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Everything posted by ToukieToucan
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It sometimes messes up rendezvous when both vessels have a close Ap or Pe. It also isnt really dv efficient but fixing that is a little to complex for me. Gilly is also a difficult target because its elliptical orbit makes it hard to make initial estimations. Landing can also be a little imprecise at times.
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Checked the stats on characters and lines: 90732 characters 3085 lines of code
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I understand what you mean, but no it does not take that into account. Now it checks the Dv needed for the burn and burns half of the fuel before the "official" time till the node and half after. might implement that later. Although my rendezvous script does allow you to choose in how many orbits to meet up with the target (although you'd need to know where to look because its not obvious where you should enter this option. I standardly set it to 5 orbits).
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I worked on this last year for a few months but gave up after stuff didn't work. This year I picked it up again and used my old files as a template. In total this probably took 2 solid months. I believe it can handle any kind of ship (but asparagus messes stuff up because its hard to calculate the Dv). What do you mean with periapsis kicks? https://github.com/Toukie/KOS/tree/master/GAPAPOV You can either download it as a zip or use GitHub if you're experienced with that. I just discovered that the current version has some errors after I tried to tidy the script. So for now use v.1.0.0 I'll probably fix it today or tomorrow. The readme.txt has more information about installing.
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It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
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antenna stacking formula in 1.2
ToukieToucan replied to steuben's topic in KSP1 Gameplay Questions and Tutorials
This spreadsheet is insanely handy: https://goo.gl/Wn03VL Anyways, it's the square root of the range rating (5k in command pods) * other range rating. ie. command pod has a 5k (5,000) rating and DSN level 1 has a range of 2G (2,000,000,000) SQRT (5000*2000000000) = 3162277 meters = 3.16 Mm -
The new scenario has quite a lot of relays, although I'm not sure if it's the amount you want/need.
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CommNet Signal Strength Calculator & Antenna Selector
ToukieToucan replied to Poodmund's topic in KSP1 Tutorials
Looks good, very useful!- 86 replies
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How will this cope with the upcoming 1.2 commnet?
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My 1.1.3 save has been stalling for a while now so nice time to start over again.
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When you want to have the LES on your ship but don't want to use decouplers because you want to dock you can attach a docking port to the top of the Mk 1-2 pod and an upside down docking port connecting to that. Now place the LES on top of the upside down docking port so it looks flush (for aesthetics you can slide it up a bit to hide the docking port sticking out.) Make an action group for abort that activates the LES and decouples your pod. Make an action to get rid the LES by setting it to undock and decouple the node and that it activates the LES. This way the LES will be launched away without effecting the rest of the ship and you will be ready to dock. Pic: http://imgur.com/a/Jt46F
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Laptop. Right, though I don't need a constant 60 FPS, ran KSP 1.2 and had between 20 and 30 FPS (with some pretty big ships, feels like 1.2 has been optimized or I am just not used to having no mods installed ) at launch which wasn't even that bad. Constant 40-50 FPS would be amazing.
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720/1080 would be nice, 60-ish FPS would be nice.
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I don't need to play AAA titles but a normal/high setting would be nice for 'normal' games. Also how would you find a CPU that fits your PC, I compared the CPU from the video with a random i3 I picked here but how can I see that the i3 is better than the celeron (because of the MB cache?)?
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Right, like getting 8 GB RAM instead of 4 GB, what would be a good CPU that doesn't cost that much more (less than $75 preferably). I'm quite used to Ubuntu so Linux won't be much of a problem as operating system, would the performance (of playing ksp and not so demanding games like Age of Empires 2 and Prison Architect) be affected by not having a graphics card?
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I don't know if either RAM or CPU is more important for a smooth KSP game but my current 2.1 Ghz Cpu and 2 GB RAM run at a decent rate but at times very obvious lag, would 2.7 Ghz and 4 GB RAM (8 GB RAM is possible as well as said in the video) be a *big* improvement or would it run similarly?
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On youtube you often see stuff like $300 gaming pc, are these kind of cheap pcs (compared to Future ready VR builds that cost thousands of dollars) worth the money for the performance you get from them?
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-Survivability > Life support > Parachutes > Heat shields > Radiators -Pods 'n probes > Manned crew items > Probes -Electricity > Batteries > Generators > Lights -Fuel > Liquid fuel > Mono propellent -Engines > Liquid fueled > Solid fueled > Atomic -Science > Science experiments > Antennas -Space station > Experiments > Other
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The v1.2 Hype Train Thread - Prerelease is Out
ToukieToucan replied to Whirligig Girl's topic in KSP1 Discussion
Finally a good way to get payloads into orbit without shuttle.- 1,592 replies
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- experimentals
- not the patience ferry
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People who have ksp on high settings, what are your specs?
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Let me state it differently, what are the specs for a smoothly running Ksp with visual mods on max settings?
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Nooby question here, what are the specs needed for a visually enhanched and (heavy) modded ksp to run at 60 FPS / >40 FPS at things like space stations? (my little 2.1 Ghz, 2 GB RAM laptop handles mods extremely well but the framerate is normally around the 30/40 FPS and like 5 FPS when controlling stations.)
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Link to imgur album here: http://imgur.com/a/vK7fo