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Everything posted by Citizen247
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Multiplying by a factor of ten has worked for me. I've also been able to complete some survey contracts from KSC, building a plane with a 6000+km range is an interesting challenge in itself. Only briefly, I've been having trouble getting spaceplanes back in stock, let alone 64k. I've had some success just putting heat radiators on the side opposite the rentry vector...
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It happened once to me when I was playing a more aircraft oriented career, and I completed an aircraft related mission while flying. It also happened once long after gaining orbit, when I'd just completed a Remotetech satellite constellation mission. I think those looking into it are right that it's when generating survey contracts, because it happens when pretty much any contract is completed. I think it just so happens that usually survey contracts are appearing around the time people are completing the "Leave the atmosphere" or "Reach Orbit" initial contracts.
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I had the same problem, I decided it was left over settings from near future's heat management that didn't work with 1.04, though I never really tested too vigorously, since a fresh install fixed it. Thanks very much. Thanks for the help testing. I used to, but I prefer to use engine packs and cryogenic fuels mod at the moment because its less involved for a casual play through. Though I might try and see how it all works with realfuels in my test install. Yes, it seems to be something to do with the generation of stock survey contracts not finding land above sea level within the search radius it's given. Which means it's a stock bug that doesn't show on stock sized planets I'd guess. There's a work around of increasing the survey distance, I found I still got lock ups with a factor of 5, but a factor of 10 seems to be working ok at the moment. It does mean you'll end up with most survey contracts are on the other side of the planet though, which is neigh impossible to do on a 64k kerbin.
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Who has two thumbs and forgot to check if the tweak for heating on a mod aimed primarily at people using FAR, worked with FAR... Yeah. But if it's working well with the latest version that's a pretty happy accident. I'll check it myself in a bit. Thanks.
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Hmm, I found it OK with a 30km pe :-s. If it keeps happening I'll drop the hearing multi back down too one as nathankell suggested, it's currently 4.
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That's right yeah. I've tested it and balanced it with just stock heating. I've been finding that. I don't know what it is, but I've been finding it much harder than I remember from 0.90. Though it could be because I've been using stock atmosphere.
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I've submitted the pull request for the heating tweak. If it's too aggressive I can tone it down, let me know. I've also created a Launch Site config for the KSC Switcher plugin, that seems to work with 64K and KSP 1.04. This code replaces "LaunchSites.cfg" in the KSCSwitcher directory. KSCSWITCHER{ DefaultSite = ksc LaunchSites { Site { name = ksc displayName = Kerbal Space Center PQSCity { KEYname = KSC latitude = 0 longitude = -74.6 repositionRadiusOffset = 38 repositionToSphereSurface = false lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 40000 heightMapDeformity = 65 absoluteOffset = 0 absolute = true latitude = -0.076 longitude = -74.65 } } Site { name = CapeKanaveral displayName = Cape Kanaveral PQSCity { KEYname = KSC latitude = 28.608389 longitude = 89.45 repositionToSphereSurface = false repositionRadiusOffset = 102 reorientFinalAngle = 57 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 10500 heightMapDeformity = 81 absoluteOffset = 50 absolute = true latitude = 28.608389 longitude = 89.45 } } Site { name = BaikonurKosmodrome displayName = Baikonur Kosmodrome PQSCity { KEYname = KSC latitude = 45.920 longitude = -167 repositionToSphereSurface = false repositionRadiusOffset = 1150 reorientFinalAngle = 300 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 20000 heightMapDeformity = 133 absoluteOffset = 1050 absolute = true latitude = 45.920 longitude = -167 } } } } And the RT stations: STATION { Guid = 12ef84b3-d7b3-45de-bb3d-287655c46410 Name = Cape Kanaveral Latitude = 28.608389 Longitude = 89.45 Height = 81 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = a3957d31-b3cb-4c64-863b-a1578ac49aa9 Name = Baikonur Kosmodrome Latitude = 45.920 Longitude = -167 Height = 133 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } }
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Can the launch sites in KSC Switcher be over written with an Module Manager config?
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3 Man capsule direct returns, yes. I've tried to make a reentry where you go straight from Mun oribt to landing on Kerbin close to the maximum possible, anything more would need some attempt to slow down before reentry. So for interplanetary returns you'd need to aerobrake in the upper atmosphere, or do an insertion burn to get into orbit before reentry. Or put multiple or larger heatshields on your reentry capsule. That to me seems to be the way you'd want to do it anyway, returning from Duna you'd want to gain orbit and probably separate a reentry capsule rather than land the whole craft anyway.
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I've balanced out a version of the Heat tweak that allows a mun direct reentry. I've tried to tune it so that a direct reentry from the Mun with a 3 man pod is at the limit of heat shield endurance. A single pass re-entry needs to drop to a pa of 30km, and leaves about 30 ablator left from 1200. That's with a reentry velocity of over 8km/s. If that sounds ok I'll try and put the pull request in later.
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Yeah no problem, I'll try and get it together tonight. Will do thanks ðŸ˜Å
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Hi all So with reference to the heating issues, I've shamelessly ripped off NathanKell's MM patch to bring 64K heating more in line with RO/what (I think) it should be. The value you want to look at is machTemperatureScaler, it's set to a value giving earth like heating (64K is obviously a little smaller/slower orbital velocity, so this is a little easier). With this patch I've been able to bring back a 1.25m pod with 1.25m heat shield, with an apoapsis of 150km and a periapsis of 50km and have 6.5 ablator left on a stock heatshield. @PHYSICSGLOBALS:FOR[64K]{ // AeroFX @aeroFXScalar = 1.0 @aeroFXDensityExponent = 0.7 @aeroFXStartThermalFX = 2 @aeroFXFullThermalFX = 3.5 @aeroFXExponent = 3.0 // CONSTANTS @spaceTemperature = 4 @solarLuminosityAtHome = 1360 @solarInsolationAtHome = 0.15 @standardSpecificHeatCapacity = 800 @internalHeatProductionFactor = 0.025 @aerodynamicHeatProductionFactor = 1.0 // CONVECTION // Convection areas @fullConvectionAreaMin = -0.1 @fullToCrossSectionLerpStart = 0.8 @fullToCrossSectionLerpEnd = 1.5 // Newtonian-To-Hypersonic transition @machConvectionStart = 2 @machConvectionEnd = 4.0 @machConvectionExponent = 3 @convectionFactorSplashed = 5000 // Turbulent convection (total guesses) @turbulentConvectionStart = 100 @turbulentConvectionEnd = 400 @turbulentConvectionMult = 25 // Newtonian Convection @newtonianConvectionFactorBase = 1.0 @newtonianConvectionFactorTotal = 1.0 @newtonianDensityExponent = 0.5 @newtonianVelocityExponent = 1.0 // Hypersonic Convection @convectionDensityExponent = 0.5 @convectionVelocityExponent = 3.0 @convectionFactor = 1.1 @machTemperatureScalar = 7.5 // ~6000 at 7.3km/sec @machTemperatureVelocityExponent = 0.75 // CONDUCTION @conductionFactor = 5 @skinSkinConductionFactor = 0.06 @skinInteralConductionFactor = 0.25 @shieldedConductionFactor = 0.01 // RADIATION @partEmissivityExponent = 4 @radiationFactor = 1 } If you want to increase the heating, or just give a better margin for error, I've also written this patch which will increase all heatshields ablator resource. @PART [*] { @RESOURCE[Ablator] { @amount *= 1.5 @maxAmount *= 1.5 } } If you want to use them, just chuck them in .cfg files under the gamedata folder.
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Look in 64K/Compatibility/RT_Settings_Changer.cfg, that overrides the settings for RT so you either want an MM patch that overrides that, or add the ground stations there.
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I was expecting, but before it was way more heating than it should have get before it should have experienced any. After deleting the entire game, and reinstalling and with a slightly tweaked shield (more ablator) the capsule returned ok. I think I must just have had some weird setting or mod interaction somewhere.
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I get that, but this level is way beyond what I'd expect even given that. ETA: I've deleted the game entirely and reinstalled, testing again with minimal mods, and ablator burn through and heating seems much more reasonable, not really starting until after 50k and when actually decelerating.
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Is anyone else getting massive overheating problems on re-entry with stock heating? I'm burning through all my heatshields ablator before 60k and exploding shortly after regardless of entry profile. I'm not even experiencing any real deceleration before the capsule overheats. I thought maybe it was a mod interaction, but it's still happening with just 64k, procedural parts, hyper-edit and mechjeb installed. I just tried re-entry from 150k to 50k and the capsule exploded at 53k. It seems to me something must be going a bit haywire for me here.
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This seems to be a long standing issue with stock physics warp, where it increases resource usage and the like. I think squad multiplies physics while increasing delta time, which is wrong...
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I've experienced both, in fact it seems that sometimes you can dodge the bullet on the initial contracts entirely. One round I managed to get through the initial contracts and it locked up when I completed a Remotetech communication satellite contract. Anyway, thanks for the hard work getting this together, its by far my favourite rescale, that just makes getting to orbit fun. Just my luck that my GFX card has packed up so I can't play it straight away .
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I'd love to help with the bug fixing, but my GFX card just died, so I'm on my emergency AMD 5450 back up card until it gets through the returns process, and KSP runs like a legless dog on it. Seriously any rocket capable of reaching orbit causes it to slideshow, which is strange since I always thought KSP was more CPU limited than GFX card limited.
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I've tried it with and without Contract configurator, and I still get freezes. Though at times it does seem somewhat intermittent.
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I meant the Mun problem where Kerbin's normal map appears on the mun. The lock ups in different areas are almost certainly the same problem, and still occur for me with the new DLL. I tried it on a fresh install also.
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Which bug? Locking up or the Mun problem? Because it's still locking up for me in career with the dll linked.
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Ah, thanks. What's the mod name?
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I can't select different launch sites in 1.02, is this a feature that's been removed or have I (ckan) screwed the install somehow?