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Violent Jeb

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Posts posted by Violent Jeb

  1. 19 hours ago, Greenfire32 said:

    This is unacceptable not only because in previous versions they weren't bugged, but also because we're now in "official release" and no longer in "beta." Bugs of this caliber in an "official release" shouldn't exist. Not in this capacity.

    It just doesn't seem like a responsible decision was made regarding that. And after all the bad "rush-jobs" that were made to hit the ever-mythical "1.0" status, yeah I'm still a little burned. It seems like we're just meeting deadlines because reasons instead of delaying deadlines because our game's broke and needs more fixing.

    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.

  2. 19 hours ago, Zwieg88 said:

    Like Vaporized Steel mentioned, the issue could be related to your OS being Windows 7. Also, as others have said: upload and post your output_log so people that are more knowledgeable on this can help you. 

    You may already know this but KSP has memory issues, in a way that if you have anything running on the background it will spend up all your system memory and crash your game. The best workaround is to have AS LITTLE MEMORY USE IN THE BACKGROUND AS POSSIBLE. This was a problem when I started playing not too long ago, specially inside the VAB. It has STOPPED since I started micromanaging my memory usage. 

    Also, remember that KSP 64-bit is unstable and more prone to crashing. 

    Hope this helps. 

    EDIT: When I say 'as little memory use as possible' I really do mean it. It's best to have nothing but KSP running. You may get away with a Chrome window or two open, but this may also cause you crashes. 

    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

  3. 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.

     

  4. 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".

  5. 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)
     

  6. 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.

     

  7. 43 minutes ago, StickyScissors said:

    So i've still made no progress on this, it still doesn't want to give me the right numbers for transfers. 

    Even if i force  parameters on it (120day min and max transfer time) instead of giving it a range of travel days, it still gives inaccurate transfer details and times.

    1.0.5 version works flawless in 1.0.5 so it's not my messing up that has broken it, and even on a fresh game, fresh save, fresh download and even on a different PC it doesn't wanna do it's thing.

    faS7J86.png

    And upon looking through an output log or two, TWP is throwing out a couple exceptions and NRE's in the process of figuring out transfers...

    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%.

    QmyWucH.png

    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

  8. On 1/26/2015 at 10:02 AM, gmiezis said:

    PFWlrrQ.jpg

    Here you go Kerbanauts! Painted this yesterday!

    Send that rescue mission before it's too late!

    Hi-res version.

    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!

    IPm3noM.png

     

  9. 3 minutes ago, Daveroski said:

    ..moaning about the game being updated.

    Because MODS which they use having to be updated to keep up with this wonderful game.

    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.

  10. Good news. While i'm glad to see progress on the 1.1.x patch is going logically, its unfortunate that the focus is still ultimately split with down the road things in 1.2. work on one update at a time maybe? Why not have everyone fix bugs for a little while, so 1.1.x can come out sooner (maybe it wouldn't take longer to develop that way, with everybody working on it), then worry about the next update? I obv know nothing of this process.

    At least 1.1.x will be something to look forward to from the sounds of it. esp glad about the orbits.

    Good devnotes. hopefully the patch isn't too far away.

     

    4 minutes ago, juanml82 said:

    I hope 1.2 wheels work fine.

    For the time being, I'm still driving my 1.0.5 rover on Tylo and by the time I'm done getting two more biomes plus transferring the crew to the Vall rover, exploring Vall and then continue to Laythe.... well, I may just jump from 1.0.5 to 1.2

    1.1's new features made lots of new bugs. Historical evidence suggests that 1.2's new features will similarly make a lot of new bugs/instability. I expect 1.2.2/3/4 to be stable releases but have little hope for 1.2

     

  11. 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

  12. 11 hours ago, severedsolo said:

    Sounds more like player error to me. I put satelittes in orbits with matching orbital periods (within 0.01s of each other) and they stay there.

    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.

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