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Everything posted by barfing_skull
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Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
Google works well on the forums, since the built-in search, uh, leaves a little to be desired. Anyway, I couldn't find if this had been addressed elsewhere, but how do you keep things like ladders and mobility enhancers which couldn't be put in a service bay (could they?) from overheating and exploding on re-entry? For the final re-entry to Kerbin, I don't particularly care because I'm just going to recover the craft anyway, but I've got a lander I'd like to be able to land on other bodies with atmospheres, then bring back. I obviously can slow down the craft a little with retro-rocketry and chutes, but I'd like the atmosphere to do more of the work to preserve delta-v. Sadly, my tests on Kerbin result in the ladders and mobility enhancers kicking the bucket. Put a larger (than the rest of the stack) heat shield just below the ladder on the stack? Hmm...possible but unwieldy. I suppose a service bay is possible, but again, a bit unwieldy. Thoughts? Cheers, -BS -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
KAS generally seems to work for me under 1.0. I read there was something with the placement of parts, but it might be worth a try. Cheers, -BS- 4,460 replies
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Rover brakes ineffective
barfing_skull replied to barfing_skull's topic in KSP1 Gameplay Questions and Tutorials
Yeah, I was testing on Kerbin only. Reversing power does work there, but I find brakes more useful as you don't need to worry about shooting off in the other direction. Yes, the B key was continuously pressed. I was pondering first taking this thing to Mun. I suppose another approach would be to use the smaller ruggedized wheels, just more of them. Those ones, to me, seem to have the most traction. Good to know about the braking bug. I'll look at the mods, I've got a few already. This is another one of those instances where I wish I could 'simulate' different gravity situations on Kerbin without actually sending a craft to the target body. I wanted the same thing to test engines in Eve's atmosphere.... Thanks all for the help. Cheers, -BS -
I'm trying to design a rover, as a fuel tanker, that could easily move a little ways between ships. I'm starting on drilling ore and refining it, using KAS (because docking sucks on the surface). Anyway, I've built the following rover. It seems to be able to land itself on Kerbin, so I figure on lower gravity bodies it should do better. However....the brakes are almost totally ineffective. It'll move itself out just fine, and stop by reversing the motors, but the brakes barely slow it. Is that a product of the weight (as you can see, 61t)? Any tips at getting better braking out of this? Cheers, -BS
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Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
I was thinking more of something along the lines of the equivalent of a wind tunnel test. You simulate the atmospheric conditions, load, and drag (and probably a few other things) on Kerbin without launching a craft or gaining any science or funds. I have to imagine actual space agencies do this under perhaps idealized conditions. Perhaps something similar for aerobraking. Or would that make design too easy? Cheers, -BS -
Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
Huh. I'm sure this has been requested before, but I'd love to be able to run some simulations without actually having to send a craft to Eve. Cheers, -BS -
Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
Okay, managed to get a craft to the surface of Eve. I'm trying to see if I can return to orbit. Now, somebody riddle me this - what's an engine that has a reasonable enough ISP to get off the surface at those pressures? The LV-T's were running at about an ISP of 64s on the surface. Great if you want your craft to fall over. I haven't tried the aerospike, but it's listed at 290s ASL, whereas the LV-T's were 280s and 270s. So I'm not sure the Aerospike would fare much better. Or is getting off Eve's surface just not possible any more with stock parts, unless you have a nearly weightless craft? Cheers, -BS -
Mostly. I just ran into a problem where, having had Delta-V stats and Vessel Info last night, they're suddenly not available today, even though I'm at the same level in the tech tree. I suppose I can try removing the ModuleManager caches, or re-installing MechJeb, but it was disheartening to see these just disappear. Any known way to get these back? Also, yes, don't fully trust the limit to terminal velocity. It sorta works. Cheers, -BS
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Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
Didn't have the shock cone yet, so I used a circular intake with the basic jet engine. Built something pretty similar to what you describe. I got up to maybe 250/275 by the end of the runway. Speed over land was 345m/s, highest speed in a very steep dive was 472m/s. Max G's was 16.0. It was very manoeuvrable. You'll be pleased to know Valentina landed safely, but it took nearly twice the runway distance to do so. Thing is hard to slow down. I tried the same thing with the turbojet and ram air intake. It was maybe at 350m/s at the end of the runway, and its wings melted off at roughly 1000m/s at 4000m altitude. Guess I should climb first. Obdred didn't fare so well. Cheers, -BS -
Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
What does your aircraft look like? I put together a medium-sized craft (Mk2 cockpit, a couple fuel tanks, aerodynamic surfaces, and 2 turbofan engines with the supersonic intakes) and it would barely go 250m/s at 9000m. A smaller craft I had with 1 engine maybe got to 350m/s at most. If anything I'm seeing the opposite. Cheers, -BS -
Great New Physics Thread!
barfing_skull replied to AmpsterMan's topic in KSP1 Gameplay Questions and Tutorials
Atmospheric re-entry seems like it's going to need a new approach. Previously, capsules, with minimal parts around them, would slow down fairly quickly below maybe 20000m or so. Now they plunge like a rock. I managed to survive using some left-over delta-v. But say I wanted to re-enter without an engine? I never used drogue chutes before, and I suppose this is where they might come in handy, but they're higher in the tech tree. It's possible I'm just used to opening the regular parachutes too low for the new aerodynamic model. Makes hitting a target a little more challenging. I haven't tried the heat shielding yet, but I'm guessing that only preserves components (perhaps if they're in the service bays, rather than clinging to dear life on the outside of the vessel, but I haven't tried those yet, either), but doesn't help slow things down. Perhaps more pontification than anything, but it would be interesting to hear other experiences or advice. Cheers, -BS -
[1.2] Impossible Innovations 0.8.7.6
barfing_skull replied to jandcando's topic in KSP1 Mod Releases
Cool. 50m/s seems like a good threshold. Also, can we stop them from exploding? I was kinda sad when I ran out of juice and my big cargo plane no longer had the 4 ionized wings I had attached. Sure, it got off the ground with what it had, but promptly did an inescapable nosedive at about 4000m. Although then, unless you added a way to drastically reduce the lift when it did run out of juice, I suppose that would defeat that part of the plan. The ideal way to do things would be to have it not suck any electricity until 50m/s, but either below that speed, or when it runs out of electricity above that speed, to reduce the lift to something like 2, which is about in line with non-ionized wings. Also, looking back at the problems with TweakScale and NaN, I can usually get around that by trashing the part in question when it happens, and re-adding it. Perhaps repeating more than once. It seems to happen almost always for me with engines. It's good to keep an eye on the total vessel weight with MechJeb, as you're building, to see when it shows up. Cheers, -BS -
[1.2] Impossible Innovations 0.8.7.6
barfing_skull replied to jandcando's topic in KSP1 Mod Releases
Hey, cool mod. I think the ionized wing is great for a huge SST cargo plane I made. Sadly, it keeps sucking all the electricity even when I'm on the ground, not moving. How do I shut it off when I'm on the ground, then turn it on again when I want to fly? Doesn't appear I can create an action group, or right click it. Cheers, -BS -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
Wanna hear how dumb barfing_skull is? Remember that scene in Star Trek where Sulu tries to engage warp, then Capt. Pike has to remind him to take the parking brake off or something? Duh. When I set the plane to brake mode, so were the 'rovers'. Took off the brakes and they shot right out. Now I want to see if I can re-dock the rovers. Durrrrrr.... -BS- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
Undocking seems to work fine, they operate as independent craft once undocked. - - - Updated - - - Interesting. The larger cargo seems to move by itself just fine when not in the cargo plane. But I did rearrange the plane (much for the better) so as to have fewer intrusions into the cargo area. I also took your suggestion to put something small in there, but the effect is the same. It just sits in the plane, the wheels will turn, but it won't move back or forth. Shouldn't be any clipping problems on this small rover. It's undocked in the below image, as you can see the wheels turn left to right, but no forward or backwards motion. - - - Updated - - - Should be the correct orientation, I do rotate them before attachment. Again, they work when the rover/cargo is on the ground by itself. Cheers, -BS- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
Okay, I'm having trouble driving some cargo out of my cargo plane. I took some S2 modules, and stuck some rover wheels on them. They drive around fine on the ground by themselves. However, when I attach them to my plane (with docking clamps - annoying way to do it), then decouple, I can't drive them out. They don't move. The wheels will turn left or right, so I am controlling them as a separate craft, but applying any forward or backward motion doesn't cause them to come out the ramp at the rear, which is what I want. I don't know if they're getting stuck on something (the fuel tanks and wings from the plane intrude slightly in the cargo bay area) or if they're not making contact with, or not realizing that the floor of the cargo bay is a surface they can travel on. See the next two screenshots. How can I best get these poor little guys out? Cheers, -BS- 4,460 replies
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Going back to this post...I've had the Tweakscale/Air Intake problem with TweakScale 1.5.0. Did I miss where the recompiled dll is? I'd really like working, tweakscaled intakes and KSPI if that's possible. I poked around the link a little, though I'm not sure the source code would help me in an expedient manner. Cheers, -BS
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Hmmm...the config file has most of the good stuff....although I'm not sure how the atmosphere height (for Sarnus, in this case) gets set, which is one of the ones I was looking for. It's templated after Jool, but it's only got the parameter: flyingAltitudeThreshold = 275000 Is that what sets the height? I also know the atmosphere starts much higher on Sarnus, something like 300km. I grep'ped through the whole GameData folder, but nothing stood out to me. - - - Updated - - - I'm venturing a guess here that only Windows will be limited to 32 bit? Mac and Linux won't?
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Tried scouring the thread and teh Intarwebs, but is there a wiki (or something of the like) for the celestial bodies in OPM? A list of orbital and physical characteristics? Also, thanks earlier in the thread for some information on how to get the clouds to work: auroras need to be installed in the BoulderCo folder as part of AVP otherwise the clouds aren't there. Took me a bit to figure that out from the thread, though. Cheers, -BS
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Well, I re-installed all of the directories for Boris's stuff and CTT. All my fission reactors came back, but the alternate tech trees were gone. So I realized, oh, I hadn't re-installed KSPI Extended. So I re-installed that, and bam! my reactors were gone again, but my tech trees were back. All of the missing reactors are from the 'Nuclear Propulsion' node. Which means I have the Gas Core, and Large and Small Molten Salt reactors, but not the others. No reactors in 'Nuclear Propulsion'. However, other items in 'Nuclear Propulsion' were available like the radial He3, Deuterium/Tritium radial cryostats, and the LV-N and thermal rocket nozzle. Just the reactors went poof. Grrrr.... Cheers, -BS - - - Updated - - - Well, I did finally get most (all?) of my reactors back by not letting KSPI Extended overwrite the part .cfg files. Seems like there's some kind of incompatibility between the Tech Tree and KSPI-E's part definitions. Notice the following denials I presented KSPI-E: replace WarpPlugin/Parts/Electrical/NuclearReactor1Sphere/25-1500.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n replace WarpPlugin/Parts/Electrical/NuclearReactor1Sphere/25-300.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n inflating: WarpPlugin/Parts/Electrical/NuclearReactor1Sphere/GascoreReactor.cfg replace WarpPlugin/Parts/Electrical/NuclearReactor3Spheres/25-1-125.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n replace WarpPlugin/Parts/Electrical/NuclearReactor3Spheres/25-25.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n inflating: WarpPlugin/Parts/Electrical/NuclearReactor3Spheres/LargeSaltReactor.cfg inflating: WarpPlugin/Parts/Electrical/NuclearReactor3Spheres/SmallSaltReactor.cfg inflating: WarpPlugin/Parts/Electrical/PFissionReactor/DustyPlasma.cfg inflating: WarpPlugin/Parts/Electrical/PFissionReactor/LargeParticleBed.cfg replace WarpPlugin/Parts/Electrical/PFissionReactor/PFission0625.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n replace WarpPlugin/Parts/Electrical/PFissionReactor/PFission125.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n replace WarpPlugin/Parts/Electrical/PFissionReactor/PFission250.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n replace WarpPlugin/Parts/Electrical/PFissionReactor/PFission375.cfg? [y]es, [n]o, [A]ll, [N]one, [r]ename: n Those look like the relevant ones, but I denied it permission to replace a lot of the other part configurations. I'm not 100% sure I got everything back, but it looks much better. Cheers, -BS
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Okay. Seems like it might be worthwhile to report this to their thread. Is Kittopia part of Kopernicus? Searching around it doesn't seem clear to me which thread would be the right place.... - - - Updated - - - That's a very good bet, and would explain why the launcher doesn't work. I'm not positive where the launcher's current working directory would be, but I would assume it's your base home directory.
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Okay...looking through the logs for Kittopia, something suspicious: [WRN 21:48:13.753] File 'GameData/KittopiaSpace/StarFix.cfg' does not exist [EXC 21:48:13.755] IsolatedStorageException: Could not find a part of the path "/home/user/GameData/KittopiaSpace/StarFix.cfg". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.Open (System.String path, FileMode mode) ConfigNode.Save (System.String fileFullName, System.String header) PFUtilityAddon.PlanetToolsUiController.LoadStarData (System.String starName) PFUtilityAddon.PlanetToolsUiController..ctor () UnityEngine.GameObject:.ctor(String, Type[]) PFUtilityAddon.MyClass:Update() Why is it looking for StarFix.cfg relative to my home directory, instead of relative to the KSP install directory? It's obviously looking in the wrong place. Cheers, -BS - - - Updated - - - I both created a link from my home dir GameData to the KSP install home GameData directory, and launched KSP directly from the install directory. The zoom-out works. I can see the rings. Must be a bug where either OPM or Kittopia is looking for StarFix.cfg in the wrong place. Any idea which one to blame? Thanks all... -BS
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Even a general idea, which doesn't need to be OS specific, of what to look for in the logs when something goes awry with ring and other feature loading might be helpful. For instance, what shows up in the game log when there's an issue, for example, with case-sensitive file names? Or any other sort of indication of an issue loading the rings and other features? I can probably start making educated guesses from there. Even, what shows up in the logs when the rings and features show up normally? Cheers, -BS - - - Updated - - - My guess is that copying the installation wouldn't help, essentially what I'm doing is launching the same executable from the shell instead of from Steam. The only thing that might change is the path name to the KSP folder. Suppose it might be worth a shot. One thing to try with the desktop icon (and perhaps even Steam, though it might be trickier because it's not straightforward, though probably not hard, to get Steam to launch a different executable which then launches KSP) is to have the icon launch a quick shell script you could write/use, which logs your environment variables to a file or something. Then you can compare that to what your environment variables are when you're on the command line. The shell will generally read some config files (~/.bashrc, ~/.profile, /etc/bash.bashrc, depending on which shell you use) to determine the environment. Mint seems to default to bash, which is my favorite anyway. I also wonder if there's a mod out there that will just change the zoom. I know it can be done, I had Working Multiple Star Systems installed a while back, and while I couldn't always get the whole mod to work, the part that zoomed out so far that the entire Kerbol system was a tiny fraction of the map worked fine. I suppose I could dig around in that mod to try and find out what's in there that changes the zoom and try applying just that. Cheers, -BS
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Well I found some, but not all, of my fission reactors once I went to the CTT and researched another nuke node. A bit confusing considering the KSPI tech tree says I have them, and they're there in Sandbox. I don't think I have any nodes left in any tree at this point. I did a clean reinstall of Boris' version of KSPI a while back. Hmmm.... Cheers, -BS
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Some interesting discussions here. I've got 1.5.5.1 now, but still am unable to zoom out to see the whole system. Tried removing/adding back mods, still no luck with that one. As far as Linux, I'm running Mint 17.1, too, but the MATE desktop. Interestingly the program behaves differently when I load it via the Steam desktop icon, versus when I just kick off the executable from a shell. With other mods, they would only work when launched from Steam. Now, launching it from Steam crashes during startup, but command line works. However.... Sarnus is supposed to have rings? Don't see them. Also, are the outer planets supposed to have clouds? I have EVE and AVP installed, works fine out to Jool. Then, just the plain ol' planets and moons, no clouds or rings. Kittopia might be the culprit? Is there something I should be looking for in the KSP.log to maybe figure out what's going on, and why I don't see the pretty rings? I'm at about 6G of RAM as loaded, full-res textures. Not a problem for me, really. Steam must be setting some environment variables or something that change how the game works. I'm not sure how the mods pick up on the environment vars - seems inconsistent given my experiences. Navigating through Steam's maze of shell scripts seems a little more daunting than I want to take on presently. Any hints or paths of investigation welcome.... Cheers, -BS