NEAR ascent from Eve will be identical to a stock ascent, albeit at much higher terminal velocity), with decreasing TWR once you start getting to Mach velocities and have to worry about getting into your gravity turn, aerodynamic stresses, and possible DRE burn. No asparagus-staged pancakes: have a slender ascent rocket which lands on a wide but short base. If it's hard to get the entire rocket to orbit with such a weird shape, you might have the bottom attached via a docking port. Once you ditch the base, ascent through lower atmosphere should go a lot quicker than stock, with correspondingly less delta-V loss to gravity and aero drag.
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Stable Radial Decouplers
Starman4308 replied to hyperbolicj's topic in KSP1 Gameplay Questions and Tutorials
It's a known bug with how the decouplers apply force: it is particularly noticeable for FAR/NEAR users. Claw's stock bug fixes includes a patch for this: you can additionally use Tweakable Everything to set decoupler force to 0 (allowing it to basically slide off), or abuse Sepratrons to prevent collisions. -
Repeat Mun and Minmus missions with more scientific instruments available: after that, exploratory unmanned missions to Duna and Eve. I may have been overly hasty installing 6.4x Kerbin after a grand total of one interplanetary mission (one-way lander to Duna), but I suspect my Mun booster will be more than enough for one-way exploratory probes.
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Presumably left out: they have to swap out KSP bodies 1:1 with real-world planets and moons. They didn't even have enough to get Neptune, and I'd rather have Neptune* than Charon. *If I weren't using the 6.4x Kerbin config, anyways.
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.25 Staging Issue
Starman4308 replied to bpw823's topic in KSP1 Technical Support (PC, unmodded installs)
Have you pressed spacebar a second time? Sometimes (I don't know what triggers this), it seems to need a spacebar press just to get back into staging. The other possibility has been mentioned: an uncontrollable probe core without any electricity left. In this case: add batteries or a manned capsule. -
Stop popping your parachutes so early. Wait until speed is below 250 m/s if deploying manually, about 5-6 km altitude if autodeploying, to pre-deploy into drogue mode. If you absolutely can't slow down enough simply on capsule drag by then, you are almost certainly using FAR/NEAR*. In this case: either you are taking a ridiculously steep reentry with insufficient braking time, or you are trying to land a monster with a low drag/mass ratio. If the second: you could either increase the size of your heatshield (increasing drag), or use a bunch of Sepratrons to brake your craft enough to deploy drogues. You can also just aerobrake first and take off a bit of your orbital velocity before going in for final reentry. *If you're using the stock drag model, anything will naturally come to ~100 m/s with a comfortable amount of time left to deploy parachutes, unless you're doing something crazy like reentering straight down (in which case DRE will burn up your ship anyways).
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Some mods, just ask the author and they'll send you a version. In general, you can just go into the source code, eliminate the compatibility check, and recompile, given that you never redistribute without author's permission.
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