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Everything posted by sal_vager
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Hi Juggalotuzz. Hmm that\'s a small craft, I like it, you might be able to save a little fuel if you swapped the landing legs for AV-R8 winglets, they are lighter, have less drag and you could get a boost while climbing from the lift they provide. If you use LV-T30\'s on the boosters, you can get above 100m/s sooner and then throttle back, if you get it right you\'ll have more fuel left and the boosters will last a little longer. Another weight saving measure is to use landing legs to push the boosters off instead of radial decouplers, but it is tricky to get it to work reliably.
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
Whether it\'s in FU3 or the FS series or X-plane, my favorite thing to do is just the landing. Taking off and flying is easy enough but every landing is exciting, can I make it? will I stall and crash? One of my favorite landings was in FS9 with a huge Vulcan bomber, unfortunately I have lost the file and can\'t find it again. I was trying it out and wasn\'t planning to land at this time, but thought what the hell, and spotted what I thought was a large runway. I brought the plane down by eye and was far too close before I realized it was a tiny concrete strip, suddenly it was a full flaps nose up oh god I\'m gonna die panic. The Vulcan is heavy so I had a lot of power on just to stay aloft, and I just didn\'t know how to land this thing, it was all roaring and smoke and speed, all aiming for a strip I\'d never landed at before. The trees, huts and dirt taxiway were just a blur, the rear wheels touched tarmac and I hit everything I could to slow down, throttle to zero, flaps up to put weight on the tires, spoilers out, front wheel only inches from the ground as I lost speed, cessna\'s lazily taxi\'ing alongside as if all this was normal. Finally I got the nose down and hit the brakes, they didn\'t do a whole lot, and the end of the runway just got closer. The nose, then the front wheel went over the runway marker, then the nose went over the grass and I was still slowing, until the behemoth finally decided this was a good place to stop. With the nose wheel on the very lip of the tarmac and with an irate cessna on the holding position line I could finally start breathing again, my nerves were too shot after all that to try taxi\'ing over to the little wooden huts that marked the aircraft stands, not that I\'d have fit anyway. -
Something I do on my larger craft is to fit side boosters and make sure the bottom of the engines are all level, this spreads the weight better. A trick I found recently is to fit struts from the bottom to the engines, as it\'s often the engines that are struggling with the weight that is causing the wobble, on my rockets at least, and having decoupler 'feet' also can help.
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I tried to keep the rings as basic as possible, they should have been fine and it should only be your ship and one ring in the same spot at the same time. I do get a lag spike at 200 meters when the physics loads but that passes. Do you have a nvidia optimus laptop? you can get those to share the load between the nvidia card and the built in intel card. I\'ll see about remaking it with just a basic ship at each spot, you\'ll have to get a screenshot of yourself next to it. Edit: I have replaced the rings with much more cpu friendly light rockets, each is marked in some way but it\'s easy to see which one you\'re at from your altitude. Try to get a screenshot as close to the target craft as possible, you already saw how close you were to the first checkpoint ring The new zip is here and in the OP.
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GME creates a MOD folder and settings file in /home/user/.Playonlinux and not in /home/user/.Playonlinux/wineprefix/kerbal/drice_c/, which is strange as it shouldn\'t have been able to access that folder, I need to figure out why. Maybe where it asks for the MOD folder name I can input wineprefix/kerbal/drice_c/MODS ? It crashes on exit as well, but that doesn\'t seem a big problem. As for parts in the VAB, It\'d have made sense if KSP loaded them in alphabetical order, instead I see parts from different packs mixed up together no matter what their file or the part is called, I see identical installs (copy/paste of KSP folder) with different ordering of parts, and I can see no reason for this. Does KSP have a file that stores the order it loads parts? If so I can change that, I can see no other way to account for this system. I can handle manual install and removal of parts, that\'s easy, but KSP really needs a better system in game for displaying those parts, there have already been some really good suggestions made in the development thread, hopefully they have been taken on board.
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https://en.wikipedia.org/wiki/Philae_lander
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There are a bunch of ways, none are really simple though. One way is to edit your persistence file to remove them, it should be in KSP\saves\default but back up first as some editors can ruin the file. Another way is to use [ and ] to cycle through parts in orbit, and end the flight of the debris. Or you could try making a ship that can grab the debris and slow it down so it crashes into Kerbin. If the debris has a periapsis of around 20k or less you can watch it so it drops out of the sky, otherwise it\'ll just keep orbiting. Proper debris handling may come later but it\'s not a priority I think.
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There is nothing that states that player made asteroids have to be exactly to scale, and though a lead asteroid is not common it\'s not impossible either, it could be a planetary fragment. But even with negligible gravity, there are other ways to land on them, wasn\'t there plans to have a probe anchor itself with claws and drills at one time? There is provision for this in tosh\'s cart plugin, it has artificial downforce. Edit: Found it, it was comets not asteroids but hey, the Rosetta space craft will use harpoons to tether itself to the comet 67P/Churyumov–Gerasimenko. More info here: http://www.universetoday.com/9447/landing-on-a-comet/ Edit2: Actually it\'ll be the Philae probe released by Rosetta that will land https://en.wikipedia.org/wiki/Philae_lander
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
Sounds good, I have IL2 - Forgotten battles on the shelf, I might try it again. -
Yeah I\'m having trouble with the GME, it\'s hard coded to install in a certain spot and it\'s not playing nicely with Wine, I\'ll have to try it again but it looks like all it really does is manage the mod install and removal, this is not my issue though. I\'m able to shift mods to different pages by hand but haven\'t yet found how to make the mods appear in a different order within those pages, to group all engines on page 1 of tab 1 for example. My reluctance to install too many mods mainly comes form sheer overload of stuff to deal with, it\'s made worse by the current VAB setup but I know that will be changing. The sheer volume of units in Total annihilation is what put me off playing that game, not the installation of them, you just get burned out trying every single thing and end up having tons you never use. I much prefer stock or the addons that add functionality to the game, rather than 15 fuel tanks that differ only slightly. It\'s nice to have a pack with a complete rocket though, then I can pull it apart and change it, but that\'s just my preference.
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I\'ll try it thanks, most of my issues stem from the VAB\'s current setup that wasn\'t forseen to have to handle dozens of addons. It\'s so disorderly, and trying to build a rocket from new parts when you don\'t yet know what goes where is a headache, also I cant be the only one who\'s noticed that the parts aren\'t in the same order in different installs.
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We can all hope friend Personally, my wish is for KSP to simulate orbital combat (via mods, not as a goal of the game), it\'ll be interesting to see what solutions people come up with when faced with the vast differences between what we know about land and air combat, to the unknown of space. I see lasers are already made but they are direct line of sight, I believe projectile weapons would be very useful against the necessarily light and flimsy spacecraft. Imagine shooting a projectile that could hit a target on the other side of a planet? It wouldn\'t move if it didn\'t know the attack was coming.
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I only downloaded it the other day, I\'m not keen on having too many mods, to many bad memories of Total Annihilation multiplayer and having no clue what anything did. It\'s going to take a lot of messing to see what goes where, maybe if Nova is reading this he can put a complete .craft in the 2.0 pack for people like me
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Flight-simulator Discussion and Comparison thread
sal_vager replied to willitstimothy's topic in The Lounge
As I mentioned I am playing Flight unlimited 3 again, I have tried X-plane 5 (yeah it\'s old) and would be playing FSX but my windows partition is fubar, I have 2 C:\ drives and everything in the recycle bin is invisible. I find FU3 is still really well made and has stood the ravages of time pretty well, even if the game area is the size of a postage stamp. There\'s really good lessons in FU3 as well, with a instructor who will show you the flight so you know exactly what to do. -
Thats the problem though, we aren\'t supposed to be making stuff the size of small towns, KSP isn\'t set up to handle such things and very likely isn\'t going to be. Stuff isn\'t even visible beyond 2k meters. What we will get later is an open system for the planets so we can mod our own, and they will have gravity and SOI\'s. You\'ll likely be able to make an asteroid size planet, apply custom variables to the gravity, SOI and terrain, and stick it in any orbit you want. KSP is a game not a realistic simulation of every possible aspect of physics, HarvesteR and the rest can only do so much, and at the end of the day it\'s their vision, not ours. I\'m afraid if you want real world physics recreated in exquisite detail in a PC desktop space game, you\'re out of luck. KSP will get better, but it will never be reality, we have to suspend disbelief and put up with it\'s world, not bemoan that this or that aspect is incorrect. I know you\'re getting bored with the game, you have already said, you\'re welcome to try the challenges others have set (like my StarRally ) or try setting one of your own.
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Yeah, copy the targets vessel data to the new vessels data, delete the target vessel and hopefully it\'ll be the new vessel on the Mun in the target vessels previous location, if I were you I\'d keep a backup of the target vessel persistence info so you can quickly past it to new ships for your Mun testing, just past the info you need to a new file called Mun_launch.txt or something. Good luck
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You\'ll have to restore the backup you made, you did make a backup like I said to do didn\'t you? The persistence file can become unreadable if the info is pasted in incorrectly, it has to have all the brackets in place just as it did when you opened it, also some text editor programs can corrupt the file, I have been told Notepad works though. You\'re intent here is to copy the location data from the ship on the Mun to the ship on the pad, I did actually forget something earlier in that you also have to delete the entire Mun ship afterwards, start from the line with VESSEL { and end on the line with } before the next VESSEL { entry. If you don\'t do this you\'ll see both craft in the same spot, sorry for the omission If you like, post the working persistence file before any changes here and I\'ll try changing it for you, you can attach it with the Attachment Options below the text box.
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The vessel you want to move to the Mun needs only to be on the launchpad, you\'ll then move the entire rocket there. If you want to only move the upper stages you can either remove the bottom and launch without saving so as not to mess up your craft file, or you can get into orbit first and then edit the persistence file. It\'s only really important that the craft on the Mun has enough room around it for the new rocket, and that you remember to change the stage so the rocket that ends up in its place will work. KSP should handle the altitude if there is a small difference, with the new rocket automatically raised to the correct height, but if your target craft is tall and your new craft is short, you can find the new craft falling several meters with no time to start the engines and land safely. As long as you make copies of the persistence file you\'ll be able to sort things out if they go wrong About the instant orbits, which version are you using? Foamyesque\'s is broken in 0.14.4, you may need to try Jellycubes here : http://kerbalspaceprogram.com/forum/index.php?topic=7844.0
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I have done this a few times and it does indeed work, it helps to have the capsule of the Mun rocket at the same height as the craft you intend to copy the data to though, as to avoid the new craft falling very far. Just a few notes, Wordpad and Microsoft Word will damage the persistence file, so use something else. Whenever modifying your persistence file don\'t forget to back it up in case things go wrong, you\'ll want to copy this section : : to the vessel you wish to move to the Mun, overwriting it\'s own data, there is just one thing you must change, and that is the stage (stg = 2 in this case) must be changed to the same number as the craft you are overwriting. Edit: I forgot to add, the target craft on the Mun will have to be deleted before you load the file or both ships will be in exactly the same spot. Hope this helps.
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I don\'t think I have seen a guide to the mod parts, generally I hope the pack comes with a .craft so I can see how it\'s supposed to go together. Most of the stock parts are described in the Wiki but it\'s getting a bit out of date. It\'s a good idea though.
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Am I supposed to have 3 liquid engines in my parts?
sal_vager replied to Cswartz9's topic in KSP1 Discussion
Well, the command pod is made by a paper company, that might be why you cant stick things like RCS thrusters on it, it tends to catch fire when you try to weld it. -
The_Duck has made the source code available in his post, I suppose someone could fix it up. Like someone who really wants asteroids with gravity
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Here\'s the black hole part : http://kerbalspaceprogram.com/forum/index.php?topic=8868.0 It won\'t add an SOI, but it can pull you towards itself, just turn off the teleporting part of the plugin so you can land, The_Duck said it\'s buggy though. I wouldn\'t mind seeing an asteroid or comet with some gravity myself as well. Edit: Here is Jellycubes asteroid : http://kerbalspaceprogram.com/forum/index.php?topic=7844.0 Insert blackhole into asteroid, turn off wormholes, add more gravity, profit? Edit2: I\'ll just leave this here for the curious http://blogs.discovermagazine.com/badastronomy/2012/04/18/space-firm-about-to-make-a-big-announcement-i-take-a-stab-at-what-it-is/
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Possibly a bad file, try re-downloading the game and extract to a new directory, I have had some parts load slow but never stock parts, and I tried the ion gun thing when it was faulty, it wouldn\'t load at all. If you can get it working on another PC you can copy the game over, it\'s having trouble building the mesh, actually maybe if you deleted the mesh folder for the ASAS it\'d work then.