Jump to content

Kerbal101

Moderator
  • Posts

    1,309
  • Joined

  • Last visited

Everything posted by Kerbal101

  1. Nvidia uses the same code for OpenGL on all platforms. Looks like nvidia driver-specific bug.
  2. Hm, but of course. Space station can be launched into low orbit as a whole, then "orbital worker" can undock, re-arrange (re-dock) fuel cans, help engineers with EVA assembly (if KAS installed). Rendezvous does not necessary include docking and is more about orbital mechanics. Docking is about aligning the ports together in monopropellant- and time-efficient manner. =)
  3. @LorenLuke You mixed rendezvous together with docking, which you described in only one (11) paragraph, and that vaguely. This method burns through a lot of RCS. The prograde/retrograde indicators are useless within 50 meters, because game tends to simply drop current target switchin back to "orbit" - which should be bug. Does not happen in Nav mode (N). For this reason alone I prefer to do rendezvous relying just on the Navball. The best achievable method of docking is to align the ports and then vehicles by going into Locked camera mode (v) which locks the viewport relative to the vehicle. However, since there are no visual indicators of port orientation whatsoever, larger vehicles will already experience problems. The only help I know of, is to dock during the "day" and to lock target into SAS at Normal or Antinormal, which minimizes the target port rotation. Still, using DPAI over Vanilla is like night and day. Due to the available precision even when ports are locked-in in magnetic forces, its very easy to see exactly whats going on and maintain correct orientation - which results in zero incorrect attempts.Here is a 2 minute video explaining the DPAI algorithm: https://www.youtube.com/watch?v=zaqCmnUfdzI
  4. I mistyped : / sorry, what I meant was: Steam requires internet connection (installation, patches, non-offline mode) Most of the titles require and launch via Steam, only few titles can be launched via filesystem - and thats undocumented feature (ie such titles have no Steam DRM; but Steam is still used for installation) Offline mode is only supported for offline titles, not every game supports offline mode The normal case, is that any titles require and start Steam DRM, which then allows user to run title if it finds it okay and stays resident for the whole time.
  5. I can dock 2M size fuel train, made of Jumbo64's, using just medium ports, to the station of same size as train, reversed, at night - as easy as 1.2.3. Algorithm is above. Without following algorithm, DPAI is useless, because one does not understand what each step/indicator in that GUI means.
  6. Then you are using it improperly. Docking using DPAI and stock is like night and day. Its impossible to align with same precision in vanilla due to perspective skew.
  7. I basically want to shamelessly advertize Docking Port Alignment Indicator mod. 1. make sure target vehicle is on SAS in Normal/Antinormal, then 2. align ports face in same direction by moving brown circle in the middle with WASD (whilst SAS is disabled) 3. align ports also roll at same angle by moving brown slash above with QE 4. align vehicle against target by moving green cross in middle of white cross with IJKL (RCS on, SAS on) 5. push slightly forward at rate between 0.3 - 1 m/s with HN (RCS on, SAS on). Docked! On the average, usual docking requires 10-20 monopropelant units.
  8. DRM decides to pull the wire or pulls the wire, ability to run the content is gone. No DRM - user owns the content. Thats HUGE advantage. That's a very weak excuse for an additional layer of bugs. Which is: a) not officially supported, not official way b) only available where publisher decides against steam DRM (only a handfull of titles allow that; and its exception rather than rule) c) even for a few titles which support that, re-installation/upgrade is not covered. Huge strawman. Steam requires internet connection (installation, patches, non-offline mode). Most of the titles require and launch via Steam, only few titles can be launched via filesystem - and thats undocumented feature (ie such titles have no Steam DRM; but Steam is still used for installation). Offline mode is only supported for offline titles, not every game supports offline mode. The normal case, is that any titles require and start Steam DRM, which then allows user to run title if it finds it okay and stays resident for the whole time. When 1.1 comes out, I have full control when I wish to switch, I can install it paralllel to 1.0.5 on my system without fearing any "account lockouts" by misfiring DRM. Ah, yeah. FULLY offline, not some cherrypicking. Steam is catch all and best for people who have no clue. Does everything to become a gateway to content - like any DRM, and execute full control about what customers may run and how they run it, instead of being optional and minimize itself to useful background services, like matchfinding, IM, sub-community management. For this reason, its my opinion that moving to 100% Steam would be a huge degradation and Squad will loose customer base. Delta patching is just another "excellent" idea to wreck the game. Try to fly a pre-1.0 SSTO in 1.0.5 and realise why. Not only there is chance to trash the savegame, it will make both players and moders life much harder, and will require more effort from SQUAD to deal with legacy content. KSP is not some shooter, people build stuff there. And new releases often change rules, which may easily require to redesign everything or even start from scratch. I consider the way current development is going - ideal. Releases are tested and frozen stable, limitations are well known, game can be improved or fixed by mods until new release.
  9. Honestly, many hate not everyone likes DRM. For very exact reasons.
  10. I hope you guys also push 1.1 update to GOG.com. I am GOG customer and prefer it much over Steam.
  11. Well,... recently, similar contract, accepted, equipped rocket with scientist in MK1 and empty landing can below to rescue mission. I expected rescued to be pilot, I required one to maintain SAS for EVA over Kerbin biomes, as well as to lock retrograde on descend. Imagine my face expression, when it was .. another scientist.
  12. From my observation, given the small diameter orbit and periapsis touching at 30k - it depends on two ship-specific factors: A-how much lifting surfaces your ship possesses (fins, wings, aerobreaks etc) B-how much density it has (tanks full of fuel are worst, empty tanks are best) That is, landing a full can of fuel without overheat is much harder than an empty one with wings. If A is high and B is low, then your ship can glide against winds incoming at prograde ("cobra") and both gradially drop speed for free as well as produce anti-radial effect ("glide", in contrast to "sink"). If A is low and B is high, then your ship will behave like brick. There will be not enough anti-radial lift (against body) and the mass will push it into radial vector (towards Kerbin). Arm it with engines, point nose between retrograde and anti-radial and fire when you notice overheating to start. Exact m/s and altitude depends on mass of ship.. I'd say, no more than 1900m/s below ~35k (less than 1700 m/s might turn out dangerous or inefficient; descending angle will become sharp). Then perform either powered descend by following retrograde vector and optionally lots of parachutes (1 chute per 4 tonne) and optionally airbrakes. Drogue chutes will also help reduce landing speed, saving on fuel. Also, I found out that for large heavy ships, rotation also gives pseudo retrograde-burn effect. That means, the steeper landing angle and faster meeting with Kerbin at higher speed. For large ships this might turn out disadvantageous.
  13. Even KerbalX uses asparagus and its included in 1.0.5. Flip over is sign of incorrect center of mass - it should be in the middle and all way below. A way to slide center of mass down is to attach control surfaces (fins), so that air drag causes center of mass to sink with increased speed. Goes without saying that any rocket should possess at least 1.45 TWR, otherwise it will burn through fuel to combat gravity and fail to reach enough acceleration to collect enough drag force at its fins when entering upper layers of atmosphere (15k-30k). Edit: Also, check this.
  14. Lets add these two important principles: 1. Asparagus design, which allows maximum range (example of aspo satellite, nerv version), and 2. Reusable rocket design (inventor: Warzouz), which allows minimum launch cost (most important construction principle)
  15. Lock: this mod is old and not supported anymore. It may very well work however, feel free to expand or build upon it by starting your own fork, if you wish. Thank you! Hence the default rover wheels are pretty limited to be low weight, I found a nice way to create much stronger and better version. This requires the Infernal Robotics mod however, as Vanilla KSP has no custom activators/hinges. The basic idea is to use most robust existing components for wheels. This are the obvious girders segments, boasting 80m/s crash tolerance. As for the wheels, an empty RCS fuel tanks do just fine, boasting 12m/s crash tolerance (just for wheel base). However, as smaller girder is actually a weak octagonal strut, if you want to construct smaller wheel base, you absolutely also need TweakScale mod. But if you prefer to keep your mod number down, you might use the default rover wheels for smaller rovers. The actual reference implementation is quite easy - central part composed of anything, OKTO, girders, four IR Rotatrons and two Powered Hinges. I recommend to keep the Acceleration factor for IR Rotatrons low, unless you want to do wheelies (its possible). This also reduces stress on wheels. This is about the result: Vehicle can easily weight 40+ tonnes. It can climb smaller mountains. It can be equipped with rocket engine to help it in some situations. Its predictable, reliable, cheap, efficient. VTOL? Science? Mine? Refuel? Why not! I am not uploading the ship file, because its so easy to create one oneself, and this is also needed to make own customized rovers. Its all in the pictures! When I put 40 tonnes on regular wheels, they either bust, break or limit movement to 15m/s. This stuff is miles more stable and fun! Enjoy!
  16. I paid around 160$ for Xeon(+supermicro motherboard) with 12GiB of DDR3 ECC. The graphics card itself is pretty old and cost almost same as KSP itself. The OS is Debian-based SolydX, where KSP x64 runs pretty stable with 45 mods. You can also wait till 1.1 materializes and see.
  17. Mods: Infernal Robotics (powered hinge, IR rotatron) + USI (octogonal adapter). The highly optional flat solar panels are from Dr. Jet Chopshop mod. With 42 tons of fuel, it can go 30 m/s+ ... upwards the hills! Wheels are stainless steel and virtually unbreakable. Four girders provide belly protection. Requires assigning just two control groups. Makes vanilla roller wheels thaw into formless mess.
  18. If you played over 500h+, then you learned to: - design aerodynamic and balanced rockets that do gravity turns by themselves and planes that have proper maneuverability/stability based on their typical speed - orbit rendezvous from lower and higher orbit - asparagus rockets, asparagus satellites, single stage to orbit planes, single stage to orbit rockets, space-assembled interstellar carriers - land without heatshield from any orbit and influence air-breaking periapsis by angle to radial axis - see orbital transfer windows without any tools With deeper progress, installing automation actually becomes less and less desired. Automation just replaces human interaction. Some such work requires upfront learning and practice, but the payoff is in skill and knowledge. So the central question is wither such skills and knowledge are considered worth the effort by the individual. Real life example - automatic transmission owners versus manual transmission owners. Manual transmission drivers with long enough experience consider automatic transmission to be derogative. And they are right as person skilled with manual drive, will use automated transmission easily. But not vice versa. The skill will be missing. In contrast, automatic transmission is usually picked by those who either DONT(<-edit! meh,..) feel very confident about switching gears, have some disabilities, feel overwhelmed by steering itself, or are simply either lazy or bored by driving. But you can't classify automatic transmission as some sort of cheating against users of manual transmission. Cheating is unfair advantage of one player against another player by breaking the rules. So long there is no competition, there are no rules and hence no cheating. Personally my essential package is: KIS/KAS, KAX, KAC, KER, Docking Alignment Indicator, Waypoint Manager, ScanSAT, Contract Configurator (with SpaceTux contracts) and [x]Science! For parts, I recommend: whole USI package (including LF), DeepFreeze, Near Future Technologies, Dr. Jet's ChopShop I strongly recommend MechJeb for children aged 2-12 as well as players with disabilities and sandbox game mode. I strongly oppose its use by other players, since it removes challenge - and in gaming challenge creates enjoyment - and career game mode. In my experience there are only four reasons for getting bored with KSP: - playing too much - not asking the search engine if you are stuck with a problem - having a bad contract pack (low wage combined with long planning and/or execution time) or playing without a good contract pack - playing without good mods
  19. Bumped into this right now. From the mods listed by OP, I use Chatterer. But I assume this is because the game state may be dirty, that is if you start a game, and upgrade a mod or remove any. Which in turn has chance to happen only if you play modded game.
  20. This is not an UFO. U stands for Unidentified. This aircraft is pretty documented. /sarcasm off nice idea and good job with aircraft! I imagine flying it without infinite fuel is not possible, sadly?
  21. Right click on me -> choose "Facepalm" option
  22. Let me show you why this mod is awesome. I forgot to keep an eye on monopropellant fuel and had only 25 units left to dock this fuel train. With Docking Port Alignment indicator, the first docking attempt was complete success - and I used only 18(!) units. And this is how I dock: a) be near the target (about 50 meters), facing docking port. b) lock the target SAS into normal/antinormal vectors. This is the rotational vector, so the ports will be minimally affected by rotation. c) click on docking port "control from here"; on target, click on docking port "set as target" 1) RCS off, SAS off - use WASD to bring big orange point in the white cross in the middle. Makes port face same vector as target port. 2) RCS off, SAS on - use QE to bring orange patch above the white cross in the middle. Makes port roll face same vector as target port. 3) RCS on, SAS on - use JKLI to bring green cross in the middle of the white cross. Places your vehicle exact in front of the target port. 4) carefully press HN to approach the port at 0.5 m/s Docks like magic! This mod is a gem! Thank you NavyFish!! Synergizes extremely well with Kerbal Attachment/Inventory System, use it to make your engineer change location of RCS on your payload. More pictures:
  23. Right click on either CPU control unit, or kerbal capsule with pilot in it (depending on which you have, or any of them)-> Rename vehicle -> make sure the vehicle type is set to "Station".
  24. So, I just upgraded from athlon II x4 to xeon x5647 (with ecc and whistles). While its no sandybridge with its enormous single-thread performance, I got massive fps increase. Its even visually easily seen in menu - in scene change with three kerbanauts and then valentina. I say - go to passmark or use cpuboss, find a CPU with good single-thread performance and enjoy. As of 1.0.5, KSP is really bottlenecked to single core performance.
×
×
  • Create New...