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Everything posted by Gfurst
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Hello there, the contract seems fine, like a good idea to track where you need to get some relays working. At first I thought it just didn't have proper requirements, but then I gave i quick peak at the configs files, and sure enough they seem to be properly setup, however I'm still getting some wonky contract offerings. For example in this career I only made it to the Mun, yet its offering me contracts for Duna, Moho, Pol and so on beyond the rainbow. Thinking about it most of them seem to be just another celestial body's moon. And yet, no contract about keosynchronous or something like that around the homeworld. Is there a way to improve this contract offerings?
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Hey, once again thanks @linuxgurugamer for supporting the mod, the effects are pretty nice if not for the repeating decoupler sound, at first I thought it was the chute deploying sound on a loop. So if its related with the Kv reentry pods only maybe we can track down the issue, perhaps its because it has a built-in decoupler? Anyway, if someone has a better idea of how the coding works can look into that, and while on topic, I would also what situations affect the different sounds, like if rumbling thumbs and rattles can be triggered by different situations.
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Ah yes, this would very cool if it worked indeed, my thought was playing the interstellar docking song when you meet with another vessel, though I'm unsure if it can detect that situation. Anyway, at least I now know what that function is for, can anyone confirm on it working or not? Can't possibly imagine how it would be impossible to remove the mod, at worst just see whats in the the packed file and remove whatever is there, basically the mod doesn't replace anything, there are just four locations: the mod folder in Gamedata, the mpeg dll in KSPdata/Mono, the Music and Playlist folders on the root game folder.
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Gfurst replied to Kobymaru's topic in KSP1 Mod Releases
Hey, first let me express my gratitude for this wonderful mod that I've been using for eons ago since the early ages of KSP. Now it seems I have found of a weird issue, but let me explain the setup first. I've been messing with the KV (vostok alike pods from Making History), they have a custom drag cube by default, that makes them behave like aerobrakes during reentry, but in turn also make them near impossible during launches. So I removed their custom drag cube via patch, which in turn made them behave like a bullet during reentry, which wouldn't be too bad if they weren't dense like lead. So once again I fiddled a bit with them, but this time I tried out changing the drag model (which has spherical, cylindrical models apart from the default), however there is practically no documentation at all about these, apart from the fact that they exist, I just went on the assumption that they are actually working part of the revamped aero physics but just wasn't added to virtually any part because of half baked polishing (which isn't unheard of considering this game). And fair enough the spherical model seems to have worked quite well, it tumbles around like a ball should only keeping direction because of the slight drag of the parachute cone (same as default model), but with a reasonable terminal velocity to get down safely (unlike the default model). So here is what I wanted to ask, because I've been getting quite wild predictions with trajectories regarding this setup, because I did get a quite close prediction regarding the vessel with a blunt front (eg engine), but then it went pretty wild after eject just the pod, probably close to what would have been with the default drag model. So my first question is if the mod takes that model into consideration, and the second more general question, is if these drag models are known to work properly at all, if I should try to use them at all, or if you know if its been discussed or tested anywhere, because I literally couldn't find any info about these at all.- 981 replies
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- atmosphere
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[1.4.3] ImprovedHeatShields (DRE Lite): Running out of ablator matters
Gfurst replied to ringerc's topic in KSP1 Mod Releases
Hey folks, so I too am a bit unhappy with the way stock handles some things, I wanted to ask any news about this mod still working/being worked on? Have anyone trying fiddling the stock physics to adjust parameters, like shield ablation rate I think it must be related to the part module setup, while convection and heat creation seems to be a physics global, however nothing so obvious as what changes reflect what yet, and I'm reluctant to go in blind tweaking these. Also seems like Realheat is some versions too old already, not sure if it can be used nowadays. -
Hey there, I kinda accidentally installed this mod directly from the github (AVP link), so had a bit little idea what I was getting into. At first thought it was causing for severe stutters while switching scenes, found this thread and saw the linux incompatibility. So it turns it was indeed the mpeg library, seems to working quite fine now. Anyway, I'm still trying to figure out how to use it properly, what I wanted to do is like have music continue between scenes until its end, and then get another track from the appropriate requirements, I kind got persistency working between the KSC screens, but still it will change on occasion to the default ones(still enabled), and it also seems that a playlist will play until finished if not changing scene. Anyway, I just wanted to know if what I want is possible to achieve someway, maybe one-track playlists with different requirements? Either way I like to suggest a couple of things: it seems the folders are duplicated (nested) under their own on the archive, with the exception of the Gamedata folder I think you could add the main plugin to CKAN, but leave a warning to download the optional collection/playlist/mp3pluging Also, many thanks for taking care of this mod as you do with several others, doing Kerbgod's work.
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The Linux Thread!
Gfurst replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
So I'm not really in on the discussion but like to add my two cent experience: I have teh Radeon R7 260X (southern islands) reasonably modern card. I've always used the open-source radeon with it, and due to talks I decided to try out amdgpu with it. My card specifically is still not officially supported by amdgpu, so I did need a custom compiled kernel with the necessary option enabled. That was only to enable the x11 driver and kernel module, I came with plenty of issues when doing this back and forth, seems that the amdgpu package comes with a file that basically forces x11 so use its module, blocking you of radeon. So after you enable the kernel to use it with my card, its finally able to run the amdgpu module, but still uses the open-source driver stack radeonsi. Now what I needed was the proprietary blob caleld amdgpu-pro, luckily was easy enough for me, got everything from the AUR. After all that finally confirmed to be running the amdgpu kernel module and the amdgpu+ driver stack. After some quick testing I came to the conclusion the the new amdgpu+ was incredible lower in performance than what it was before, noticeable on some games, even glxinfo reported pretty lower fps. So there was actually a good reason to not fully support my card yet. So what I'm trying to say is: the new driver may not be the best for you, seems to be mainly aimed at R9 cards at that new model they launched recently. Also that there may be some confusion regarding the module amdgpu and driver amdgpu+. To make sure what is going on, always read on the Xorg log. -
The Linux Thread!
Gfurst replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Alright fellas, I've managed to get the game working... For reference, what really helped me what this thread, a little bit this one too an paying more attention to OP known issues. The answer is the damned unity pref file that is hidden on ".config". It seems this damn thing needs to go away every single time I try to launch the game, otherwise it will just close instantly. Another issues I have to deal with: setting the resolution: had to do manually on the cfg file garbled screen when it finally launches: apparently another issue related with radeon, "-force-gfx-direct" solves it no text on menus: also added "-force-glcore", installed fonts as well as precaution With all of this I'm now with this script, seems to working right and can even be called from steam: #"/bin/bash rm /home/guiu/.config/unity3d/Squad/Kerbal\ Space\ Program/prefs cd /home/guiu/Games/SteamLibrary/steamapps/common/Kerbal Space Program/ LC_ALL=C ./KSP.x86_64 -single-instance -force-gfx-direct -force-glcore Now everything seems to be working fine, tried some mods and all good. All except some weird graphical artifacts, that looks like shadows on the KSC (and on the initial screen mun), don't know if they happen everywhere. There was the "Disable Edge Highlighting (PPFX)" suggestion, but I don't this affected anything. We could be referring to the same issue, but what this madness about clouds in KSP? Are these related to the EVE stuff? Are they working well nowadays? -
The Linux Thread!
Gfurst replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hi, right.... that was first when I tried to launch with some mods... Without mods, the game launch at all, quickly opens a window and closes down, no log generated... Managed to get the launcher open once, but not again. Already verified integrity a couple of times and nothing. Whats the deal? Running in a terminal only output is: Found path: /home/guiu/Games/SteamLibrary/steamapps/common/Kerbal Space Program/KSP.x86_64 Mono path[0] = '/home/guiu/Games/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/guiu/Games/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/guiu/Games/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.5 client has 6 screens displaymanager screen (0)(HDMI-0): 1920 x 1080 Using libudev for joystick management Importing game controller configs -
The Linux Thread!
Gfurst replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Ahhh friends... So after years, I finally find myself back at the linux thread... So, it should be a couple of years since I've done any kerballing. Use dto play from .25 up to 1.0 and never really had any big issues with the linux release, rarely crashing due to lack of system memory. Now it seems I can't even launch the game, confirming some random comment I've seen around that last update broke linux release. Weird thing is my first run try was with a bunch of mods and they did seem to get the game running, though with missing menus after first screen. Without them its pretty much run and burn. Judging by other comments around, seems like you guys aren't having this issue, isn't this a common thing? Is there something I can do to workaround? -
Ohhh okay! Correct me if I'm wrong... density will remain constant during transonic region? I've mean, will dynamic pressure continue to increase proportionally to the square of velocity? (not sure how this goes in RL) In any case it should make things simpler... back to the floatcurve drawing board...
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A more intuitive tech tree
Gfurst replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
@Kegereneku Thanks, I checked it out and its a very nice place to start... Trouble is, I not only want a tech tree re-done but a major career overhaul... That what I want to kickstart a related mod. One of the main issues with the game is that indeed most parts are needed. Very few parts represent an actual progression than a previous part. Either parts are the most useful in some situation or mostly obsolete since the start... It would be nice to have the capability to alter ones part is characteristics when unlocking another tech node. Is there a mod with this functionality? Another major point of career that needs a overhaul is the contract system... Mostly everything should be made as a record (always active). No more freaking senseless part testing, taking up two tourist when you don't even achieved manned orbit, etc. But few sets of 'reasonably' random contracts be generated depending on what you have available and what you've achieved yet. Best things here were be to have more generic stuff, or ones that give enough freedom and help achieve future objectives. Have a contract to "reach moon" has a set of objectives like have moon fly-by, orbit, landing, manned and so on.... Maybe another contract after that is finished, "explore moon", to go and collect data on more biomes. -
Wait what? I was under the impression that Q was the atmosphere density factor. What is it then?
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[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
I have been thinking again... (I wonder why I even think in the first place) the new multFlow value is really cool... It allows to change Engine Isp performance based on the resulting thrust of the other curves... Interesting... but... Come to think of it, internal combustion engines will have to lean the mixture injection less and less fuel as atmosphere density lowers. So that means it should actually be more economic. On the other hand I think jet engines are the other way, because kerosene doesn't need a perfect mixture and air is being compressed either way. Am I tripping or what? One thing is for sure though, the rockets are the one that should take advantage on the new variable... Meaning they would have constant fuel flow independent of thrust output. Elaborate with me here please. -
Thanks NathanKell, again! 1. Wait what? Is this something new or did I miss it? So basically its another multiplier for overall drag? Very Is this what you mentioned here? 3- I got this, I just found it rather strange that with would be valued 1 at 0 mach, whats keeping the vessel from floating around? 4- Oh yeah, I thought the '%' operator replaced the values, but that is a node. Thanks I'll correct it.
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Hey @Claw... Me, once again, to make a bunch of unreasonable questions Thanks to NathanKell, pointed me out for in-game utility that can preview unity floatcurves, thanks for sarbian for doing that. Now I'm going to mess all hell up modding stuff... Here we go: 1: What is that DRAG_CD curve, in the physics config? 2: About the lifting surfaces curves. For ones that are based on angle, we can just assume they're mirrored when negative right (inverse). 3: For the liftMach and dragMach curves, they are the actual final mach multiplier right? I've mean, I'm assuming the result lift for a surface would be Lf = Lm * Am * Pl * Atm Lf = final Lift; Lm = mach mult; Am = angle modifier; Pl = part lift; Atm = atmosphere density I'm asking this because there are two main factors affecting lift as I know: square velocity, as lift will increase with the square of the airflow speed; and the lift coefficient, that changes mainly during transonic and supersonic. And the default values for this are confusing: liftMach { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.125 -0.0005291355 -0.02625772 key = 5 0.0625 0 0 key = 25 0.05 0 0 } Which seems like lift is maximum at zero velocity, which obviously makes no sense. So I think I must be missing something. 4: This is really just show boasting, what do you think of these curves? %lift { key = 0 0 2 2 key = 0.5 1 0 0 key = 0.7 0.1 -1 -1 key = 1 0 0 0 } %drag { key = 0 0 0 0 key = 0.5 1 4 4 key = 1 2 0 0 } Should be pretty straight forward.... Air surfaces have maximum lift and drag at 30°(0.5), with lift dropping fast and drag increasing after that. 30° I think is pretty generous angle. Overall I think this should simulate proper stalls better. What'ya think?
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@Yemo I figured out the why of "moduleSPU"... I think you implemented this so it gave flight computer capabilities to manned vessels... Seems to be working well with pods... with the external seat however it complained with actions (such as brakes) that the command module had no power reserve.... This might just be a side effect to how RT checks it self.
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You brilliant .......!!!! You make my dreams come true.... Please take over KSP! I can finally make some realistic stall curves for the stock aero! Also thanks for NathanKell for pointing this to me.
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[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
Awwww yeahhhh!!! Now were talking, very much thanks! Actually I was figuring out it myself, it has nothing to do with sen but actually some magic with actually tangent to make some spline thing... I don't know... anyway: Inside the game it self, the meta+f12 window shows a drag profile that you can edit... its far from anything intuitive but works if you place values to see how smooth the curve actually is. velCurve { key = 0 0.8 2 2 key = 0.2 1 0 0 key = 0.9 0.2 -2 -2 key = 1.2 0 0 0 } I polished my curve with this... I also figured that same tan-in/tan-out equals a smooth tangent line to both side of the curve on that point. I still haven't figure out why my engine isn't going any near the maximum thrust yet. I'm suspecting it actually needs excess Air resource from 0.01 to 0.5, will test tomorrow. -
[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
Yeah I know that's why I try to keep as simple as possible... the atmcurve is only two values so should work alright. I'm assuming that when no tangent are specified the curve will just fit the best way doesn't it? Just one other quicky question: the two values are tan-in tan-out right? that value being sen [0° ~90°] = 0 ~ 1 ? Just read a bit more on that thread. unfortunately I can't get that editor to try out... Doesn't work on linux. -
[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
Wuuuuuttt? Awesome, I'm guessing this will go right inside ModuleEngineFX right? Much thanks! Ohhh dear god, didn't know KSP was actually accounting density for variable pressure and temperature... That is awesome, but complicated. Anyway I'm quite annoyed at how I'm getting such low performance on this engine: maxThrust = 20 atmosphereCurve { key = 0 9600 0 0 } velCurve { key = 0 0.8 key = 0.4 1 key = 1.3 0 } atmCurve { key = 0 0 //key = 0.8 1 key = 1 1 } This is what I currently have. with 20 max thrust I'm getting at most 12N of thrust. And yes I've tried with the vel curveat maximum before stopped.. Having a 50~60% of max performance seems excessive due day time variation alone. The atm curve, 1 should equal the standard 1,225 kg/m³ doesn't it? I'm imagining getting to the poles with could air and having a beast of an engine XD And hints on how to fix this or should I just settle and increase max thrust? -
Awesome little mod, very useful as the other stuff you usually do. A small request: please include life-support related parts as well. I've tried to look how to do it myself but got lost in configs.