Jump to content

SymbolicFrank

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by SymbolicFrank

  1. Thanks. It's mostly, that the main design decision of all my landers/rockets seems to be: will the ladders work? I have to design them around that, which is frustrating.
  2. Are there any mods that make ladders actually work?
  3. @Starwaster: I tried your stock drag fix, and while it works great in atmospheres, it looks like it makes MechJeb think it can fly straight through planets.
  4. Yes, but the total amount of textures loaded into video memory (and so the amount of address space used by them) is limited to less than 1 GB on your computer.
  5. I was wondering: how much video memory do you guys have? Because, while it seems that all available textures are loaded into program memory, video memory is also mapped into the process memory address space. And as I have 4 GB of video memory, all those textures fit in there at the same time as well. Without a mechanism that limits the amount of textures loaded into video memory, I expect that the memory consumption would be like it is on my computer. I do have 16 GB ram, but of course that doesn't matter with a 32-bit process.
  6. Thanks, I'll try that. I did add some from Interstellar, but perhaps they are the wrong ones or I didn't add enough of them.
  7. Ok, found it: loss_rate. It would be nice if I could specify that the tank uses a bit of electricity for the active cooling, though.
  8. After fixing all the high-tech engines I use to use their realistic fuels (hydrogen, for most of them), I found out that that makes most of them useless, as within a 100 days or so all your tanks are empty. So, I tried making all of those tanks cryogenic, but it seems the ones I used already were. Next, I tried finding some way to configure it, but I couldn't find any. I assume it's hard-coded in the dll? Is there a way I could change that? NB, assuming we would actually make the kind of space trips as we do in Kerbal, I would expect us to use use cryogenic Hydrogen storage with zero boil-off, as developed by the Nasa for exactly this purpose: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20110004377.pdf
  9. Thanks. I'll check it out and see if that works better. The disintegrating is excessive, but I can turn that off. What I cannot handle is that they tend to roll and spin out of control, that the camera loses sight of them and that MechJeb cannot help me get control back. Yes, I know that. Add a heatshield, point the engines retrograde orbit, burn excess speed down to less than ~1000 m/s before entering the atmosphere. Landing on a body without atmosphere is not hard, or can be left to MechJeb. But try a powered landing in an atmosphere and see your ship enter some weird, repeating movement cycle, like PhysX crashing and getting into an endless loop. Sometimes you can force the ship out of it again, but considering that you're at most a few kilometer above ground and closing in fast, it's not going to help. Yes, I'm using that. I think it was actually the first thing I googled and installed. I'm pretty sure out-of-memory is what tends to cause it most of the time. If memory usage goes over 3 GB and you load another scene, down it goes. And with Realism Overhaul (just the recommendations from CKAN), it starts out at 3.46 GB after program load...
  10. Hi Nathan. I applaud your and Ferram's efforts into making this realistic. I really want to use all of those mods. So, I was wondering: how do you actually use and play them? I bought KSP, played it for about 1 hour, searched for and installed MechJeb, and played some more. Installed the NearFuture stuff and KSP Interstellar, landed on almost all landable bodies, did most of the science, etc. Weeks of fun! After that, I discovered Realism Overhaul. "COOL!" So I installed CKAN and checked it. Install as advised. It added about 1 GB to my install with the smallest DDS textures, so the playtime between crashes dropped to less than five minutes. Hm. Ok, it took me a while to figure out what was causing the main memory usage increase. But after reinstalling and just checking FAR, Real Fuels and such, but not Realism Overhaul or Real Solar System, memory usage dropped with about a GB, and it became playable again. But then I discovered that FAR, Deadly Reentry and such are cool, but they disintegrate 90% of my realistic rockets. Ok, it's the joints, and you can disable it, but still. (And yes, Kerbal Joint Reinforcement is always installed.) They also spin and wobble out of control all the time. You have to go great lengths to design a rocket/lander especially for FAR/DR to be able to make them work at all. And NEAR is even worse. I mean, don't try to design and build a realistic one. That doesn't work. Use trial and error instead. Weird things might even "fix" it. Of course, all of that is made worse because MechJeb doesn't work anymore. I tried the NEAR/FAR plugins, multiple better gimbals (with the MJ plugins), etc. No go. Ok, I know there is Kos, and I might try and use that, but it would reduce my time to programming, instead of playing the game. Not that I played the game much the last week or so. I was busy getting it to work at all. I'm now back to mostly stock, which actually allows me to launch, control and land rockets, for about half an hour at a time. It's a shame, and I would really want KSP to be like you guys modded it, if only I could make it work. Ok, ok, if the Unity guys would finally fix 64-bit, it would all be much easier. Or if Squad had used an engine that can actually do it without having to revert to dirty hacks for just about anything. Etc. And I'm a programmer IRL, so if I cannot get it to work, who can? "It works for me!" is useless if you want others to use your stuff as well. How do you actually play this? It adds about 1 GB to a clean install, and reduces the playtime between crashes to less than five minutes.
×
×
  • Create New...