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sal_vager

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Everything posted by sal_vager

  1. Yeah, that's "nominal", certainly not desirable I agree, and the devs have tried tweaking things to minimize it several times, it gets better but the improvements are smaller each time. The actual cause here is the [U][URL="https://en.wikipedia.org/wiki/Numerical_integration"]limitation of numeric integration[/URL][/U] in binary computing, it's not helped by [U][URL="https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems"]floating point rounding[/URL][/U], and 64bit won't help as it's handled by the [U][URL="https://en.wikipedia.org/wiki/Floating-point_unit"]floating point unit[/URL][/U], most [U][URL="https://en.wikipedia.org/wiki/X86#Floating_point_unit"]are already 80 bits wide[/URL][/U] rather than 32 or 64, so the only real fix here is to find a more accurate way to do the math. Or possibly get a median value over time to hide it from the player, it'd still be changing but no one would see it, though your final periapsis would not match the one you see at the start of the journey. So it's a choice, show the value as it is now or show a potentially incorrect value and fool the player, currently Squad have chosen the former.
  2. To be honest the old one is a bit too narrow and the IVA was poor, it'd be better to have a new cockpit in the style of the Mk1 inline, but with a .6m front node.
  3. Sorry to tell you this but the orbits aren't perfect in this game, they will change slightly over time, round orbits with very similar apoapsis and periapsis will shake quite badly, eccentric orbits will see 1m/s changes just as you are describing. The current path your controlled vessel is on is constantly being recalculated many times every second, and it will change as the vessel rotates, as it moves along its orbit, and is due as I mentioned to floating point inaccuracy in the math. Orbits you are not currently on are on what is called "rails", as is your current orbit when you are using timewarp. These are not recalculated and your vessels are just moved along them depending on the elapsed time. No, there [I]was[/I] a bug with vessels equipped with the claw which would see the vessel either ignore gravity and shoot off into space or stop like an anchor had been dropped, but it's been fixed and you'd have needed a claw on your vessel to trigger it. You may just be experiencing the same imprecision that games like KSP have to put up with, most other games which deal with orbital mechanics just hide this from the player, but in KSP it's easy to see. But if your orbits are really changing by a large margin then [U][URL="http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide"]we'll need your logs[/URL][/U], reproduction steps, the affected save file, also a video would help and maybe even your dxdiag hardware report. But orbits moving a bit is a known issue, and it's known that it is not fixable.
  4. Alright, is your orbit very round with similar apoapsis and periapsis ? I think it'd be best if you uploaded pics or a video of what you are seeing to an image site and post the link here.
  5. Yeah don't drop straight down, you'll want a more [U][URL="https://en.wikipedia.org/wiki/Ballistics"]ballistic[/URL][/U] trajectory, also the heat shield adds a lot of mass and mass has inertia, so it can pay to put it on its own decoupler, and drop it once you stop burning.
  6. Yep, not a prob, but I will have to move this thread as it's not really gameplay :)
  7. When you have one more post you'll be able to do this from your settings screen :)
  8. Hi Stupid Waldo, this is caused by [U][URL="https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html"]floating point inaccuracy[/URL][/U] with the large numbers involved when predicting large orbits with the maneuver nodes. There's no fix, sorry. Just try to get a less wobbly orbit by tweaking the node and don't rule out correction burns on the way to the target.
  9. Hi Giacomo, KerbalGalaxy is not a Squad product, it is a 3rd party addon and chat software. Please contact the makers of KerbalGalaxy for any support.
  10. Ahh Makki posted twice due to the moderation queue, I better close this one.
  11. They [I]were[/I] passive, but now they can draw more heat than the hottest part actually contains which allows them to cool more effectively. Unfortunately they now draw E/C constantly just like the folding variants when deployed. I'm pretty sure they should automatically shut down when there's nothing to cool, but aren't.
  12. It's closer to 3.5 gigabytes and that is assuming you have that much memory free after other programs and the operating system have taken their share. See [U][URL="https://en.wikipedia.org/wiki/Physical_Address_Extension"]physical address extension[/URL][/U] for more details.
  13. There's a 3 post automoderation period to catch spambots.
  14. Ahh wait, he's still in the queue, hold on a sec. Okay fixed.
  15. Mischu, are you sure you did not accept this contract before updating to 1.0.5 ?
  16. Hi kavi, there's no ore water in stock KSP, shore ore will vary with every new game :)
  17. Drills will overheat and shut down, you need radiator now.
  18. Yeah it's any OS and any hardware/driver, unmodded. genericeventhandler, KSP reads the registry first on Windows, or the prefs file on Linux/OSX, starts KSP, then reads the settings.cfg, the Tracking station uses the exact same values.
  19. Mine was bottle necking because it's a cruddy Radeon 8-something built into the APU, so has awful cooling, no RAM of its own and is really not much use for anything more demanding than Plants V Zombies. And yes KSP can crash if you overclock, the latest culprit being the PrecisionX graphics card monitoring and overclocking software, if you're overclocking and not crashing then great! If you start crashing try reducing or disabling the overclock...
  20. Personally, I find it sad that people still try to hijack other peoples thread to complain about complaining, while failing to recognize that criticism is acceptable [I]if it is constructive and supported by reasoning[/I], simply stating that X is bad and expecting KSP's development to bend to the whims of the complainant is neither helpful or welcome :) So stay on topic. Also I agree with Streetwind, parts are balanced with career in mind.
  21. Okay I should have asked for this at the start, [U][URL="http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide"]but I need your output_log.txt and dxdiag hardware report[/URL][/U], please upload them to a file site and post the link here.
  22. The Adjustable ramp intake (radial) (formerly the structural intake) can also act as a hardpoint. But yes this is how the part is now.
  23. Wow, tough question, I wouldn't know to be honest, but more graphics power [I]can[/I] help if the gpu was bottle necking your system, for example I upgraded from the AMD Radeon built into my cpu to a separate Nvidia card and there was a big improvement. As to whether KSP will like SLI will depend on Unity, it should work, though I hear that SLI is dying off as newer cards don't benefit from it. And yeah overclocking will crash KSP, it really can't take much overclocking at all.
  24. Squad are adding code to handle this in the future, but there is no information on supported languages at this time. So the answer is "Yes".
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