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selfish_meme

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Everything posted by selfish_meme

  1. Um http://forum.kerbalspaceprogram.com/threads/116729-Stock-Payload-Fraction-Challenge-1-0-4-Edition
  2. After reading a few comments on the forums I decided to chase them up. Below are the results. Fairing Bug Test If you stage the fairings on the ground you get rid of the mass but not the aerodynamic efficiencies: True Pre-coolers allow you to go faster and higher while air breathing: Inconclusive Edit: After fixing the deficiencies in the first test it seems the difference is negligible and can be accounted for by extra intake air. It is better than a fuselage part but if you need more LF it's probably better replaced by the LF tank.
  3. In a real Sabre/Rapier design they should be necessary to cool incoming air to make it denser for high altitude operation. Maybe they just have not managed to implement that yet.
  4. Nvidia SLI does not need game support, and Linux nvidia can do it, i ran an SLI setup for many years.
  5. In another thread someone discovered the same thing, my guess is that drag is a cumulative average and two less draggy things in front of a draggy thing make overall less drag.
  6. An ice age Kerbin makes sense when you think about it. Population gone, last few trying to find a new home, last industries space prioritised. Kerbin would be a lot more boring.
  7. Can you fit a jet engine in either or both, inside where no one can see it? It might let the speeder fly and if pointed down (not working) will lower the cg of the dune buggy. Awesome craft I am gonna try them later.
  8. I can't give rep on the mobile site but I wish I could. I was wondering the exact same thing.
  9. RCSBuildAid set to engine, red circle is dry mass, important to design plane to be balanced when full and empty. IntakeBuildAid balances intakes for performance and stop asymmetrical flameouts. These days spaceplanes are a matter of maximising your in atmosphere speed. Two whips to a swivel, or a Rapier to 15t. One intake only per engine. Get your speed to max possible by 17km, as close to 1350 m/s as possible. Then switch when acceleration tails off and pitch up a bit for orbit, not too high or you lose effiiency through cosine loss. Rapiers don't hit max thrust till over 400 m/s so you want to hit that as early as possible.
  10. OK, I have done some quick testing, it is here. TLDR: Shock Cone, don't use anything else. I pretty much duplicated Levelords work, the only extra thing I found is two Shock Cones, one in front and one behind Rapier is the best combination.
  11. I have never seen that screen before, is it a Windows thing? I have always run mine from steam on Linux.
  12. Apparently try the Directx 11 command line argument, it should reduce your memory footprint enough to run Eve and AVP. It could also cause glitches. Best bet for stable is to go Linux. It has the only stable supported 64bit ksp client. - - - Updated - - - The Eve pack is for 64bit installs, if you have Windows it is by default 32bit, unless you have done the not recommended 64bit hack.
  13. This thread should be moved to the support forum. And OP copy your KSP folder somewhere else then delete and re-install from fresh, no mods or 64bit, does it still crash? Did it ever work or has it just started crashing?
  14. I understand it works well for you, but from the other recent force dx11 thread others have experienced quite a variety of glitches.
  15. Frm what I understand the stock game loads up at 2.1gb with no mods (probably dx9) but some people report graphics glitches with dx11 and even corrupted saves. This is from another thread.
  16. The power supply delivers multiple outputs at different voltages and its 10 or 5 amps at 115v or 230vv
  17. Are you playing career, I think you have not upgraded your mission control and telescope, the grey means you can't place a manoeuvre node
  18. I have heard bad things about the DirectX 11 'setting', sorry I don't use Windows anymore and am not up to date on what goes on. So is it officially supported for KSP or is it a Unity CLI thing? This is my mod list, I am using the high 8K textures for Eve and Astronomers (which is what I guess this guy wants to do). When I checked last night KSP_64 was using 68% of my RAM ActiveTextureManagement MechJeb2 RCSBuildAid BoulderCo ModuleManager.2.6.6.dll Squad CollisionFX ModuleManager.ConfigCache StockBugFixModules DistantObject ModuleManager.ConfigSHA TakeCommand EnvironmentalVisualEnhancements ModuleManager.Physics TextureReplacer IntakeBuildAid ModuleManager.TechTree TriggerTech Kerbaltek PlanetShine
  19. Unless you are using the Windows 64bit hack, or the Directx11 hack, then my mods won't run on your computer, I have ATM aggressive as well and I am still pushing 6GB of memory used. I tried on a friends much better Windows PC and he could not even get Astronomers on EVE to run unless we removed a few components.
  20. Testing some changes to my production SSTO to see if I can make it better.
  21. No one has mentioned this but that guy is running a hacked version of KSP that you may or may not be able to get to work. If you want to reliably run all the visual mods you will want to run Linux. In which case you will want an Intel CPU and a discrete nvidia graphics card. I was playing with most of those mods last night and it used 68% of my 8gb. Or 5.6gb of RAM. If you are new to Linux I suggest Ubuntu, steam and the linux support thread.
  22. I'm pretty sure you did a test on two rockets Edit: you may be right I think it was another thread which just disapeared from my clipboard, on phone, about the same subject.
  23. What will it be used for, just crew transfer, fuel?
  24. Before I found out about the Take Command mod getting Kerbals in was challenging. Also note the chair is the wrong orientation in this picture forcing me to remember to switch to the probe core to fly.
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