-
Posts
367 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CrashTestDanny
-
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
Yeah - So it would seem. I was a little surprised that my memory usage went down... Danny -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
However, the problem came back... how odd... ATM doesn't like your new textures for some reason? Anyhow, I removed ATM altogether and now my install is using 400M less RAM than before... odd... Danny -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
Clearing ATM cache solved the issue. Thanks again for helping! Danny -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
Looks like deleting ATM's cache is the cheap option. Will try that first. I do have Lifters. I have not renamed any folders or moved. Will let you know after the ATM rebuild... -
Lunar Landing Research vehicle
CrashTestDanny replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
base is 3.4GHz, I have OC'ed to 4.1 with no boost in performance. As I mentioned, even my Linux builds seem to have trouble even though most of the people who run Linux seem to claim it performs serious miracles for them. What OS/ GPU do you run? My GPU is probably the weakest component of my system. It's a GTX 780... My OS is Win 7 64 bit. I also wonder if the Steam build is somehow responsible for some of the performance issues... Danny -
Lunar Landing Research vehicle
CrashTestDanny replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
I can never tell - you joking or not? Assuming you're not, I meant that after that last landing/ejection seat test, your part count was 0 or real close to it (because that beautiful ship was tragically destroyed). I wish I could fly a 250 part ship on my core i7 32G ram system... Even in my Linux builds can't get that to work... Danny -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
It's not breast awareness month already, is it? Danny -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
CrashTestDanny replied to NecroBones's topic in KSP1 Mod Releases
Sorry to have to be "that guy", but soon as I downloaded this and FTP, a bunch of the SpaceY Expanded and FTP textures began appearing as all magenta... Guessing you'll want the ksp log: https://www.dropbox.com/s/w4w2vv413bq8xtq/KSP.log?dl=0 Thanks again for all your support! Danny -
Lunar Landing Research vehicle
CrashTestDanny replied to Majorjim!'s topic in KSP1 The Spacecraft Exchange
I was going to ask how many parts, but then I watched the video and see that the answer is 0... Seriously, though, how many parts does it start with? Danny -
The view in the picture you posted is not very useful. If you right-click and pull your mouse down you will get an angle above the orbital plane of the planets, which will be easier to deal with. When using the map view gets too frustrating, I do this - the earlier the better as the delta-V costs increase as you get closer to your target.: set the ship to a prograde hold SAS or MechJeb - I prefer MechJeb. wait for the ship to get to prograde (and oscillation to die down if using SAS). use RCS translation keys to see how my orbit is impacted. This works best if your orbit already enters the SOI that you're headed to and you focus that body - in your case, Jool is sufficient. As you maneuver you should see your track within the Jool SOI move around and possibly cross its moons' SOIs. The farther you are from your destination, the more change that will be made by a small adjustment, so if I can get my initial track within a couple million meters (close enough to show the closest approach and target position at closest approach), then I will start fiddling with it even while I am still in Kerbin. Danny
-
Yeah, that's my experience. It's not actually an issue that I'm going to go through any special wranglings to address. I have two options for completing such missions (1 - use the klaw, 2 - cheat [hyperedit]) in addition to the obvious option of failing it... All that aside, it doesn't seem like Jeb or Val would really stand for being welded into a tin can and launched into orbit without the option to open the door and take a spacewalk, does it? Danny
-
So yesterday I got a rescue mission, got my early game ship up their to find the Kerbal stranded in a nap hab (from this mod). Switched to the stranded vessel like always, clicked EVA on the Kerbal's portrait, and saw a message that he could not EVA cause there were no hatches in his vessel. Any chance that can be fixed? Danny
-
Has anyone seen this easter egg before?
CrashTestDanny replied to One-Way Films's topic in KSP1 Discussion
It won't seem so bad if you just lighten up. Danny- 22 replies
-
- cool beans
- easteregg
-
(and 1 more)
Tagged with:
-
I agree that it would be nice to have themes so that I might have an opportunity to find a look and feel that is more pleasing to my tastes. However, I will never miss vBulletin. I have run multiple vBulletin sites and it truly was a PITA to maintain. vBulletin's editor, while possibly allowing some features that people miss in the new editor, kept getting really slow and dropping characters while I typed, making entering more than a sentence or two extremely frustrating (I tried IE, Chrome, and Firefox with same results). I will not miss that junky editor. Danny
-
For a few minutes I thought this actually had come from useful space stations, which I thought was installed because it shows up in the Contract Configurator (I really hate typing that non-word... so abused in my workplace). However, I double-check ckan and my gamedata directory and I don't believe I have useful space stations installed. Has this project absorbed useful space stations? would it be possible to change the text in CC to relieve my confusion? Thanks, Danny
-
Not sure if this has already been brought to your attention, but after having finally launched a Sun-orbiting (for now) space station, I keep getting contracts to evacuate it, and as advertised, land on the body which it orbits. I would simply decline it, except I can't. Plus with the new penalties for declining a contract, it seems silly to penalize someone for knowing better than to accept an impossible contract. Danny
-
Ooooohhh!!! Excellent! I've been waiting for this! Danny
- 6,461 replies
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
I suck at math need help.
CrashTestDanny replied to halbert5150's topic in KSP1 Gameplay Questions and Tutorials
Actually, JS is doing it right... the order is for basic ops is Multiply, Divide, Add, Subtract, so 2*R2/r1+r2 would be correctly interpreted as "((2*R2)/r1)+r2"... Good catch for the guy who pointed that out... Danny -
Seems to be a lot of things that are mods that ought to be stock, in my opinion... Like Kerbal Alarm Clock... But I digress... To answer your questions, I always found it silly that kerbals seem to have all their capabilities at level 3 and levels 1, 2, 4, and 5 don't matter so much unless you are preserving your clock and using engineers for mining bonuses and scientists for lab bonuses. I think the whole XP system should be re-thought and kerbal levels should play a more important role in the game and even be useful and fun (getting every kerbal out of a ship to plant their own flag on minmus just so I can pick it up again is not fun). Danny
-
I suck at math need help.
CrashTestDanny replied to halbert5150's topic in KSP1 Gameplay Questions and Tutorials
I doubt this is THE problem, but I see Math.abs in your second formula but not in the original tutorial. I don't see any error in your formula, but I tried your web page and can clearly see the different answers you are getting. I tested the original formulas myself and got the same answers as in the tutorial (after multiplying by 1k, which the original author omitted). If I were doing this project and seeing these clearly incorrect answers coming out, I would add all of the terms in the calculation to the web page's output to make sure they are the values expected. I suspect that somewhere your values for u, r1, or r2 are getting changed without your knowledge or approval. Here's how I set it up in Excel: mu 3530.461 r1 100 r2 200 R 600 R1=(r1+R) 700 R2=(r2+R) 800 T1=sqrt(mu/R1) 2.245777 T2=sqrt(mu/R2) 2.100732 T3=sqrt(2*R2/R1+R2)-1 0.032796 T4=1-sqrt(2*R1/R1+R2) 0.033908 dv1=T1*T3 73.65152 dv2=T2*T4 71.23209 Hope this helps! Danny -
And THANK YOU so much for that! The incessant begging for new redundant space stations was really getting to me. I'm using your KSS pack and the only trouble I have now is the repetitive contracts to evacuate or respond to a medical [not] emergency. Anyhow, I'd love to give you some rep for that, but it's not yet clear to me how to do so... I thought clicking the little plus next to your rep would add it, but that does not seem to be the case.... Danny
-
wait... what did I say?