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n0xiety

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Everything posted by n0xiety

  1. As you can see this is not some quality getting bad gradually as zooming in kind of quality drop. This happens while looking at the planet from a certain distance and even if i zoom in with just 1 small turn of the wheel texture quality goes bad immensely as if it is no longer using the 8K textures. I don't remember it being like this in 1.0 version. Is this normal or a bug caused by Unity 5? Zoom in on the pictures and compare them and you can clearly see the difference between two. How to solve this?
  2. Its great and all but why is this not allready ingame with 8k textures to whoever wants to use them? I would really like to see this in game officially and stable with the 1.1 version or maybe this could be a goal for the 1.2 version. I am allready using 8k textures and it makes the game 150mb bigger so no issue on the size. Why not add it to the main game? That way people with worse systems can also play with the crispy 8k textures.
  3. I love 8k textures but when i use them and some mods over them game just becomes a crash monster. Im just waiting for 1.1 so i can utilize my 32gb of ram and all the power out of my cpu to run the game with awesome graphics and tons of mods. Just a bit more brother our wait will be rewarded.
  4. There is allready a mod for eliminating part count. What you do is after placing all the parts you merge them together to create 1 big part. So it looks cool and even tho it might contain 100 part it is only 1 part. There are still bugs with this mod and its not working with everything so i would like to see this as an official feature. Being able to weld smaller parts to a bigger one would save so much memory. Then again there won't be any physics calculations for those individual parts so some might not want this.
  5. Aerobreak at 198km-195km jool atmosphere depending on your ship design and get into very high jool orbit. After that transfer to high jool moons should be very easy. You can always aerobreak at Laythe atmosphere which will cost you less dV in the end since you will be in a higher orbit than jool aerobreak.
  6. There is nothing wrong with asking a question... The problem is that this particular question has been asked before and a simple search answers it. This just feels like asking the question ''Why do my rocket turns at launch?'' It has been asked before and im sure it will be asked again as i saw it atleast over a dozen times in last month. I might have been a bit hostile in my post and i apologize if that is the case. I know i should have just left it alone or explain op that this has been asked before and direct op to a thread where this particular problem is explained. Lets leave it at that.
  7. Seriously man? I am not trying to patronize you or anything but you just gotta accept the game as the buggy mess it is and enjoy it as much as you can. I mean this should come as no suprise to you that sometimes biomes registers wrong especially where biomes meet and there are hundreds of bugs in the game. Im sure you know this but moving your location a bit will solve the problem.
  8. Wobbly rockets cause kraken eventually. This is a fact... You will experience it a few times when you launch 1000+ rockets and it may even break your save(Done that, been there...). So yes i don't think something that causes bugs should be a part of the game.
  9. Create another ship with claw. Attach and move the tourist between modules.
  10. Yup its normal. You don't even have to use rcs actually. Just land him on his head at full speed Kerbals are tough nuts to crack
  11. Have you checked spacecraft exchange? I have seen quite alot of ssto designs both containing mk2 and mk3 parts. Some of the designs are even pushing the limits of cargo %
  12. Kerbin Radius = 600km Kerbin Circumference = 3770km -Height- -Circumference- -C Difference- -T at 800m/s- -T at 1000m/s -T at 1200m/s- -T at 1400m/s- -T at 1600m/s- 0km_______3770km_______0km_______01:18:33____01:02:50_____00:52:22_____00:44:53_____00:39:16 15km______3864km_______94km______01:20:30____01:04:24_____00:53:40_____00:46:00_____00:40:15 20km______3896km_______126km_____01:21:10____01:04:56_____00:54:07_____00:46:23_____00:40:35 25km______3927km_______157km_____01:21:48____01:05:27_____00:54:33_____00:46:45_____00:40:54 30km______3958km_______188km_____01:22:28____01:05:58_____00:54:58_____00:47:07_____00:41:14 Now as you can see from the graph going 1000m/s at 15km altitude takes 01:04:24 Now lets look at going 1600m/s at 25km altitude which equals to________00:40:54 Time difference equals to________________________________________00:23:30 Now i don't know what your fuel consumption is but you are using 23 minutes worth of more fuel. Well decide yourself after calculating your fuel consumption. And for the enjoyable part it is up to you to create a balanced and stable plane. But for long flights Pilot Assistant mod helps alot as you can see from my picture. Sidenote; use the rapierspike technique i told you about. You can see it over engine in picture. It will give you stability and less drag = more speed. Jet in my picture is so stable that i can warp 4x while using the Pilot assistant mod.
  13. If every part you are going to connect got launched after you accepted the contract everything will be fine. But if you were to dock a ship that you launched before you accepted the contract that won't work.
  14. You can't travel under 20km if you are going faster than 1300m/s. It will be ok at first but as your plane gradually heats the parts at the tip will start overheating as time passes no matter what. Use rapier if you can since rapier gives more thrust at really high speeds which allows you to go 1400m/s to 1650m/s depending on your plane design. Rapier is actually quite efficient too at altitudes passing 25k. I would use shock cone at nose for reducing drag as much as i can. And use the rapierspike design which reduces the taildrag and gives stability improving performance. Rapierspike is what you would call a shockcone placed over rapier and clipped inside just enough so you can't see the white paint of the shockcone. I personally like Pilot Assistant mod. It is the best plane autopilot there is. If you really want to go under 20km use wings that have fuel in them. Connect the wings to the biggest fuel tank you can use in your design. Even if you do this you still will have problem with the intakes. Connecting the intakes to the biggest fuel tank possible also helps. This will only gain you some time before they overheat tho. If you are building a 1 man plane what you got there is a really big design. Think small. I managed to build a quite small plane that can do 6 Kerbin circumnavigations before running out of fuel. Edit: Fuel consumption 0.08 going at 1581m/s
  15. Getting it into kerbin orbit might just be a bigger problem than landing it on Eve:) Well for fuel we can always add a discardable isru and burn our way to stop ourselves with some parachutes. Refuel and discard the isru with drills and we are good to go.
  16. I always run the drill at the same time with refinary. Frankly 1 drill can't catch up with the ISRU conversion rate as long as you don't have an engineer onboard. If you are taking more than 1 drill its wasted mass on an asteroid.
  17. Yes my lightweight plane only has 1 engine and about %75 of the fuel is in the wings. Using 2 shockcone and engine cooler. Now let me teach you a trick. You are probably wondering why shockcone right? Well shockcone has alot less drag than ram intake and has a bit more mass which means it overheats harder. Ram intakes high drag doesn't worth using for the extra %10 air gain. Now to the second trick. This trick is called Rapierspike. You place a shockcone behind the rapier and clip it untill you can't see the white part of the shockcone. Do not clip more it needs a really delecate balance. What this will do is to give you stability, reduced tail drag and a bit more air + it looks frikin cool. Try it and you will notice the performance difference. Just so its clear while using 2 shockcones i actually only have one looking at the airflow. The other one is used for the rapierspike.
  18. Yup no ground contact. Next time just play it safe and place it as close to the ground as you can. Or just test at Kerbin on launchpad
  19. Those graphs doesn't look right at all. They show rapier giving less thrust at high speeds than turbojet which is not the case in 1.02 . Currently as i see it the most efficient engine is the rapier at altitude passing 25k and speed over 1500m/s. Allready managed to build a long range lightplane that completed 6 kerbin circumnavigations without any refueling or droptanks. Im guessing with droptanks it could even make 10 circumnavigations. Rapier only shines in efficiency when you pass 25k altitude tho. Before that yes it will use alot more than turbojet. My design currently uses 0.09 fuel/s while going 1500m/s at 27500m altitude. The fuel consumption drops rapidly as the fuel gets consumed. While i was using my last bits of fuel the consumption dropped to 0.04 at 28500m altitude still going 1500m/s. Don't know if there is a thrust curve graph for 1.02 but it seems to me that the rapier is the new best engine right now. Turborams are only good for picking up speed at low altitude enough to pass supersonic range where rapier struggles if your plane is too heavy.
  20. Drill doesn't waste anything. It just stops when there is no place to store the ore. As for vessel mass it stays the same for me as i mine and convert to fuel at the same time.
  21. Well mk3 cabin has the best Kerbal/mass ratio. You can always use individual seats for virtually no mass but i am guessing it will be quite annoying to move 16 kerbals or even more. I actually managed to build one that can make orbit and even have enough dV left to return to Kerbin. I have one big problem tho. Can't do a proper gravity turn ascent... Yes going directly up untill i pass 50k then starting the turn works. Can't say i like doing it that way. Craft itself is balanced at every stage and very aerodynamic. Still it seems to love flipping even with fins. Guess i have to put bigger fins and deal with more drag or is there a trick to it? Also if you really are going to build one that can carry 16 or 32 kerbals please keep the part count as low as possible. I created too many stages with asparagus, craft simply has too many parts for me to enjoy it. The craft is actually quite lagless untill i start moving in the atmosphere... New aero and temp system is killing my cpu combined with part count while moving at high drag situations in atmosphere.
  22. Foxter are you up for the job now? I even said please:)
  23. Wow Ensou i heard your songs before but i never knew you were a KSP modder. Well im sure the sounds are going to be just perfect. Wish i knew how to code, hope you can find people to help with the coding. Saw your comments on ''KSP: Flags and footprints on Venus in RSS'' video. If its not too much trouble could you add engine sounds to your mod that sounds something like in that video? Current KSP engines don't really sound satisfying at all. I honestly don't know why there is no engine sound overhaul mod. Maybe its just me but i just can't feel the power of rockets with the stock sounds.
  24. Now build one that can carry 16 kerbals in MK3 passenger cabin. I have more than 40 kerbals and it would be a pain to land each of them one by one
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