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Everything posted by fireblade274
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Flying Boats of all sizes and shapes
fireblade274 replied to Teec's topic in KSP1 The Spacecraft Exchange
How does computer not explode? I have a 4690k OC to 4.5 and Delta time per frame at its lowest setting, and my computer would not enjoy flying that -
Randomised monolith locations
fireblade274 replied to pandaman's topic in KSP1 Suggestions & Development Discussion
You had me till the warping part; i think stumbling across a rather large random alien object in an invisible orbit would be really neat and simple to implement And for the record, I have never found 1 monolith, although I think I saw one once while I was coming in from re-entry on Kerbin for the runway, but I've yet to catch glimpse of it again, and it could have been the old KSC center (which is I guess is more Easter egg then monolith but not really?) -
I loaded up KSP for the first time today, and was shocked to find my active missions empty, and even more shocked to find all ARCHIVED missions are gone, nothing is there. I neeeeed validation. Shortly before going to bed, I remember quicksaving, then proceeded to land a craft from my station to near KSC in the water, and 2 of the 3 engines fell off the back on a hard landing. Afterwards, I decided to send up a spaceplane into LKO and call it a night. Today i loaded up the game, and saw that debris were left over from the craft that lost 2 engines in the water, so im like "awesome more money", and then i realize its probably the engines that fell off, and they are sitting on the ocean floor, and i was like "omg thats dope im going to go check it out" so i go and "fly" the debris instead of recovering it, for the moment. Once I get there, the beginning of the horror story commenced. The altitude, which started at 250m or so, began rising and I was gaining vertical speed while visually I was sitting on the ocean floor as an vectoring engine. I was then not able to recover the part, and it said i was under acceleration and could not do such a thing. I have a screen shot of this. Upon getting back to KSC, I decided to recover the other engine that fell off from the same vessel earlier, and not "fly" the wreckage this time. I dont think i got cash for it, but i dont vividly remember the cash display cycling around after clicking recover. At this point I have still not noticed whether or not my missions are gone. Anyway, after that I decided to look at wreckage that took place at least a week or two ago near KSC, where a different spaceplane ran out of fuel and just barely survived a splashdown; some parts were on the ocean floor, so I decided to see if I would get the same issue as I previously did of getting vertical speed. I did not, and my part on the ocean floor (also an engine) was perfectly fine and I was even able to recover it. I then went to look at my space station, and it still had my ship on it that i landed last night, and recovered the debris from today. and the ship was still there and docked? Also, the space plane with cargo that I hauled up last night was no longer there. I was so confused, and I still am.. It was at this time I clicked on my mission control center, and found out all my active missions were gone; i was getting ready for a high paying landing Eloo gravity mission. But im quite horrified to find that also my archived missions are gone along with them. I decided to look at my quicksave file, which should bring everything back to normal, to before I landed the ship that was docked, but ALL the active and archived missions were still gone. I need to disclose that I do have mods. But I believe this belongs here because none involve mission changes, and with the exception of KIS/KAS, all either display information or Its for visuals only. If this must be moved to modded installs only, so be it My mods: Atmosphere trajectories Distant objects EVE (clouds only) KAS/KIS Kerball Engineer MecJeb2 Claws stock bug fixes Kerbal Alarm clock Thats all I have. Here is my Output file, hopefully it will help: https://www.dropbox.com/s/kay6r5ocnb3ohs8/output_log.txt?dl=0 Computer specs: WIndows 10 64bit i5 4690k OC 4.5ghz 8gb memory 2X HD6950's crossfired Thank you so much for your time, Chris
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BUt , would it be possible to get it in Steamworks? (and still have mods over all platforms?)
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Im with you pal. I have 10 mods all visual or informational, and i crash about every 3 reverts. That along with the 10 fps I get after playing for a little is making this game soooo unplayable. I have a high-end cpu and I really really REALLY hope the next update gives a good performance boost with its multicore usage. As far as the crashes go im fairly certain it will be fixed when we get 64bit support and if you have say 8gb of memory. But yea between the crashes and low fps it really has been turning me off the game recently to just wait till 1.1. There is really nothing you can do but wait.
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The F-35 was designed as a multirole combat fighter, not specifically a long range fighter bomber. If it does outperform the F-35 cool, I was simply being facetious lol. Yes comparing apples to oranges would be like comparing the F-22 to the J-20, both stealthy yet designed for different things, but i'm fairly certain in a dogfight the F-22 would win and that was my point lol
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F-22 superiorrr
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Sneak peek at Xbox One version!
fireblade274 replied to DuoDex's topic in KSP1 Suggestions & Development Discussion
Agreed, he said there is no difference, but im betting that the Xbox1 version will have reduced graphics or something, and there as it stands needs to be major optimization for it to be ready for the console -
This, exactly.
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YEs I actually made a post specifically saying that in the suggestions sections (weeks ago) I thought It should have the option to have ablator on it
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hOW on earth is that Hydra's nose cone not exploding when going 2.6km per second at less then 30k? EDIT oh wait it did explode lol First let me say that craft is really cool, but It may be a better challenge if you make a rule that the craft needs to be able to turn around and land after reaching the top speed, to prove that it is still airworthy after going so fast
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I feel like this has been asked before, but whatever. I just took a look at Kerbal EDU website for the first time and noticed it has features such as a: Flight recorder & Function tool Design helper & Resource flow analysis Design helper is shown when you’re assembling a rocket. It has two tabs, Design data and Data select. Data select lets you choose specific information like the mass, thrust or delta-v of your vessel and display it in the Design data tab. There’s tons of information available, the skill is to distinguish what data is useful. Data shown in Design data can also be pre-selected in the Mission Editor and Data select tab hidden, so that students only see the data relevant to the current mission/lesson. Resource flow analysis can be enabled from the button at the bottom of the Design Helper. It shows which parts use/produce what resource (like Oxidizer or Liquid fuel) and from/to which part. AND this Force & Energy Force arrows show the forces affecting your spacecraft. You can use force arrows by attaching “force arrows” - part to your spacecraft. Then all the forces that affect your spacecraft will be showed as holographic arrows. Energy spheres is a part that when attached to a vessel shows a window with two spheres visualizing the relation of potential and kinetic energy of the vessel. Why are these displays left out of the actual game and instead reserved for only the EDU version of the game? Why must the normal version be restricted to using mods that are not always working properly and come with all the ups and downs of mods in general? To me it would be helpful to have more tools for viewing statistics and a great addition to have a stock, user friendly flight recording tool that would not only record your mass and delta/v change over time, but also let you view the actual flight later, like the battle replays of a Total War game. Idk, maybe I should have posted this in the suggestions box but its also a question; is there a good reason why these helpful display tools are not in the main version of the game?
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I tried using aerobreakes on a spaceplane for reentry, but after the atmosphere update their low heat tolerance really shows (only 1200, like a delicate science item. They should get updated to a higher value) and they almost always explode on reentry for me. Id just use the fins or many reaction wheels if you are so inclined. One way I was able to correct my largest ship was with many fins, and many reaction wheels. she can do a gravity turn at 14k and not flip while never decreasing throttle. Maybe its less efficient going full throttle but i never bother with that. E.g: https://www.dropbox.com/s/zffw4qe5vgohq36/2016-02-16_00002.jpg?dl=0 https://www.dropbox.com/s/n287p9foer0wx94/2016-02-16_00001.jpg?dl=0 When you referred yourself to an ignorant worm that shall creep away, I burst out in laughter. this is super trollin You must me at least a journeyman-expert of sarcasm
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Less friction on some surfaces
fireblade274 replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
I would love to see terrain deformation upon impacts implemented into the game, such as what would happen if you fall short of the runway and did a belly landing or something, and i don't think its too far fetched. Personally, I would actually much rather see more graphical, informational and optimization updates to the game at this stage then any more new gameplay features, such as the relay system. Yes, relay system is cool, but I think the priority should be increasing the optimization of the game. With my OC i5 4690k at 4.25ghz, out of every game I have, this game gets me the lowest fps 100% of the time, usually 5 fps) -
Ksp is simply very poorly optimized in its current state and we are all waiting for the 64bit and multicore support; that is why things are slow for you. My rig: Intel 4690k Watercooled OC to 4.25ghz 8gb of memory 2X HD6950 gpu's (not overclocked since ksp does not like OC'd gpu's) and a 480gb SSD And with my 220 part 200t SSTO is climbing I get average 5 fps. everything else gets on average 15-20 fps, so its not so much your hardware then it is the single thread usage and the CPU processing needed. This is with delta physics time at its lowest setting; 1 second in game is 3-4 seconds real time, Were all hoping 1.1 brings a good boost with it
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Open/close multiple fuel tanks simultaneously
fireblade274 replied to fireblade274's topic in KSP1 Mods Discussions
TAC only works on 1.02 atm, and i dont think GPO does what i want it to do, unless someone knows something i dont -
Is there a mod that simply lets you open or close multiple fuel tanks simultaneously, very much like an action group?
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Efficiently using transfer windows
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
This. is going. to be fantastic. -
Efficiently using transfer windows
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Thank you Snark, ill have to try that sometime, I did not think of this -
Efficiently using transfer windows
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Thank you Geschosskopf, you explained everything very well for me. Now I see the difference between the Hohmann transfer and ballistic transfer. Using the link provided by Chaos, http://ksp.olex.biz/, it tells me for a 300km parked orbit to Moho the ejection angle is 114.75. It also tells me the the planetary phase angle is -251.79, but since Ill be using KAC's transition window alarm I dont have to worry about the latter, correct? I can look at the diagram and roughly place the node for the correct ejection angle I guess but it wouldn't be the most precise. Is there a way to see the exact phase angle value it is at the position where your trying to place a node? I want to say KerbalEngineer has a display for it but I also want to say its only relative to your crafts current position... Is there an easy way to exactly place your maneuver node at your specific ejection angle?