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Violent Jeb

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Everything posted by Violent Jeb

  1. +1 I'd really like something that can support large craft in an attractive way. my latest mining rig lands squarely on an mk3 liquid fuel container, which has 45m/s impact tolerance :S
  2. I prefer to just stare at the blank unity template and imagine i'm playing 0.001 its so stable i love it and all the features
  3. I've seen that happen if craft files get deleted or moved (particularly the auto saved ones). Fortunately i've not been been able to replicate recently.
  4. posts like this I wish I could double like. You just can't justify this stuff post 1.0. sorry sympathizers. I mentioned in another thread that we need a middle tier of wheels because the small ones are too weak and the big ones are too big. Not that it is likely to fix anything aside from people overloading the small ones.
  5. First thing i'd like to point out that 1.1.x 64bit is every bit as stable as 32bit if not more. This isn't the days of 0.90 when 64bit was basically abandoned and nobody would support issues on it. I'm not on windows 7, but i agree regarding memory usage otherwise. I have no chrome, no other apps, I even turn the wifi of when it's time to boot up KSP. It takes constant investment, learning, and determination to play KSP, sort of like being batman
  6. I forgot the youth is too cool for PrtScr these days. FWIW, Interplanetary missions are the only reason I still play this game, and a new planet (or 10) would go a long way in keeping the game viable for me.
  7. This is why people should try the vanilla before they pine for updated new mods. That way you have a baseline of performance to compare mods as you add them one by one. With such a comparison, I can clearly identify if a mod changes the behavior of the game, which would then clearly be outside of the responsibility of SQUAD. I can also report a very stable gameplay experience with 1.1.x thus far. Also, call me old fashioned but just because the game works 64 bit does not mean the devs changed the logic or their programming habits. When I look for mods, I stay very clear of mods in the 10s or 100s of MBs. Function over Form FTW. I think all of these things contribute to the stable experience I have had.
  8. If you have a high enough TWR prograde is always easiest,cheapest, most efficient. "up" is only to compensate when you don't have the thrust. With MJ I can see "time to apoapsis" in flight mode, and usually turning 10-20 degrees "up" (or west), usually brings the time to a standstill while on ascent. I try to keep the time to apo between 30s-1m. With increasingly low TWR, you will have to increasingly point "up".
  9. 1.25 Liquid fuel only tanks! 1.25 Liquid fuel only tanks! 2.5 Liquid fuel only tanks! 2.5 Liquid fuel only tanks! Seriously! Not everybody who uses the LVN is building a spaceplane. Having fuel tanks to match the fuel types the engines consume is kind of a no brainer. Its such a hacky gameplay killer to even think of half full tanks. not to mention a mass fraction which is abysmal. with 64 bit I don't see the harm in adding the parts that need to be there. But as i've said before I can point to 6-10 wings you can get rid of if you need some space for the rocket parts to perform as desired. FWIW, i'd also like a longer ladder, a mid tier landing leg, a longer 2.5 Ore tank, a large version of the TT-70 decoupler (it makes for safer margins when staging crafts.) a mid tier wheel between the M1/TR2L & the XL3 (i'll give you a hint, the first two weigh 0.075t max, the large weighs 1.25t. How about a 0.5t size?) an mk 12 or 16 non-radial drogue (for small crafts where drogues are not desired radially)
  10. Yeah, kiloseconds aren't common because its not usually important to measure time in that way. Not only that, but our clocks have long adopted the 60second, 60 minute mantra, which means that 3600 seconds to an hour or 3.6 ksecs is just impractical to work with. For instance, a jet is travelling at 500 m/s. This converts to 500 km/ks. So if I look at a clock, how on kerbin am I supposed to know how far my ship can travel in what space of time? 500 km in like.. 16.67 minutes? The round clock with 60 minutes makes for real easy fractional estimates (1/2/4/6/10/12), which is somewhat intuitive when you account for radian and degree measurements. For instance, a jet is travelling at 500 m/s, this converts to 1800 km/h, 900km per half hour, 450 km per quarter hour. And in this regard, most everybody can imagine the timescale I've referenced. TL:DR, we would have to re-do all the clocks to talk in ks more often. Its a convention. As a final note just use whatever notation/scale you are comfortable with and get the best results, its your game after all.
  11. You have "no insertion burn" checked, correct? From the dV map, a transfer to eve will take 1120 just for a flyby, so 1300 seems feasible. :S you can get the 1061 estimate on alexmoon by not specifying time of flight, so it would seem to be related to the time of flight part in TWP. Are you physically clicking on the porkchop? It almost looks like it might be choosing a location which is off the visible region of the screen..? I'll see what mine is doing. Edit: I am reading the same 2126 m/s as shown on alexmoon. 2124 m/s actually, variation of less than 1%. Not to be THAT guy, but maybe you should try re-installing the mod or looking at interactions with some other mods. FWIW, with the latest departure set as y1, d214 (as you have done), it shows ejection of 5721 dv. http://imgur.com/Amu5CHw
  12. Hendrin Kerman and myself have long been inspired by this picture, it is one of my screensaver photos. We took the opportunity to do an artistic recreation of this iconic image today while on a science mission on Duna - thanks for the sweet pic!
  13. IIRC those fuel lines are pretty unrealistic. They can move insane amounts of fuel, and even "oxidizer". Oh, and please don't make any of the things listed here more realistic [:
  14. no idea which option means planets, science and biomes. I guessed depth, but technically its refining existing systems in that they sorely need expansion.
  15. Yeah if there were ever a reason to argue against an update this is definitely the thinnest one, but it's multiple people saying the same thing.
  16. I can report that without KIS/KAS, EVA and all other operations on Ike work as expected.
  17. Your fuel will transfer "around" the command pod no problem. It's option 1; Your rendezvous stage took the fuel from your probe You want to click "disable crossfeed" on your decoupler or docking port.
  18. no i meant scansat, just as the comparison that a communications network does very little for me given that there is very little to communicate. RT put a bad taste in my mouth and I haven't tried AR. I guess the jist is that this feature is not something i'm frothing at the mouth to have. I don't get much satisfaction from dead accurate orbital periods.. but thats just me. And i digress from my initial post, being that I don't think a longterm precision orbital period/network is practically viable in 1.1.2
  19. with the orbital decay bug? don't think so. Not in my save at least. It was tedious before 1.1 and i don't see it as possible now, unless you get the craft to the right period, and immediately put it on permanent rails. Either way I have orders of magnitude more fun with Scansat than I ever did with RT. But thats just me.
  20. Honestly, at the upper end of payload masses, being 50- 250t, the VAB could be a tad bigger. I've had a few designs that scrape the ceiling, and putting them in the floor isn't all that attractive. in like 98% of cases its fine.
  21. i'm not defensive, 98% of the game works and you insist on playing the one of apx 3 things that aren't working, when you have a version that does work.
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