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Nitrous Oxide

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Everything posted by Nitrous Oxide

  1. Appears to be the case, I'm on KSP 1.11. I don't think I noticed this at all in 1.10, but I'm not sure if I even attempted to take-off after landing there. It was definitely fine before landing, and definitely not fine after taking off.
  2. My plane was flying fine in cruise mode @ 1600m now it's doing circles and dives and can't keep anything (heading or level)... nothing in the logs indicates anything went wrong, but has this happened to anyone else? Currently flies properly with SAS but, AA makes it all erratic and insists on deathspiraling to the ground. Losing patience for this game. I landed at Island Airport, fine, took off and AA doesn't work now, crashed into ocean. Even FBW moderator wasn't acting as expected... is it because I took off again after landing?
  3. I'm having trouble with this, it seems to "work", but the log is full of the likes of: ... and: I'm using 10.6x scale, and I think whatever is happening here is ballooning my RAM use until the game crashes OOM (at 32 GB, mind you)... I thought the issue was maybe related to Scatterer or PlanetShine, but disabled much of the former and uninstalled the latter, and I can still only fly for about 12 minutes, at which point I have to reset to the main menu... Is this just KSP? Or is there an issue here that I could provide logs/tests on? Currently about to test without Parallax, but the log entries were interesting to me.
  4. I have either a memory leak in the flight scene where I cannot fly more than 10~12 minutes over terrain or ocean (effectively, anything on Kerbin); or a really broken modded install. Google-Fu results in nothing much other than it possibly being related to the PQS system... How much RAM+SWAP is needed to play at 10.6x scale? My 12 GB physical + 20 GB SWAP gets decimated making it unplayable with the game ungracefully exiting, failing to allocate even more RAM. Seems ridiculous considering the prominence of RO, I have a theory as to what my culprit may be, but I want to confirm if anyone has played 10.6x scale on less than 32 GB of RAM first. Logs don't actually show anything, since the process just dies OOM...
  5. I've barely played KSP in nearly 4 years... Forget KSP 2, this is the real sequel we've been waiting for.
  6. Can confirm for 1.10, not to mention it doesn't work with TU for any shader configs... was wondering why a Squad tank wasn't working properly... this mod is apparently the cause, changing the models of something that already has a config...
  7. I've been playing around with this mod and I think we need some roadster/convertible pieces... you know why.
  8. I've updated some configs for Tantares, adding some of the new parts and getting rid of depreciated ones (probably missed one or two), as well as made a new config for TantaresSP, if anyone wants. Is there a Git repository where people can contribute? Tantares TantaresLV TantaresSP I haven't tested them much, but I'll update them if I notice anything weird (possibly endcaps on the LVs?). Cheers
  9. Lol, people complaining about the other language names... w t f. We get excrements like "Doodman" Kerman in English, who cares?
  10. Cheers Nereid, can't play without this. Appreciate your work!
  11. It's a major upgrade because they've added things like native x64 Windows support, meaning KSP wouldn't have to use some community hack anymore, Squad could compile an .exe that can actually use more than 3.5GB of RAM. That is single-handedly the biggest issue plaguing KSP right now (OOM crashes), and it's absolutely worth delaying a "1.0" release to fix. Have you ever seen what people outside this forum and the subreddit think about KSP as a piece of software? It's not blind fanatic love like many of you have for Squad. Rushing an incomplete "1.0" is not going to help that.
  12. Yeah seriously, they'd be better off to do it right as they only have 1 chance at "full release".
  13. You make it sound like Unity 5 is a completely new engine and not a re-work of Unity 4... it's an update ffs. The engine developer is specifically intending projects made on Unity 4 to be ported to 5... Besides, Unity 5 has had months of beta testing. It's ready. You aren't a software dev by the sounds of it with your naive speculation that everything is going to be completely broken and hard to port. It'll take some extra work, but I'd rather have 1.0 delayed a month and a half and have x64 on Windows... >With the stock game being as stable as it is now LMFAO
  14. Wow, I'm going to miss playing KSP where Delta V actually mattered and not being able to just slap a tiny drill onto my craft and infinitely refuel...
  15. Except how do you stage an emergency stage? It's completely dependant on when/if your rocket breaks... it makes more sense to do it FASA's way imho... could also include a tutorial to introduce new users to action groups (seriously, I played for almost 200 hours without being aware that you could set action groups...). It makes more sense to stage the regular decoupling, and to set an abort action group to actually activate it properly.
  16. But... but... muh 30 part limit. How am I ever supposed to have fun if there's no hard limitations on how I can play my sandbox space game?
  17. Don't let it get to you, keep it up. I always enjoy seeing what others do.
  18. Just wanted to say that this has heavily inspired my latest career playthrough, keep up the great work!
  19. Thanks. Next up is my low Kerbin orbit comsat network... just a note: because KSP doesn't really deal well with perfection/precision, I've used HyperEdit to adjust the Semi-major Axis of the satellites to exactly 775 000 m once they are placed. I did everything else manually, and got the SMAs within ~5 m each time... but unless I want to build another network, I'd rather they not drift out of sync... also floating point precision errors galore... LKONET-1 Low Kerbin Orbital Network (LKONET) Mission #1 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K13.013 Codename: 'Node Alpha' Start Date: Y1 D110 3:01 End Date: Y1 D110 3:55 Crew: n/a Status: success[/TD] [TD]Objectives: launch first comsat into 175 km circular orbit[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2A) Vehicle Components: 'Mk I Node' Communications Satellite A (EA-1A1A) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] The SPTNK-3 mission paved the way for the team to start designing the first communications satellite. After furious testing on Day 102, the design was completed and work began on assembling the first vehicle. In all, there was to be five satellites in a circular 175 km equatorial orbit, establishing the framework for orbital activities around Kerbin out to nearly geosynchronous orbit. The satellite design called for about 72° separation to cover the entire equator, so the team will practice remote orbital rendezvous with a point in space for the first time. These techniques will provide a valuable learning experience if we are to move on to more complex goals someday. The Arrow IX launcher chosen for the mission remained unchanged from the design that launched the Perserverance into orbit. Shortly after sunset on Day 110, the first satellite was launched successfully. Nearly two hours later, due to loss of signal for brief periods, the LKONET-1 satellite achieved the desired orbital parameters. The final orbit after corrective RCS was 174.2 km x 175.8 km, hitting the targeted semi-major axis of 775 km within five meters. LKONET-2 Low Kerbin Orbital Network (LKONET) Mission #2 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K14.014 Codename: 'Node Bravo' Start Date: Y1 D119 1:32 End Date: Y1 D119 2:05 Crew: n/a Status: success[/TD] [TD]Objectives: launch second comsat into 175 km circular orbit trailing the first by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2B) Vehicle Components: 'Mk I Node' Communications Satellite B (EA-1A1B) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] Following completion of the first vehicle, no time was wasted in starting the second. Nearly nine days after the first satellite reached orbit, the second one was launched. With an extremely lucky timing for the launch, the LKONET-2 satellite reached the desired spot in the chain in just over half an hour. The final orbit was 174.3 km x 175.7 km, once again hitting the desired semi-major axis with extremely minimal deviation. LKONET-3 Low Kerbin Orbital Network (LKONET) Mission #3 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K15.015 Codename: 'Node Charlie' Start Date: Y1 D127 3:42 End Date: Y1 D128 0:31 Crew: n/a Status: success[/TD] [TD]Objectives: launch third comsat into 175 km circular orbit trailing the second by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2C) Vehicle Components: 'Mk I Node' Communications Satellite C (EA-1A1C) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] The third satellite was a little harder to place in the right location, but nonetheless the mission objective was successfully achieved in under half a Kerbin day. The LKONET-3 was inserted into a 173.3 km x 176.7 km, again reaching the target semi-major axis, albeit with slightly more eccentricity. The night-time launch prevented good opportunities for pictures. LKONET-4 Low Kerbin Orbital Network (LKONET) Mission #4 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K16.016 Codename: 'Node Delta' Start Date: Y1 D135 3:59 End Date: Y1 D135 5:45 Crew: n/a Status: success[/TD] [TD]Objectives: launch fourth comsat into 175 km circular orbit trailing the third by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2D) Vehicle Components: 'Mk I Node' Communications Satellite D (EA-1A1D) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] LKONET-4's final orbital parameters were 174.3 km x 175.7 km, almost perfectly matching LKONET-2's orbit. The night-time launch once again prevented good opportunities for pictures. LKONET-5 Low Kerbin Orbital Network (LKONET) Mission #5 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K17.017 Codename: 'Node Echo' Start Date: Y1 D143 2:59 End Date: Y1 D143 4:43 Crew: n/a Status: success[/TD] [TD]Objectives: launch final comsat into 175 km circular orbit leading the first and trailing the fourth by ~72°[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Standard' (EA/SLD-1E2E) Vehicle Components: 'Mk I Node' Communications Satellite E (EA-1A1E) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] With the network almost complete, the LKONET-5 was launched shortly before sundown on Day 143. Less than two hours later, the satellite reached the target spot on the chain, finalizing the ring and ensuring a constant connection to the KSC in low and medium Kerbin orbits. The final parameters were 174.2 km x 175.8 km, marking the fifth and final flawless attempt at positioning and synchronizing. In all, the five satellites each make a trip around Kerbin every 38 m 01 s and will provide a fundamental basis for expanding communications deeper into space. The optimal lighting for liftoff gave some nice shots of what might potentially have been the last flight for the highly successful Arrow IX launcher. Bonus: what would a comsat constellation be without a few pictures from map view? Not much... and there's also screenshots for the KER readings of the Semi-major Axis of each satellite before I committed HyperEdit... damn I was right on for that third one.
  20. But this is exactly the opposite of what KSP is. One of the strongest points of the game is the moddability of it and all the amazing part packs (FASA, SXT, Tantares, Nova Punch, B9, etc.) that people have worked so hard on... Just because you don't like having lots of choices doesn't mean the rest of us shouldn't have choices. Procedural parts simply make sense from a programming perspective. The point is to reduce the amount of "hard-coded" assets and let the computer generate things on the fly from algorithms to save memory and processing power. For tanks, instead of having to load 20 different scripts and models and textures, procedurals reduces that all to a grand total of 1!
  21. Part two: actually doing something... Oh yeah, before this part, I installed a new HotRockets config for Ven's Stock Revamp... so it might look a tad different. SPTNK-1 Space Probe Testing, No Kerbals (SPTNK) Mission #1 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K10.010 Codename: 'Pioneer' Start Date: Y1 D64 2:06 End Date: Y1 D64 2:11 Crew: n/a Status: success[/TD] [TD]Objectives: test unmanned flight capabilities successfully transmit probe data back to mission control achieve orbit around Kerbin[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow VII Pioneer' (CQ/SLD-1C2) Vehicle Components: 'Pioneer' Probe (CQ-1A1) 'Iron Spine 200-KQ' Orbital Stage (LB-1C1) 'Fletching 2R' Booster Stage (SB-1A2) [/TD][/TR][/TABLE] Our engineers were confident that with the right ascent profile, the Arrow could reach orbit. A few tweaks were made to optimize the control systems for unmanned flight; a fairing installed and the return parachute moved inside, as well as the radial reaction wheels on the booster stage being moved to an inline wheel on the main stage. Ten days after completion of the START project, the SPTNK (Space Probe Testing, No Kerbals) program began. This time, the Kerbals were going to run a series of tests in space as well as develop a reliable launcher to deliver payloads to LKO. The first mission was to deliver the first probe into orbit around Kerbin, while the flight path called for chasing the sunlight for sweet pictures! All systems were nominal for takeoff and flight, and the Arrow successfully inserted the Pioneer probe into a stable 71 km x 144 km retrograde equatorial orbit roughly 5 minutes after take-off. While separating from the probe, the Iron Spine stage fired its retro-boosters to drop itself to a suborbital trajectory for eventual salvage. The batteries on the Pioneer were only good for a couple of minutes, but it was enough time for mission control to confirm the orbital parameters and declare mission success! SPTNK-2 Space Probe Testing, No Kerbals (SPTNK) Mission #2 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K11.011 Codename: 'Trident' Start Date: Y1 D76 5:19 End Date: Y1 D76 5:25 Crew: n/a Status: success[/TD] [TD]Objectives: test new booster design test electronics systems (batteries, solar panels, instruments) gather data from space[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow VIII Trident' (RQ/SLD-1D1) Vehicle Components: 'Trident' Research Probe (RQ-1A1) 'Iron Spine 200-KQ' Orbital Stage (LB-1C2) 'Fletching 3S' Booster Stage (SB-1B1) [/TD][/TR][/TABLE] While the Arrow was capable of reaching orbit, it didn't have much room for error. The latest design replaced the two radial boosters with a new booster stage composed of three solid fuel boosters mounted below the main stage. The mission was to deliver the Trident probe into orbit, marking the first effort at harnessing the sunlight for power in outer space. The Trident featured solar panels and rechargeable batteries that would hopefully pave the way for future missions and long-term space activities. Not too long after sunrise, there was successful liftoff. The Trident was delivered to a 71 km x 150 km equatorial orbit and transmitted data until it fell out of communications range from the KSC. Roughly 33 m 24 s later, it made another pass over the space center and continued to transmit scans on Kerbin's magnetosphere. It will continue to do so indefinitely, until it malfunctions or the orbit degrades (and since neither happen in KSP... forever). SPTNK-3 Space Probe Testing, No Kerbals (SPTNK) Mission #3 [TABLE=class: grid, width: 90%, align: center][TR] [TD]Designation: K12.012 Codename: 'Perseverance' Start Date: Y1 D99 1:28 End Date: Y1 D99 1:36 Crew: n/a Status: success[/TD] [TD]Objectives: test new booster design test new orbital stage design test space propulsion systems (RCS) gather data from space[/td][/TR] [TR][TD]Vehicle Codename: 'Arrow IX Perseverance' (RQ/SLD-1E1) Vehicle Components: 'Perseverance' Research Probe (RQ-2A1) 'Iron Spine 200-KQ Light' Orbital Stage (LB-1D1) 'Fletching 3T' Booster Stage (SB-1C1) [/TD][/TR][/TABLE] Following the successful launch of the Trident probe, the team went to work improving the efficiency of the launch vehicle and allowing even more parts to fit on the payload. After some rigorous testing, the team started working on the design plans. The goal was to build a prototype communications probe to close out the SPTNK program and to lay the groundwork for the next project: establishing a communications satellite network in low Kerbin orbit. On Day 90, construction of the payload and rocket began. In order to build a communication satellite network, the satellites will need their own propulsion systems to fine-tune their orbits and stay in sync with each other. The Perseverance probe has been designed to fit the mold of a basic satellite, complete with RCS and enough battery power to last during the dark period of the orbit. While a communication satellite would normally have only antennas, the Perseverance was outfitted with a geiger counter and will transmit data on radiation levels for the duration of its life span. The booster stage was redesigned to fit the rocket form a bit better and to lower the part count. The concept of two side boosters was abandoned in favor of a tight bundle under the primary stack. The Iron Spine also received an upgrade, switching out the engine for one more suitable for high-atmospheric and orbital maneuvers. The new design exceeded expectations and delivered the Perseverance probe to a 99 km x 122 km orbit with an inclination of 47.5° within six minutes after takeoff. The RCS propulsion tests were successful and the Perseverance began measuring the radiation levels in low orbit. The team is now undertaking preparations to develop and launch the first series of communication satellites, marking the end of the highly successful SPTNK program.
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