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ColKlonk

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Everything posted by ColKlonk

  1. Have it on many occasions - They should do FPU rounding off (say to 1 metre, or another number) to eliminate this. Last night I had 4 probes in orbit at 550Km and when I switched to one probe it suddenly gave me an orbit of 800Km ?? - A F9 sorted that problem out
  2. This seemed to happen after a lot of jumping about between probes... I'm running quiet a few mods totalling 1747 'patches'. Memory usage starts at 2.6GB and the game usually crashes at 3.8GB, so I don't think it was a memory problem. I was also running Fraps, but have been doing so since I got the game - don't think it's this though In this pic the faring is normal... ..a little later it has shrunk ?
  3. Not sure whether this has been mention before... Fantasizing about remote construction in orbit, the company set up to work this one out with reasonable success... Plonked a remote box on top of a few tons of volatile stuff, and put 4 of the devices into approx 90 separation orbit of 550km Starting here.. with the link The link redirects on each occasion, giving all round coverage.. ... except of course when you run out of power Must work on a solution for this.. A few minutes later we're back online .. and back where we started. Was thinking (miracles happen ), what's the geostationary orbit for Kerbin ?
  4. As said.. I lock onto Retrograde and start with a slow burn... at some time you'll be nearly vertical. At this point I throttle down so my descent slowly reduces to minimum of 20ms. Reducing to around 10ms closer to the surface. As you get to know your lander you can get it right so that your descent come to within 5ms just before the surface - reducing it to less than 1ms on landing. Close to the surface it's advisable to unlock Retrograde coz if you start going up, and as computers are stupid.. it'll flip you over - quite fun to watch..
  5. Practicing my outer space ship building skills... Must remember basics (food, water.. etc) for the crew.. Pushing tube into orbit... Now.. where are those two 'nauts' ... Ah! over there!! Coming in to dock.... Engine delivered ! (in the dark and with no lights too [forgot again ])
  6. Not sure whether this is the right place to put this... While loading KSP, I monitor it's memory usage with process explorer... and it's really a memory hungry program, when the mods get rolling. In some cases there are memory jumps of some 500MBs which is and enormous memory request by any software standards, and think this is what causing crashes in most games nowdays. This might be with the mod dll's themselves or KSP itself. Having done some code development myself, and knowing that memory allocation is always an issue, maybe I thought that the Devs (or mod developers) can control their code 'memory requests' more precisely or have (if not already) a game API that can control the memory allocation per mod. A lazy way of coding has usually been to request maximum memory, then cut down and clean up. With many mods doing this you'd soon run out of memory. It might be an idea to only request slightly more memory than you require, which would require a bit more work, but certainly worth it in the end. OR with each mod, have a memory allocation GUI that a user can set, allowing user testing and customisation.
  7. After trial and error, I finally have a rocket that can make it to Mun and back. The previous crew died on Re-entry... a sad day for space exploration, but we must forge ahead. Press Release: Technical difficulties developed on re-entry and the crew were unable to control it.. (Pilot Error ) Real Story: We forgot to put solar panels on the return module so they ran out of power, thus had no control of the pod. Developed and nice 3 stage section that could get about a 30 ton payload into orbit, with gas to spare.. .. and set course for Mun (I should have put struts between the two modules - had some serious oscillations and had to throttle down) Command and Landing module separation went off without a hitch (actually took me a few times to work it out - transferring.. unlocking for better control..etc) Landing went well first time.. An interesting thing to note was that the small pod legs I used couldn't support the weight in this soil, and the module actually sunk into the ground up to the engine cones. On liftoff the module was 'stuck in the mud' and required 1/4 throttle to get it loose... a nice feature!! Lift off and setup for docking This the first time 'the crew' have done this and 'they' have had zero training for this. What they worked out was to: 1) launch when the command module was overhead, lining up the orbit 2) Set a lower orbit so the Lunar module can catch up. 3) Minute orbit adjustments, until the modules were in close proximity. The final orbit adjustment coming just before docking. This took the crew a very long time (that silly 'full throttle' key next to the Zero throttle caused ground control to abort many attempts).. and in all it took a clean run of some 20+ orbits to finally get to this.. Docking for the first time.. https://www.dropbox.com/s/d7qeaiq9k06yx80/Docking_1.mp4?dl=0 (25MB) The crew had a problem here that they had to dock during daylight as no lights were put on the modules.. !! and it had to be done on this orbit as the command module would have passed the Lunar module in the dark.. and a whole new procedure started again. They had about 5 minutes to do the docking... a good job done by the Kerbalnauts. There will be a press release when the crew return, we do not expect any problems on this return trip !! :cool:
  8. I actually don't know what parts I'm using.. At the moment just putting pieces together (sandbox mode) that go 'bang' and then off to the mun - I'll get more serious once I've educated myself
  9. Hi.. new to the space race... Starting my race to Mun and in testing my Mun-Module (inverted).. I wanted to make sure that the decoupler worked on the nose cone.. with somewhat humourous results A hard day at the office ends like this .. then it's time to go home ... https://www.dropbox.com/s/ulvaludqe4xyfd5/KSP_Humour.mp4?dl=0
  10. Hi all... New (dangerous) rocket scientist here... but I'm a good pilot though I've decided to mod KSP with this mod. and installed all the 'required + suggested' mods via Generic Mod Enabler (keeping track of dependencies and versions). Anyway all is working fine 'I think', but (there's always one of these !!) for a few questions. I find the stock scenarios and tuts crashing (Not the game.. just the ship and game ending as you start). 1) I'd imagine this has something to do with the scale differences between the Kerbal and Real universe ? 2)Are there any similar tuts, educational docs on the Real Mod.. as I'm useless at making rockets, and seriously need some education Thanks for any info..
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