Jump to content

Ixenzo

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by Ixenzo

  1. Squad has completely neglected Russian rocketry and I don't think we'd see this changing any time soon. While you can use part packs, some technologies would require Squad to implement, e.g. native support of hot staging.
  2. I really don't see a point in establishing permanent colonies on Mars. I could understand self-sufficient highly advanced Moon colony with spacecraft-building capabilities for easier access to Solar system but Mars? It's just too far away with our current technology with little to nothing to compensate for it. After all, Earth ain't so bad of a place for now and you're already here.
  3. Having the same issue (64bit though) and it seems to have appeared out of the blue a few days ago. Any alarm made via Transfer Planner is lost on scene change, craft alarms (maneuver, SoI) appear and disappear between scene changes or game restarts. https://mega.nz/#!jlow1S5C!n-vGr2wg0LVjUthIUO-C3FVTDq1qWA5zxAGATT6vhn8 Edit. It would appear as though alarms behave differently depending on a scene in which they were made in. Transfer Planner alarms made in KSC are immediately lost upon a scene change and appear to persist if they were made in the tracking station (in KSC (VAB too) they appear only after entering and exiting TS). Craft alarms appear only in the tracking station and map view (I assume tracking station is just map view with additional UI over it?). Further testing has shown that KAC seems to work as intended if the alarms are made in map view; for alarms to appear in KSC scene one should visit the tracking station first on each game restart. Other than that, everything's fine.
  4. About fairing jettisoning. Yes, it's added dead weight, but with usual fiery ascents how else should one provide heat defense to the payload? Sometimes the fairing would heat up to 1800 K and not many probes and parts can withstand that. Having a radiator or some other kind of heat shielding part on the payload itself is just the same dead weight but now you'd either have to haul it with you to your destination as a part of payload or construct some mechanism of ditching it, making the craft more complex than needed and/or have more mass. I can sacrifice extra 100-200 m/s of dV for couple dozen km during ascent to ensure half the payload doesn't blow up earlier than needed.
  5. With low physics Δt the game will calculate physics interactions more times per second, resulting in smooth physics and framerate and significant time dilation. Like in EVE - when a system is overloaded with too much physics, its time is dilated to reduce freezes, lag and provide smoothness (once a 2 "normal" hour battle took 11 dilated hours). Higher numbers will have little to no time dilation but you'll get lag, frame skips, freezes, etc. I'm using Δt=0.05, everything has been good so far: no time dilation in space at all, minor during launches and x4 physical warp is really fast, about 3.5 seconds per 4 "normal".
  6. Having the same issue, stock atmo. Tried different gimbal ranges and TWR settings, can't pinpoint why would that happen on some craft while on the others it's fine. I would assume it does so to ensure to get enough time to AP start when it's finally switched to prograde as I've seen it do many times with upper stages with low (~1.00) TWR - it's flying at some AoA to prograde/orbital prograde.
  7. I second this. Or third? Anyway, for me it happens when KAC tries to slow warp time (from 10k to 1k) for an oncoming alarm. KSP just hangs up. Had to remove ARP to be able to play. No pressure, I understand that 64 bit version is unsupported. Would be really nice though.
  8. The Laythe landing contract requires an actual landing and not a splashdown. Is this WAD?
  9. Three contracts generated for LQ, HQ and Biome scan of Moho. I planned on accepting them all but after accepting the first one (HQ), the two left didn't have accept/decline buttons. I re-entered Mission Control and LQ and Biome contracts were gone. This never happened before (v 14.7).
  10. Is there a point in using LQ scanner after unlocking the HQ one? Other than science points, I mean?
  11. What should I do to have certain parts not load during the startup (or at least not show up in the VAB?). I tried deleting but then the rest of the parts wouldn't have textures or would show z-fighting.
  12. So, uh, I'm running SVE + Scatterer out of beauty mods and noticing these weird things at altitudes around 70 km when I angle the camera close to parallel to Kerbin. I don't know if it's an SVE thing or Scatterer's and would like to get a direction on how to fix it and/or where should I look for a solution. Data folder.
×
×
  • Create New...