Bolche
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About me
Rocketeer
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While designing my awesome 100% recoverable shuttle, I ran into a problem while rotating the boosters' Mainsail engines to compensate for the unbalanced CoM. It is inspired in the design of the SpaceMaster, with two orange tanks attached to a Probe Core that is attached to the spaceplane I want to launch. You can see result in the picture below: To achieve the intended result, both engines should rotate toward the spaceplane, but one rotates "inwards" and the other, "outwards". I tried to change the symmetry mode to "Mirror" but when I attach the engine to the tanks, it automatically changes back to "Radial". I tried removing the tanks and changing their symmetry, but ended up either with one engine on the top of the rocket and the other at the bottom, or the parachutes and Vernor engines (that are attached to the side of the boosters) at different positions, one "inward" and the other "outwards". While designing this craft, I made the boosters at the VAB, the spaceplane at the SPH, and merged then at the VAB. Not sure if that affected something. The strangest thing is that at an old save I had the exact same design on an older KSP version and it worked all right! KSP 1.0 if I remember correctly. But this craft was made from scratch in this save and is slightly different. Running KSP 1.0.4, 64bits, Linux, with several mods
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Arch Linux with KDE. It has problems, but is always on the cuting edge!
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My space program is close to finish developing a lively economy in the Kerbin System with orbital and land bases, shipping resources and regular crew rotation (the Kerbin Workers Association demands paid vacations for every Kerbonaut every year, at least ), all done with my fleet of fully reusable Shuttles and SSTOs. It is past time to go interplanetary, but I admit that I'm a little afraid and not really sure how to make it viable. I have assembled expeditions to Duna and Eve but maintaining bases and shipping resources seems really difficult. Getting the right phase angles for efficient transfers can take years, the transfers themselves are really long (and it gets boring to wait when you can't time wrap because of other things going on the Kerbin System), life support (I'm using RoverDude's life support mod) becomes a greater concern. Not to mention rescue missions when things go wrong: on a past mission, after I accidentally blew up half my rocket, including all the life support, I was able to get a rescue ship in less than an hour (by wasting fuel and being super aggressive in the transfer/rendezvous). If something like that happened on Jool, I could kiss my brave kerbonauts good bye... So how do you guys do to have a working economy and crew rotation on a interplanetary scale? Do you just accept longer delays and compensate with large volumes? Do you waste extra Delta-V doing inefficient transfers? Is doing a bi-elliptic transfer, with a first stop on a low Kerbol orbit, a good compromise between time and Delta-V? Or the only solution relies on technology not yet discovered (i.e. should I use a FTL mod)? All help is appreciated!
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How to reduce zoom speed during IVA?
Bolche replied to jlcarneiro's topic in KSP1 Gameplay Questions and Tutorials
On Linux, sometimes when I upgrade KSP to a new version, it's common that the zoom speed is super high. Going into settings, several things also have insane values. My tip is to delete (or rename) the file "settings.cfg" on the KSP folder. A sane default with sane zoom speed will be created. -
Building and Installing Mods
Bolche replied to dclarion's topic in KSP1 Technical Support (PC, modded installs)
You can use the monodevelop to develop in C# on Ubuntu. But if you want to only use the mods, you don't need to compile anything. I recommend using CKAN. It's just like apt-get. -
Use Right Shift instead of Alt
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I had my first crash yesterday (Linux x86_64, lots of mods). The game is really stable.
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After seeing so many complaints with 1.0.2 in the community, I almost didn't upgrade. Well, I'm glad I did. I think 1.0.2 is a HUGE improvement. Even if it's not exactly right and still needs tweeks, it's better. My reentrys on 1.0 used to suck: I didn't slow down at all. I used to get to 10,000 meters at over 1,000m/s. It was mandatory to deploy the uber chutes while there still was reentry heat going on. I just loaded my game on 1.0.2 and returned from the Mun. It was a really fun reentry: I spent half of my heat shield and I actually slowed down, deploying the chutes after all heat was gone. As far as I can tell from some other posts, the Mk1 Pod does not really need a Heat Shield anymore. But my lander with a basic science package definitely needed it. Just consider the Mk1 Pod has a built-in heat shield. As for the memory leak, that, I agree, is pretty bad.
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how do i get 1.0
Bolche replied to Findthepin1's topic in KSP1 Technical Support (PC, unmodded installs)
If you got it from steam, them just log into steam and it will update Edit: Ninja'ed -
Small hiccups every few seconds
Bolche replied to jelmew's topic in KSP1 Technical Support (PC, unmodded installs)
I had a similar issue and, looking at dmesg I saw that the GPU (Radeon) was restarting every few seconds and freezing the scene. On my case, the problem was with the driver. Check you dmesg for error messages -
There is a Changelog.txt file on the KSP directory if i'm not mistaken. This is probably what he refers to
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No SquadCast Today? What should I do with my life?
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Crash on 64 bit KSP (no gfx driver)
Bolche replied to coco146's topic in KSP1 Technical Support (PC, unmodded installs)
From the log, it looks like you need to update your graphic driver. On Ubuntu there is a program to install new drivers (I believe it's called "Jockey". Just search for "drivers" on the main menu). Choose the "Nvidia proprietary driver". After install and reboot, it should run.