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ColKlonk

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Everything posted by ColKlonk

  1. Some methods I've settled on Stocklike KSP: It's straight up on 'Radial' until the Orbit prograde indicator hits 55-60 degrees on the ball, then I slowly roll it towards orbit and lock it there. Adjust power to keep the apo at approx 60 seconds ahead of you. RSS: Same idea, but I only start the roll at 60-70km (at first stage).. The aim to get above 150km with 15-20 degrees to spare on the orbit angle. This'll get you into at least a 250km orbit (big rockets here though..) This might seem a bit high to start the roll, but the idea is to escape the the atmospheric resistance asap... then hit the ' orbit burner'
  2. I sometimes forget to put struts on, to secure my payloads. This stuff being under the proc panels you don't see the payload shifting and at some V the rocket goes for a wobbly. Struts gets rid of that problem. If you're using boosters in addition to your 1st stage, set the booster thrust % to a value, to finish at about the same time (or slightly before) the 1st stage - this keeps the rocket COG (center of gravity) within manageable constraints. I sometimes add a big 'spinning wheel' and battery... if things get really hairy.. and don't forget monoprop thrusters. Once you get the configuration that works, you can stop using fins.
  3. 'Atmospheric pressure' would be your first stop.. We only exist due to gravity and 'atmos' pressure, maybe it's the same for Kerbils ? Judging by your mod list.. The mods cause a lot of problems as they're not 'co-ordinated' with each other... IOW - mod control is non-existent in KSP. Work-Around (Like manual labour) is to install each mod, and test!!
  4. Haven't seen much (or anything - haven't looked though ) regarding docking with IVA. External docking is... well, gets boring - I like the cockpit/IVA stuff, but note that decent instrumentation for accurate positioning seems not to be there yet. So I replaced instruments with cameras... not the best, but works ok! Modified my miner craft with have two pits (Docking and lunar landing).. works OK! An accelerated (edited) video of pure IVA linkup (filmed from -+1km) and docking. Next trick is to do an IVA lunar landing on Mun https://www.dropbox.com/s/rausm55bo2ahw9g/IVA_Docking.mp4?dl=0 (38MB)
  5. Yep! happened again... Repeated the uninstall and re-install and back to normal. The problem seems to kick in when the mothership (which has a lot of parts) is close, or when switching to the mothership.
  6. After trudging through the 'KSP minefield'.. it would seem if the MODs are mostly breaking the game, which is bad for KSP to allow this to happen. Unity has the the NULL REFERENCE error report and I'll take a bet it's got to do with the memory leak in creating a lot of 'objects' that don't exist. I had my game stuttering suddenly (5 FPS) and eventually after un-installing all mods.. deleting the mods leftover files (configs..ect), reinstalled mods (my backed up user as well) and the game ran perfectly again. I'm assuming these mod config files are the problem at the moment.. If it happens again I report back..
  7. The game is cracking up when controlling the mothership - FrameRate drops to 6'ish - but when controlling the smaller parts all is OK Funny enough the frame rate only dropped halfway to Mun... I think this problem has something to do with Unity and the Persistence files as Unity has these specific Null Reference messages. I'm angling on object 're-'creation memory leaks for this bug story, as the problems are not consistent. ...anyway back on track... Arrival at Mun.. Probes sent on their way.. ..and of course, team work by the 'mining team' https://www.dropbox.com/s/xl1yre1na6t6yju/KarbMiners.mp4?dl=0
  8. This is a defining moment... usually by now KSP bombs on me - I've lost count of the restarts/installs. Anyway all looks stable and 'Good to Go'. Just 2 excavation/miners to bring up, plus a few boxes to create a mining site with. I'm going to try make staging/refueling bases on Mun and Minmus.
  9. How many times have you kicked yourself..... Jeez.. I cannot see my target ship... Well.. nothing like a Xmas tree MOD SUGGESTION:- How about a bright strobe light, similar to an aircraft ?
  10. You can only get so good at this... https://www.dropbox.com/s/khn2ez1pg8schm3/beachbuggy.avi?dl=0 (80MB)
  11. So it's a matter of 'financial priorities'... pity as it's nothing more than a maths/FPU error/accumulation Also this is indicative in the wildly varying Apo/Peri's.... Essentially there is no control in the maths numbers here. This is also an indication of 'FPU maths' inexperienced/amateur programmers - sorry to say this !!
  12. True.. but these are all 'simple' features that should have been considered at stage #1
  13. Here's one... https://www.dropbox.com/s/27hvy8cy4m4otf9/Karbonator_1.mp4?dl=0 Edt: Should have added.. That this craft had to carefully designed around the expected varying COG of it's function - Land empty, Mine Karbonite, Takeoff full load, Refuel MShip.. off to next planet. An unbalanced ship would be space-dirt on some desolate 'space rock'
  14. An example... With KSP.. once you can get off a planet, the greatest, most exciting challenge is docking. you can spend and hour(+) getting it just right. So of course you need to save on the way.. and when you finally are within a 100 metres... do you want to be 'robbed' of all your effort ?. Here's a short clip of the problems I'm having... all at TimeWarp = 1 The first bit shows how getting back to the space station to save, is 'locked' = no saving ?? Quick Save (F5) at this point doesn't work either.. The biggest disappointment is the second bit, where you can see the point where the target ship starts to teleport. This always seems to happen when the target is catching up to me...!! https://www.dropbox.com/s/l450vt0151sleat/KSP_Problems.mp4?dl=0 It would take a large stretch of the imagination to convince me that these are Mod problems. Even it it were then the main code should prevent Mods from interfering such.
  15. It is a great concept and can make a great game, no doubt.. I've spent 4 weeks try to get it to work without breaking!! Coming in at 30 USDs, knowing about in being beta (incomplete), maybe I expected to much.. At that price I didn't expect it to 'bomb' so often.. even with mods. With the code having some serious problems.. how can the mods be blamed for running on a unstable base !
  16. There's a bad trend for people to put in-complete products onto the market, then expect customers to find the faults - This is a bad business trend which will eventually undermine people faith in that particular market. If you open up a box and find what you've bought is broken do you ..- 1) Suggest to the supplier how to improve it, and wait for them to 'glue' it together so it remotely resembles as advertised. 2) Take it back, complain and demand your money back or a replacement (This is how the real world works). Sorry, if you sell a broken item.. you deserve all the flak that is sent your way. How you interpret the flak, determines whether you'll stay in business. I spent 'hours' perfectly balancing this little bumble-bee... having it 'fly' perfectly first time. https://www.dropbox.com/s/27hvy8cy4m4otf9/Karbonator_1.mp4?dl=0 A long time to get within 100m of the mothership only to have the mother 'teleport' away.. QuickSaves stopped working and Persistence had 'jammed' a few hours back, when I tried to reload. Complain.. for sure I'll complain.
  17. Nice concept.. but it's just not working.... riddled with bugs that destroy any enjoyment what so ever. I'll have a look again when V1.0 comes out - but I'm not holding my breath!! Later..
  18. And this IS going to be a mission Finally I've manged to get this far without KSP 'pulling the rug'. I've had to dump RSS (It works but KSP doesn't seem to be able to handle the mods with it - or the mods are faulty) Anyway.. Resorted back to Original KSP plus OPM mod family. I was fine tuned to RSS 'models' that I couldn't replicate the same methods in OPM. Not to be outdone .. I came up with a new model that still shunts 80 tons into orbit... I present ''DUMPY" Don't be fooled by Dumpy's looks... she has a lot of kick in those lovely legs (engines) of hers , and enough gas to get into a 200+Km orbit. Two Dumpy's carried the Exploration vessel.. packed with scientific equipment and accommodation, a Karbonite mining/lander vessel plus 4 extra Karbonite pylon engines. All assembled in orbit... Karbonite mining lander joining up.. to the mothership Nice view from the mining vessel.. All done and raring to go.. The objective is to map as many planets/objects as possible for future expansion missions. Should be away from Kerbin for some time Adios Amigo !!
  19. Well !!, I've almost given up on this game... V1.0 should be a free upgrade for my troubles and $$$ . KSP is a great concept and can be a great hit, but at the moment it's implementation is.... no comment !! As for aerodynamics and simulation in general the Devs should take an example from the 'best' sim to date.. DCS - not perfect but very smooth game play and no problems (I think I've had it crash only once in a year of playing) (Note: - This sim has a lot of number crunching to do - KSP should be far faster/smoother than this sim ) https://www.dropbox.com/s/nlwz0bpl3l9euaf/Avoid3.f4v?dl=0 (84MB - AI in the foreground) https://www.dropbox.com/s/adq66fnhy8maafz/P51TakeOffLanding.mp4?dl=0 (130MB) To put it plainly.. KSP is not going to 'crack it' unless it goes low level language development (C++ and under) Gooood luck..
  20. KSP did the honours and wiped out my user... take a deep breath.. count to ten!!! Luckily I'd saved the user with my stuff about 2 versions previously - 're-spawn' my user. Back to rebuilding, some adjustments but the major one was reducing my launch rocket by one stage (+-200 tons).. and we're back in action. Cmd module in a 'perfectly' round orbit - Come to realise that this is essential for the follow up craft to dock. First engine module docked - got my intersection distance down to 600m on my 4th orbit adjust Docking went like a dream..just moved in first time and docked (no running around in circles )
  21. KSP has just wiped out my user .. Now I'm really happy !!! No log files nothing... bang!! Ja I worked out the other stuff.
  22. Anyway docked the first of 4 ships - loaded with goodies and 'planetary playthings'
  23. I'm curious as to the 'PID' algorithms in locking onto nodes.. Considering that a space program would be fairly advanced in all scientific fields... I find all the node locking algorithms abysmal, except for the maneuver node - so who programmed this If I'm not mistaken.. KSP Windows is running under 'managed code' - please don't do this !! MSoft Managed coding is a disaster... steer well clear of this for games and simulations. Progressing to 64 bit will not resolve the current issues while under managed code Sort out the 32 bit code first.. nudge nudge
  24. I've read the plug-in rules.. etc, and deleted the 'miniavc.dll' files from each plugin - I can do this manually when I'm ready .. hint hint!! I can understand Blizzy's link - but have never agreed (ever with any software) to allow any net upgrades..etc. More of a concern would be the 'server.kerbalspaceprogam.com:https' when I explicitly said 'NO' - yet on every startup .. it appears in my router log/process monitor. It's not a big deal as I block all this on my router firewall, but there is one sneaky little TCP/UDP that's got by me as it's very quick and I haven't been able to catch it yet. I'll nail it yet..
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