

Arugela
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Everything posted by Arugela
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The idea is to add and store a value for a part in the ship at the end of the raytrace for things like struts and fuel lines. Then when it ray traces and finds the part it can look at an only attach to the part and number for that part. I would imagine this could be done by adding a number to every identical part as you add it to a ship. Then it can identify the part model and number to make sure it's still attached or to make it attach to only that same part. This or something similar would save a huge hassle with these types of parts. Especially so they don't fly off and attach to whatever other part they find afterwords if you move the ship around or merge it with another. Maybe it could ray trace through parts, I assume it does already, and then find the first layer of the ship part it can use and attach. Or if there is a cheap way to add a grid location on a part you could have the parts identified via a grid and put it at that exact same spot on the other part. Although I would be worried about to much resources being used to do this. Especially when it comes to CTD's and other lag issues with alot of part or alot of stacking of parts. Is it likely this sort of thing can or is already going to be added with or after 1.1? This is of course also assuming this has anything to do with why parts attach to different parts in some circumstances.
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New prototype head for the Orion with 1.0.5 parts and to exact 1:2.5ths scale desired for the entire ship. 72 LVN nuclear engines for 4,320 thrust and 20k LF for 3 minutes of burn(Excluding other LF in vehicle) and cheaper travel between asteroids and whatever other purpose they serve.. This is aprox one third of the vehicle. Although it's more like 1/2.5th of it. It has a mock version of the two above vehicles. The version 3 retriever and the birdy. they demonstrate where the vehicles will go. If I can ever get them in there. When these two vehices are filled, and the fuel from the birdy and the new protoype head are filled up, there will be about 88 tons of free cargo space left. The vehicles weigh 340 tons empty and the 18k mono and 20k lf weigh 172 tons for 512tons of cargo space. Edit: I did forget to find a new place for a Science facility though. Maybe I'll put it back above the retreiver and move the location of that docking port to the top of the current doors location. CraftFile: http://www./download/gu0uyupcc8uiwa2/The_Orion_Head_V3_1_0_5_scale.craft Final Version below: http://www./download/on8o9iofini8hej/The_Orion_Head_V3_1_0_5_scale_Science.craft Version 1: This version is the above picture. It has the vehicle shoved up farther to allow it or the birdy on the bottom to get out without needing to remove the retriever vehicle for either. It is missing a science facility andit would have to be put in one or both of the side cargo bays Or somewhere else on the vehicle. Version 2:This version has a science lab up in the top area with the widows exposed to the outside for a nice view. But has the bottom vehicles shoved closer together. And it requires that you take one vehicle out to get the birdy out. Although could turn the cargo bay around to let them both out.. I thought it was a cooler design to make them both get out the same spot.. Seemed more industrial and efficient use of space. AKA, it made me feel like I was cheating. Final version: I think... Keep in mind this ships in the cargo bay are just mockups with minimal parts. They do not have RCS but are the same dimensions as the ships that will go in it. Although for some reason it still won't let me look out the science bay(mobile processing unit) windows. Not sure if the view is blocked, this feature is not available atm, or if the cargo bay is interfering in some non obvious way.
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In this ship, and maybe in general, when I EVA a kerbal from the MK3 cockpit he keeps going EVA and falling to the ground. They seem to randomly fail to catch the railings and hold on. Is this a general issue atm? I didn't see anything on it. Ship File: [URL]http://www./download/gu0uyupcc8uiwa2/The_Orion_Head_V3_1_0_5_scale.craft[/URL] System: KSP 1.0.5 64bit installd via steam run via steam or shortcut on desktop. Fedora 22 x64 Phenom II 1100t 560TI 384core 1gig(GF114) 2x4gig mushkin memory modules. 970A-D3 Gigabyte Mobo.
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I have had the thermal debug on. they do not produce enough heat to even remotely dent the heat. It's not a heat issue. It seems to have to do with resource being piped with two different types of ISRU on at the same time. I'll try to make it so I can see them but there does not seem to be heat being built up in my ship. I have a lot of heat dissipation already. Unless I just can't see it for that part. And the issue doesn't exist when I have only the large ISRU on. I don't know why the small would produce that much heat. It seems like it's just overriding the large ISRU as it runs the amount of time same when it's just the small as if they were both running. I think that eliminates heat logically. If it were heat that should varry between different setups. Not have it act identically with both running and just the small ISRU running while the large ISRU works perfectly on it's own. Looking at the ISRU running I'm starting to think it might have to do with incoming ore and how they behave when it doesn't have enough. It seems to default to the small one and then run really slowly.
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I'm using both the small and large ISRU at the same time except in the 4 drill ship which is a build from 1.0.4. It's listing that it's gaining more per second in the resource window. -6600--6900 in the 8 mine vessel. And only -3400ish at full warp on the runway(x1000000?!) for the 4 drill ship. But it's not actually gaining more. I'm not sure what it is doing. It's displaying numbers that should be giving it more ore/fuel. It also only fills up the liquid fuel and ox and not the monopropelliant until after the LF and ox are full. which seems a bit odd. BTW, all of those pics are from the same game. I just took them when I made the thread. And I have added to the heat removeal. But how do you even tell what it is doing or how it is affecting them. the indicators on the items don't say anything and everything acts as if it should be gaining more resources per second. Edit:If I turn off the little ISRU from the action group that runs them and just use the big ISRU I get done in 10 days. (This is all on the 8x drill version of the ship) If I run just the little ISRU it takes the exact same 91-94 days. I'm not having problems with overheating with the large ISRU. The little one cannot be producing that much heat. It has to be some sort of a conflict. It's acting like only one of them is active when I use them both at the same time. In this setup both are trying to do all 4 types of activities at once.(LF+OX, LF, OX, MP) If I set it so the big ISRU does LF+OX, LF, OX and the little one does only MP It takes 14 days and fills the mono first then fills LF and OX but the OX takes alot longer to fill then the LF even though they should be filling at almost the exact same rate... There is something funny with this.
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I just ran a ship I usually fill in 27 days in 1.0.4 and it took 87 days. Is this correct? What is affecting mining now. (Or my ship more realistically.) I'll note it used to take me 27 days with 4 drills. It now takes 87 days with 8 drills. something is wrong. I wonder if it's electricity or heat but I haven't widdled it down yet. They say they are taking in 100% load too... IS the ISRU less efficient. Is there a problem with running the big and little ISRU at the same time? They seem to only work one at a time and not play together well potentially too. BTW, I have one button that activates the big ISRU and the little one. I press it twice and they are all start/deploy buttons. No toggles. Does one override the other? NVM, it's starting at like 23% on the drills and something like 0.09%. It's only 100% after I have used full warp at like 100000x speed. That may be a bug too. It does not go back to the proper display after going to 100% from warp. So, what makes drills not take in 100% load. It has enough electricity. Should it now take me 87-99 days for what once took only 27 before the patch? Edit: NVM, I'm assuming from what I'm seeing the drills slowly warm up... It gets up to 100% eventually. And it displays more gain when in warp than previously. (-6600vs-2700 at max warp) But it takes 3 times longer with this setup after I doubled the drills from 1.0.4. I'm missing something. In fact the old one now does it in 19 days in 1.0.5... The numbers seem to be displaying correctly but something is off. Could it be the new ISRU? The 4 drill version is only using the big ISRU not the combination of them like in the 8 drill version? is it a conflict with the converters? Is only the small one running processing ore instead of both of them? 8 drills: 4 drills:
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It actually goes on the runway fine with no lag regardless of the situation. It's just those few functions when in the VAB that I have found. I thought it was a little odd. I'll have to open the ship up like this before changing stuff I guess. I guess that is a work around. But is there anything in that that could help them fix performance issues? I'm assuming this technically counts as a stress test. I wonder if anyone else would run into this. Edit: After re-condensing the ship the problem went away and is not persistant.. How odd! I'm not sure how a ship that looks like a bunch of line dancers would perform. I think they might end up dancing all over the place! 8p Maybe a line dancing song named after the kraken would be fitting. I don't know any though to name one after. What do you know. There is a kraken dance.... Or is that a group? https://www.youtube.com/watch?v=C_hnWzTBlHg
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Too pull it apart for maintanence/modifications I usually click the side of the main tank and pull out the 13 engines. I'll get a pic. It's tidier than it looks. (For 600 parts at least.) If you use "offset" and click on the main body of the Twin boar engines and pull them all sidways it will look something like this. Most of the peripheral items are on the center engine. The rest of those tanks are just condensed fuel and struts with some reaction wheels in them. The rest of the ship is that center pillar and the probe ship on the top. When I took off all of those side engines it stopped crashing. I was wondering what changed to cause it to do this when it didn't a few hours ago in 1.0.4. I could easily use a ship like this before without crashing. Are there any bugs behind this performance change or anything that can be fixed eventually? ***BTW, when you moved the ship as a whole item did it crash for you or was it just me? Edit: It did not crash when I opened the action group window or moved the ship around when I did in with this debug version. Even with all 600 parts. It seems it might have to do with the ship when it's fully condensed.... Something has changed regarding condensed parts. The performance is really smooth when I opened the ship up.*(In fact much smoother than the game did previously) It seems to only happen when the ship is pushed together like in the first version I uploaded... Debug version: http://www./download/fzncbu2p4p28z6q/The_Orion_Retriever_x13_Plus_V2_1_0_5_debug.craft<- Pre opened version!
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The one in the VAB between the normal one and where you can select crew. It's the middle of the 3 buttons on the upper left of the pic above. It's where you select an item and choose stuff to stick in the shortcuts. (Abort,Lights,Breaks,1-0, etc) It's to the left of the ships name. The main part is just above the service module with the science stuff in it.
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By this do you mean what is in the log? And I ran ships like this including this one fine in the last patch. Even with alot more parts. I didn't get CTD's until 2500 parts or more. The way the rotate/move function are working is way out of proportion to the last patch. So is the problem with the Shortcut window crashing the game. If you open the shortcuts window it displays the problem pretty nicely. It did not do this like this just before I updated to 1.0.5. Why is the performance with those functions so much more resource intensive? I'm also getting a weird SELinux alert when it crashes. I have no idea why. "SELinux is preventing acpid from create access on the netlink_generic_socket Unknown."
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I have a 600 part ship I was updating to new 1.0.5 stuff I had been waiting to put on it. It was around 588 parts before changing stuff. The older craft worked fine and still does.. I updated it and it's around 600 parts. it now crashes every time I do those two things making the ship unfinishable. Mind you I could normally make ships up to 2500+ before getting any crashes from parts count from the shortcuts window or similar things. And this ship used to be near 700 parts in 1.0.4 with no problems. What is odd is alot of the other stuff works with a bit less lag than before but these things now CTD the game seemingly from performance overload frome these functions way out of proportion to what I have traditionally experienced. And compared to now even the rest of the game running.. There is something messing them up badly! I just deleted and reinstalled the whole game after updating to see if it helps. It did nothing. There is also odd lag and stutters at the two title screens that feels kind of similar... I wonder if they are related. Something is bloated or something in the code. ***Now I just got a crashes at the beginning of my game also...(This only happened once so far.) it zooms in near the middle of the KSC and stops and I back out to the last menu but the game menu options are all darkened with all the other text and nothing is selectable. When this doesn't happen the KSC is also laggy on it's own without anything else present. BTW, I can move parts individually but I can't move or rotate the whole ship or access the custom shortcut screen. Something I also assume access info from the whole ship and not a single part. This kind of thing used to not be an issue until near 2500-3000 parts. I now may be capped at 600! *I just put on 8 of those new little mining devices and upped it to another 8 larger ones on the bottom. Could the new thermal stuff have anything to do with this. Is it checking something new in the VAB/SPH? Files: http://www./download/2gzamd16auigaa1/The_Orion_Retriever_x13_Plus_V2_1_0_5_adjust.craft http://www./download/adfbktbrmlp68hg/NewPlayer.log Game: Install: Steam linux 64bit client Version: 1.0.5 Computer: OS: Fedora22x64 CPU: Phenom II 1100t GPU: 560ti 384core 1gig RAM: 2x4gig Mobo: GA-970-D3 HDD: Samsung SSD 850 Pro Pic:
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1.0.5 is out!!!!! post your fist craft here.
Arugela replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
I would post mine but they screwed up some aspect of performance and made mine crash the game... anyone want to take bets wether I can ever play that ship again? -
600 part ship now crashes the game. What exactly did they do to the game?! Now I have nothing to play since that was the only ship I was interested in playing. Can't access shortcuts or rotate the vehicle without CTD. I even turned everything down. They managed to add a few parts and make the VAB/SPH completely unusable... The ship was up to 700 parts at times in 1.0.4.. When do I get to play my ship again? Next christmas?! And I flew 2500+ part ships in 1.0.4. Something is very messed up. Lets see, a small interim update and I loose 500% ship part capabilities.. Who is going to fix this and how quickly!!??
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Twin Boar engine in cargo bays?!
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Finally added the pic to the first post. Will that setup fit or will the overhang stop it? Do they all need to be condensed onto one access? I'm worried because even the side that is not sticking out of the wall is still touching the inside of the cargo bay. Those are stacked twin boar engines btw. That is why there are four instead of two showing. Should I assume those all need to be lined up? -
I should have asked this a while ago, before I designed a whole ship. But I thought it would fit from messing with it. Does anyone know for certain if you can fit a twin boar engine into the largest cargo bays? I have a ship based on it and I was wondering if it can fit in and out. Specifically has anyone actually done it? The top fits fine by the looks of it. But the bottom where the engines are seems like it colides with the inside of the bay. I don't know if that matters though as it could not have a solid surface there. Does anyone know for certain if this is an issue? I'll put up a pic later of the engine in the cargo bay. Edit:
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M700 Survey scanner questions.
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
On question 3, I was able to actually initiate the scan while the orbit was basically equatorial as opposed to polar. I was wondering if that was normal. Are they going to change it so you need to leave stuff like this in orbit. It would be nicer if it was more live with a lag system and you had to deploy multiple satelites to keep the scan up... Then it would actually take something to do. Or anything else more complicated. -
M700 Survey scanner questions.
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
That doesn't happen. when I switch vehicles I can switch to looking at the planet or anything else and it does not show the info. The overlay turns itself off. I can mess with the setting while focused view on the planet/moon and it doesn't show anything on the planet itself. No matter what I change the settings to in the third info window. And when I first launched it I could see the info while flying my ship in third person. I don't know if the planet was focused. I could hit m back and forth and it would always be visible on the surface of the body below. but for some reason this stops after some event and doesn't work anymore. Edit: NVM, I had to click the resource in the window to get it. It simply deactivated the resource. Now if I select it I can see it again. New Questions: 1. What other resources can be collected/selected. I've run scans but not seen the results in the window. 2. Is there any reason to leave a survey scanner in orbit around a planet? 3. I was able to do my initial scans without the ship being in polar orbit. It was simply in orbit at the given altitude but not over the poles. Is this a glitch?(It popped out the antennae and sent the data and everything.) -
M700 Survey scanner questions.
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Scratch that. That didn't help anything. If I leave the probe after leaving it's initial launch into orbit it will not save the data. And every time I go to another ship the data is gone. That window doesn't do anything. Every time I leave the probe with the scanner It deactivates the interface and I have to go back and click toggle overlay. and when I leave the probe for another ship or the KSC to use that data live it disapears now. It does not show electrical use after it's initial scan. So why does it not stay active where I can use it. The moment I leave the probe with the Survey scanner it stops showing the data and I have to go back to the probe and toggle the overlay... This makes the scanner useless. What is with this thing?! And if it needs more electricity why does it not show this in the data for the item? How is this thing supposed to work. I cannot use the scan if the overlay only stays active while I'm using the probe itself... The window that show resources for the body doesn't do anything the overlay doesn't. Does it need electricity... Line of sight?! My probe has: 1x 88-88 1x generator 1x M700 Survey scanner 4x 80 monopropeliant tanks. 1x probe core (okot2?) 1x Reaction wheel small 1x 200 battery misc struts etc. I have the probe attached to a bigger vehicle with several thousand electricty to do the initial activation of the probe. I then move the probe launcher into orbit and detach the probe and the launcher goes back to where it came from leaving the above probe in space... I see nothing besides the initial scan that takes electricity. The probe seems to be electrical independent and not lacking anything. Or if it's not it does not show the electrical loss during use and gives me no way to understand how it works. It at first worked while using the ship. But after leaving and loading the game it stops allowing me to see the data from other vessels. Every time I switch targets it automatically deactivates the interface and I have to manually go back and activate it. IT then turns off again after I leave maknig it useless to other ships... What things are required to use this. The game doesn't give any real information and I have no idea what i should be doing with this to get it to work. I also haven't found any information that made any sense.. -
Should Ablators block air and heat?
Arugela replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Will it be changed at some point so that objects block air from other objects? -
I have a vehicle that launches with probes on the side of the ship. There are Ablators in front to stop heat from harming them and them overheating. I've noticed they seem to still catch air a bit though. I was wondering if those ablators also stop air from pushing on them? It's probably more noticeable on high speed reentries. But they definitely still catch air. Is this likely the limit of what the ablators can stop or are they not designed to do that? some of it could be the fuel, gravity, and\or acceleration. How much is normal? Edit: Once I stopped acceleration this stopped. I'll have to get a pick on reentry to compare it. I know at certain points the survey scanners do get affects on them from heat and air speed.
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What do you think of the new water system.
Arugela replied to 322997am's topic in KSP1 Suggestions & Development Discussion
will this make it easier to get vehicles laying sidways in the water to shore? I have landed in the water a few times and really wanted to just fly it closer to the beach and either mine the shore or try to get out of the water again and land on ground to refuel.. But they tend to not act nice while skimming water. -
I have a vehicle designed for moving asteroids with stacked engines equaling 26,000 thrust so it could be possible. But the asteroid moving asteroid thing would be funny! >< I just saw an older thread on this same idea. It also mentioned micro gravity. I think that could be nice. It could be variable also and based on the actual stats of the asteroid. So as you mine it the gravity may disapear. http://forum.kerbalspaceprogram.com/threads/76358-Bigger-Asteroids-in-KSP?p=2230186&viewfull=1#post2230186 It also mentions hitting it with another asteroid! 8) BTW, What amount of mass would you need to produce any real gravity. Say 0.01 for 0.1 gravity? I've seen the formulas somewhere but haven't really gone over them yet to get familiar.