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SAI Peregrinus

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Everything posted by SAI Peregrinus

  1. Not quite true. You can export a .ckan file with your currently installed mods (File -> export installed mods). Then if you want to restore you load the list from that file (File -> install from .ckan).
  2. But then they'd heat up from the sun instead of cooling down. Radiators SHOULD be edge-on.
  3. I let Steam auto-update, then copy that install to a new folder named for the version. Point CKAN at it, and then play the previous version until the important mods update. Eventually transfer save.
  4. The thing with the rubber sheet approximation that gets to me is that it misses the critical point: Velocity (with respect to the local geodesic) is constant unless acted upon by an outside force. Objects travel in straight lines along the geodesic, it's just that the projection of those lines into Euclidean space can create curved paths. Just as a straight line in spherical geometry is a great circle, so too are the straight lines on the geodesic "curved" when projected into Euclidean spaces. A satellite orbiting Earth is going in a straight path through space-time (ignoring air resistance, solar wind, etc). Gravity in GR isn't a real force, just like centrifugal force isn't a real force. And the real objection was to the bit about dark energy. What he represented was simply negative mass, which has no relation to dark energy.
  5. http://forum.kerbalspaceprogram.com/threads/104231 You still need to make configs for each mod, but it comes with several and they're easy to write. Just a matter of adding a filter that checks the folder name. And they're moduleManager configs, so you can store them in any directory in gamedata and not have them changed when the mod updates! I store all my MM configs in a folder of my own, including these filters.
  6. sgt_flyer's video has the typical terrible rubber sheet explanation for gravity. It tries to explain gravity using a system that requires gravity, and ends up explaining nothing. The dark energy bit is totally wrong. etc.
  7. That was the highest spike, in a new sandbox save and a modded install. Most of the spikes were around 135ms. I got the huge spike when i zoomed out all the way and back in, which somewhat makes sense if it had to GC more objects. I'll try with my unmodded reference install later today. The glitches are actually not noticeable during normal gameplay for me. That mostly comes down to how I play though, I tend to have kRPC doing all the manual piloting so I don't tend to see the pause as much.
  8. KSP is multithreaded. Just not the physics. Sound is a separate thread (actually several), I/O streams are threaded, etc. If you have Process Explorer, right-click KSP.exe, click properties, select the Threads tab, and see all the threads. So all the processor intensive stuff is in a single thread, and the disk I/O is going to be slow anyway, so it's single-threaded where it matters.
  9. I definitely get the spikes, though I don't often notice them. 14ms min, 564ms max coinciding with a GC event using Padishar's tool. KSP 32-bit, on Windows 7 64-bit. Running in windowed mode, 2xAA, vsync every vblank, Terrain scatter disabled, PPFX disabled, 120FPS limit. OpenGL forced, AA forced in GPU settings. CPU: Intel Core i7 4770k @ 4.4GHz RAM: 32GiB DDR3 1066MHz GPU: AMD Radeon R9 290X
  10. And Sharedassets0.assets contains the f-word at offsets 0x23B248C, 0x1409B94E, 0x1409DC58, and 0x140B1ED2. Think of the children! If you have to go searching around the data files to find something you find offensive that can't be found via gameplay, then it's not in the game. Also, this forum does not censor the word "Belgium" which is far more offensive than any of the content so far discussed! What's up with that?
  11. I recently was messing about with pruning assets I don't use, and pruned some of the IVAs. That caused this exact problem, even when not in IVA view. Unpruning the IVAs fixed it. So some asset being unloadable could be the problem.
  12. I first hyperedit a pod there and plant a flag where I want to do my landing tests. I get the coordinates of that site and write them down. Then I HE my lander to an orbit that passes directly over the flag. When the lander is over the flag, I set navball to surface, point radial, and hyperedit down to the coordinates. Since I'm over the landing point I'm vertical, and since there's the flag it's the same point every time.
  13. I've seen it too many times. The scene-switch/revert memory leak + mods (most of the USI catalog) = I can play for about an hour at a time before I have to restart. I've played over 1000 hours.
  14. Station. I use EPL and the USI mods, so I've got several other types of resources to mine/convert. My lander can take one of several drill sections, and one of several tank segments to match the drill type. Bringing all the converters would be very heavy. As in about 30 tonnes. Sticking all that on a lander instead of leaving it on the EPL station/refueling depot would be foolish. But that's also because I move around to mine different things at different times. If I were simply setting up mining bases I'd ferry finished or intermediate products. Edit: I use Karbonite engines, and have a Karbonite drill. So I can always refuel the lander itself, that doesn't take a converter.
  15. Not exactly replace. It lets you visualize what the pressure field around the craft will be, which determines not just the center of lift but also the center of drag (and some other things). The center of lift is where the lift would be if you had a point mass with the same parameters (just like the center of mass is for inertia). So it's more informative than the CoL marker, but also more advanced, and thus if you could build planes that worked before it's probably easiest to just test a few and see how performance varies with different coefficient of pressure curves to get an intuitive understanding. A bit like the "Make the yellow line as straight/smooth as you can" rule of thumb works.
  16. In two ways: First, most DRE users were FAR users. The combination of FAR aero (with nice occlusion) instead of the old souposphere + DRE meant that things balanced out reasonably if you just took a heat shield on everything.T The second aspect is that DRE users are the kinds of people who willingly install a mod with the word "deadly" in its title. It made Kerbin re-entry mildly difficult, if it had made Eve re-entry easy THEN we'd have complained. Whereas with stock aerodynamics adding heating you've got a lot of the kind of people who don't want "deadly" in the title, so making anything without incredible care put into the construction/piloting blow up when entering Eve/Jool atmospheres is not the desired behavior.
  17. You're missing that you can aerocapture/aerobrake at Kerbin. So instead of taking 3300 delta-V to get from LKO to the surface it takes 0. Indeed, you don't even have to circularize in LKO, you can just go from the Mun into the atmosphere. So it should be 5950 by WAC's map's values (3300+860+310+580+580+310+0+0).
  18. Start a career mode game. Press alt+F12. HOLD Alt. After a few seconds you'll get buttons to add/subtract funds, science, and reputation. Mash the "+1 million funds" button 3 times. Press Alt+F12. Do this once per Kerbin day.
  19. If it were just 64-bit word size, it would only increase FPS slightly. But modern 64-bit processors also come with SIMD instructions, more registers, etc and can greatly improve the physics performance of the game. Those can't be utilized properly by a 32-bit executable. 64-bit refers not just to the word size but to the entire x86-64 instruction set architecture, and the differences that brings. The x86-64 ISA is inherently faster than the x86 ISA.
  20. Basically it gives you (some of) the information you'd get out of putting the craft in a wind tunnel and analyzing flow. You can use it to determine info about lift, drag, etc.
  21. http://forum.kerbalspaceprogram.com/threads/72212-Jebretary-Automatic-Version-Control-%28backups%29-for-craft-and-saves-v0-4-0 Automatic backups, low storage space needed.
  22. Well, it's pretty close to the minimum delta-V to LKO by way of a Mun landing and return....
  23. Aah, yes, accidentally ran 70. It's not a huge delta-V difference though. 140m/s. And you should use significant figures, all those extra decimal places have no meaning.
  24. No, 32-bit applications are still quite common. 32-bit OSes are rarer, though most mobile systems are 32-bit.
  25. No, the dV (assuming dT) is 0. /s Kerbin escape velocity is 3,431.03 m/s.
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