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Tynrael

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Everything posted by Tynrael

  1. You can click on the PE/AP tag in the map view to have it keep displaying the distance and then use the above mentioned Precise Node to dial it in where you need. Of course, clicking on the target pe/ap tag instead of the current can be painful, and when you go too far and lose the ap/pe you will have to re-select it again.
  2. Minor SciDef alteration proposed for Eli's Orbital Telescope observation: "Eli looks ill, you don't want at land at all now." to "Eli looks ill, you don't want to land at all now." I am discovering low cost cloned probes for exploration have extreme limitations- manned missions all the way! I think I want to send a Kerbal to every body I can reach, I will need to recruit more for the planets I don't think I will ever be able to leave from. If I send enough Kerbals to Titanus they should be able to construct a tower of Kabel from the wreckage to reach the heavens!
  3. Adobe Premiere offers a lossy type of compression, but 100minutes to 25 is pretty good! Now I have to go back and see what that reading said I am looking forward to touching down on Derso and scoping out Lave. Has anybody made it home from Titanus by the way, that is also on my radar. I tried a few test runs and it makes Eve look repellent in contrast.
  4. Earlier you had wondered if there may be a problem with heating, this is definitely the case on 1.0.4 and small mass parts. If you experiment with the placement of small things like SAS/batteries/probe cores etc... you will find that the placement and even overuse of radiators will have no effect. At certain times these parts can seemingly out of nowhere explode, if you use the debug options and have a lucky quick-save you can see that they instantly jump to temperatures 4-5x greater than the hottest part on the craft and explode. Some people in the forums suggest lowering the conductivity factor for the heating until this is fixed. I have had this problem a few times but it is inconsistent, a save for a craft it happens on will have it always happen- but if I do a new launch that version may not experience the issue.
  5. Inside the Sonnah system things went pretty smooth for me, I went to Aptur, the Mun, and then Serran and recieved contracts pretty even with my goals to expand to those places. I did a lot of rescue missions to gather recruits and it steadily moved me forward. The leap outside the Sonnah system is something that I just breached, I needed more than 74% reputation to get my first Laythe contract and now have additionally had one for Derso.
  6. That makes sense! I was wondering why the blue side was coming very fast at my face with not much atmospheric speed reduction- I did not take note of the elevation. There is a diminishing return to how much the chutes can slow you down though, the gap between when they cool down enough to deploy from the insertion and hitting the ground can be pretty brief. I recently deployed mine at 7.3k "Risky" to land at 5.3k- next time I would want some soft engine assistance.
  7. My first guess would be that you are using Astronomer's Dust, it adds a layer of fog on the Mun. You can edit any of the CFG files in BoulderCo\Clouds\ and delete what you do not want, just make sure you remove everything from and including "CLOUD_LAYER{" to the corresponding "}" that precedes the next CLOUD_LAYER item. You can search for "body = Mun" to find where it has the clouds added. On a separate note: Does anyone know how to increase the distance for when the volumetric clouds will pop in or out? Currently for areas that only use volumetric clouds it is like a disc of clouds that just follows my vessel and when descending toward them I can see a clear edge where there are no volumetric clouds at all. On Kerbin where there are non volumetric mixed in this isn't as noticeable, but if I can increase the distance these changes occur I would like to. EDIT: Added image It is like a carpet that floats along beneath me, though often 1/3rd or so of what is closest to me isn't rendered in and will pop in or out so it is frequently an incomplete pie shape below me.
  8. This may just be wild speculation, but I recently had my probe around the Mun also shift out to orbit Sonnah. This coincided with me updating Kopernicus and to a new version of New Horizons. I noticed after this update that in the tracking center about half of my ships that were already in play were listed as "escape trajectory" from the sun with linear orbits going off to a new galaxy. I had to go through and actually fly each of these ships for the orbit to be recalculated as what it was intended to be. Is it possible updates to NH/Kopernicus may cause small changes to orbits or that they are recalculated slightly different from what they initially were when they get updated at some point?
  9. 12 maybe? It has 27 pictures and it is a 12 step process in the example to plan the mission 1-way. It actually seems really cool and I want to try using it though. You can optimize to reduce eccentricity and your inclination for your encounter.
  10. I'm pretty sure I was playing after 11:30PM when that happened. Maybe some rum involved? When I launched the next run up there I was thinking to myself the whole time, "OK so that doesn't make sense..." If anybody is interested in checking KSPTOT (mentioned earlier in the thread) it does not appear to work with the 64-bit hack version. If you use the 32-bit however it can load in all of the New Horizon planets and their settings. If you looked at some of the images and saw how complex it was, it is very complicated. Also the example guide on setting up a mission to Laythe is 29 pages long.
  11. Pieces of old Kosmonaut probes sparsely scattered would fit in on any world. Maybe some unidentifiable skeletal pieces. And sandcastles, anybody else seen it at the loading screen on the Mun? 1/40 chance... way less than that I've seen it once.
  12. Just yesterday I cleaned up my clouds to resize them all to a max of 1024x2048 in DDS format, updated to the latest New Horizons version, added the Stock Planet Texture Replacement, cleaned out my old saves/ships, and destroyed extra vessels that served no purpose from the Tracking Station. Still have almost 3 dozen mods going. What was 5.2-5.8GB of RAM usage is now 3.2-3.8 with dx9, I could play 32-bit with openGL! If I could optimize away about 400MB of RAM usage I think I could play a happy and stable non-hacky KSP I also saw Active Texture Management eat up memory when I tried it at the 1.0 release, I scratched my head and promptly removed it. I know Squad went to native DDS support but I thought it would still have some benefit.
  13. Oh wow! KSPTOT looks so needlessly complicated I have to start using it immediately! It looks like it may make it easier to plan for a slingshot/speed reduction encounter from a great distance away? Also might help save a good amount of deltaV more commonly used for "messing around to make it fit". I can't believe I haven't seen this or anybody mention it before.
  14. As someone completely new to Linux my experience with Mint was not so bad. ~5minutes to format the install on a USB, ~15minutes to install and get to desktop, ~20minutes to figure out how to get the real Nvidia drivers setup from the Terminal... quick install of Steam/KSP and then setting it to load the x64 version. Trying to get the extra buttons on my mouse to play nice or alternate sound drivers however was a battle I lost. I found the Linux version used significantly more RAM than my DirectX version in Windows- but it sounds like you have plenty.
  15. I have had a great deal of success using both Transfer Window Planner and Precise Node, it is a little messy having to use Sonnah as a starting point and not knowing how high I will be when I reach the needed heading due to the elliptical orbit when I escape Kerbins SOI, but it helps get a clean encounter and I probably do about 2 adjustments on the way that cost a few hundred more dV. It is more challenging, matching inclination or circularizing orbits would take too much fuel and I would estimate it takes maybe 5x as long to get my node the way I want over stock KSP even with the help of Transfer Window Planner. I haven't tried returning from a mission outside of Sonnah at another planet yet but I imagine it will be more expensive than I planned for... @eddiew: I have experienced that odd graphical glitch once, pretty sure it was modded. Just going back to the Space Center and then to the rocket again fixed it and I have not had it happen a second time. Has anybody had a Kerbal fall into the world before? I had a manned mission on Aptur and when I transferred to the ship then back to the Kerbal he was free-falling to the center of Aptur. When I moved back to the rocket it was in the terrain and instantly exploded. I am not sure if this could have been fixed with the "sunken terrain" alteration and I also have too many versions to know if it was the most recent NH
  16. This type of effect was also seen in an older version of Kopernicus (fixed now) where the craft would hit an invisible ceiling that disconnected the camera from the craft at a certain height while only displaying a minor speedbump for the craft. Does this happen at the exact same height every time?
  17. I will have to update all my clouds and use the new textures for the stock planets in my primary game install. I feel like I should be able to play the directX 32-bit version with some mods, openGL halves my framerate. Have I had luck with that? No, not really. I have found a few hundred MB I can push around from GameData\Squad and the Assets that doesn't impact my gameplay but... Kerbal recently is using almost 6GB of RAM so I need to revisit how badly I want to keep what I have because that gap is enormous. The problem with EVE, New Horizons, and better textures is that (for me at least) they are not "nice to haves" they are "REQUIRED", stock just isn't as shiny. Some cloud polish sounds great! Right now I'm mixing 3 cloud packs and modifying them to try and find the best looking results with the least expensive impact- I made it work but it is a giant mess Very glad to see how active you are with this and how frequently things get updated!
  18. UI Suggestion: Clicking one of the options for if you want to save in the assembly buildings will not pick up parts of your ship if they are behind the menu.
  19. If you did not have enough free RAM available for Kerbal to grab what it needs on startup then this would make sense. I think this was interpreted as meaning RAM cleaners would not have any effect on Kerbal and its 32-bit memory cap.
  20. If they are all similar in what they want, do them all at the same time. If you can build a rocket to bring 1 capsule to orbit adding 2-3 more might make the rocket look silly but will not really add much weight. The available contracts are based on your reputation so to get better ones you will have to accomplish enough of these generic ones. If you can also get a "rescue from orbit" add an extra capsule and fuel for the maneuvering, doing as many contracts as possible with the fewest rockets is the best way to manage the funds. If you need some simple starter science, the Space Center has over half a dozen biomes if you want to drop a rocket into them with some experiments.
  21. It does, though I am not sure how extensive they get or how far they go. I have had flag planting, flyby, temperature, eva, and exploration missions for the Sonnah system and am hoping to trigger something that unlocks content beyond that.
  22. Ash, I have only taken a look at the new textures from the map view, but they look sharp and vibrant compared to the original textures- I need to add some clouds to my testing ground... everything looks off without them. I have run a series of tests and confirmed what I thought, Kopernicus will swap to your new textures but will not destroy the original textures that are loaded from the Asset files. I found with the (default) settings that a stock install of KSP adding Kopernicus and your alternate textures increased RAM usage by an average (I did 5 runs each scenario) of 195MB from stock. Texture replacer will not remove textures, but it does destroy them when it is swapping out to a new one! By using Texture Replacer to add dummy textures to all of the original planets when the game loads, you can vastly reduce how much RAM is used when Kopernicus goes through and adds your new textures. I have created 8x8 pixel pink textures (1x1 loaded inconsistently or INCREASED RAM usage- wth?) for all of the original planets for use with Texture Replacer. These tiny textures can be swapped to by Texture Replacer and then overwritten by Kopernicus, they will STILL be loaded but they are incredibly tiny and still net a positive outcome. Using this method I had the following results (RAM usage, not disk space): Kopernicus + New Textures = + 195MB over stock Kopernius + New Textures + Texture Replacer + Dummy Textures = + 46MB over stock I am not sure if you would want to add the dependency of Texture Replacer, but if you wanted to check this out or maybe include it in a future pack I wanted to inform you about what I was messing with. NH_DummyTextures (copy over TextureReplacer- should be no overwrites unless you already have alternate planet textures in place)
  23. Quite a few mods I am not familiar with, fixing _PRATTERER_'s link in case anybody else might recognize something. There are some known heating bugs in 1.0.4 but it is strange it is only for the New Horizons bodies, have you tried deleting Kopernicus/New Horizons and trying a fresh copy of the mod?
  24. You would want your textures to be constrained by powers of 2, IE 1024x2048, 512x512, 256x64, etc... Per your 1), I also had odd popping when I converted the cloud textures to DXT5 (all of them, not just the particles), I just ended up compressing the PNGs and keeping their resolution the same. I also liked the Better Atmosphere Clouds over Astonomers and currently use a mix of Astronomers, Better Atmospheres, and KillAshley's New Horizons clouds.
  25. Ash, if you want me to poke around with any of the new textures just let me know.
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