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firefighter4443

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Everything posted by firefighter4443

  1. I don't think Jimbimbibble was talking about the cost of sending up 302 kerbals. Although 302 at one time would be pretty expensive, I believe he is talking about the fact that each additional kerbal you add to your space program costs more to hire in the astronaut complex. In my career mode, I think I've got around 12 or 15 kerbals, and the next one would cost me ~1 Million just to have available for use.
  2. [Redirected from this thread] Stats: OSX 10.11.1 Macbook Pro (15-in, Mid 2010) 2.66 GHz i7 8GB 1067 MHz DDR3 NVIDIA GeForce GT 330M 512MB KSP v1.0.4.861 (303 hours) via Steam API: v017 (package versions: 1444853545) Installed Mods: KerbalEngineer v1.0.18.0 KerbalAlarmClock v3.4.0.0 I have built a modular base which is currently set up on the Mun. My plan is to take it to Ike, kill two contracts with one base, then take it all over the solar system with my space tug. Anyway, it joins together on the ground with jr docking ports, and for flight with sr docking ports. However, its currently set up on a slightly inclined piece of ground, and it seems that when I exit to the space center, the jr docking ports default to perfect alignment. The problem is that when I load it again, this causes some of my modular base parts to load partially underground. It seems that when the physics load, it registers an impact, probably with the rover wheels, because they get destroyed, and part of my base flies up into the air a meter or two. This is an image is of my base when stable (post-loading). This is an image of my base when just loaded (prior to "impact"). Notice the left landing legs on the ISRU converter module, and all legs left of it, are 'submerged' underground. This is a photo of it mid launch: Interestingly, the drills do not register this 'launch' as movement, and continue drilling. If I raised the legs, they stop, but this event doesnt affect them. Has this been solved? Can it be fixed?
  3. The first components of my Modular Mun Base, I've since discovered that I will not be needing a seperate power module, at least on the Mun. When I pack this base up and take it out further into the solar system, I may need additional power. The broken (but repairable) remains of my first refueling truck. I realized after I landed it that I had no (easy) way to refuel my space tug's monopropellant. So a new fuel truck is en route. In the background I've got my space tug ready to take a badly designed mining module back to Kerbin; I placed the drills far too low, and when loading any craft attached to that bad module when it's drills are deployed, it seems to register an impact, and launches itself up into the air, that's how my fuel truck became damaged. I plan to land it to try to recover some funds from the parts. More modules to add to my Mun base, assembled, ready for Trans-Mun Injection (Is that correct name for the type of burn needed to leave stable LKO headed for an encounter with the Mun?) Also, this is my first attempt to have a modual with an upward facing copola module, so I figured I'd land it upside-down, and then (hopefully) rotate itself right-side up. It has the torque and force to do it on Kerbin, but it damages the legs, so I think it should be able to do it easily on the Mun and most other planet and moon bodies. The assembly mid burn; burns take a while at only 1.48m/s acceleration. The pictures are slightly out of order. These two mining modules I'm landing in this photo are actually the same as the two from the first photo. Note: after many failed attempts and many, many reloads, I've discovered while it is possible to land an assembly with only 1.2:1 or 1.5:1 Surface TWR, it is far too difficult for me. I've since split up my module delivery's to allow me to have at least a Surface TWR of 2.5:1 I do have another tug in the works, similar in design to the one shown, but with four LV-N's instead of two, but I'm not sure if I can afford to launch it yet; I am playing easy career mode. FYI: I've copied and then modified some of the fuel tanks. All of my modular assemblies are currently equipped to need only Liquid fuel and Monopropellant, and I didnt want to lug around empty Ox tanks, so in the copied files, I changed the .CFG files so they only contain Liquid fuel, but at the sum quantity of whatever each tank could have held of both Ox and Liquid. The Tug has only Liquid fuel tanks, and the structural part of each modular part of this base is a liquid only tank.
  4. I'm running a: MacBook Pro (15-inch, Mid 2010) 2.66Ghz Intel Core i7 8GB 1067 MHz DDR3 160GB SSD + 1TB 2.5inch disk NVIDIA GeForce GT 330M 512MB OSX 10.11 I'm playing KSP 1.0.4 at 1920x1200 on a Dell U2412M via Displayport, single screen. My particular questions are: which Gameplay and performance settings are dependant on the CPU, and which are dependant on the GPU? I am making modular moon and planetary body bases with Sr docking ports on top and bottom, each with it's own rover base to allow assembly once everything is landed. I can bring each module down from orbit one or two at a time with my LV-N space tug, and bring them back up again when I'm ready to move the base to another planetary body. Due to the nature of the pieces being modular, and needing to be able to drive themselves, when all assembled (for space travel), its got a Massive part count, and it's very difficult to fly, takes a lot of the fun out of it. So, what settings can I use, (ideally listed by each setting option), to put the LEAST burden on my CPU? If I knew which settings will add load to my CPU, I could then play with the purely GPU intensive settings until I find a good load for my GPU. Most thread's I've seen in my quick search seemed to discuss how to lower any and all settings, and they all seem to mention that the GPU isn't usually the limiting factor, but I couldn't find a breakdown of which settings are dependant on the CPU, and which are dependant on the GPU. Thanks!
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