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KSP2 Release Notes
Everything posted by Bornholio
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Can 2.3.6 be used with KSP 1.2.2 or is a [Fix: don't scale mass if the part has a MFT module ] portion of it available to 1.2.2?
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Lots of people use bandicam 'cause free. Is you CoL below your CoM? I would add a couple of small fins to the outsides of the solids and airbrakes(Pitch&Yaw turned on) or small control surfaces as low as possible on the main rocket. Set the control authority on them to ~30% (less for roll to eliminate rocking). If your TWR is above 2 reduce the thrust on the solids in VAB. Like real life you want to limit you throttle until after max Q, keep below mach 1 if possible, 15km and up give it the gas. Make sure that engine has gimble capability you only need 3% range so engines like the vector commonly need to be limited or you get oscillation.
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Mars beckons, my bulldozer finally calls. Landing hard but safe. 16km walk to the correct site. Gathering together debris Satan...Oh nooooooooo. I "bear" the mark of the beast!
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Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
Yes that is pretty much the intended use of Memgraph's functions outside just analysis. You start using it, test by gradually increasing heap with Alt-End, then at an acceptable level check the total. Turn the interface on/off with Alt-num* record the heap total. Then edit the Padheap.cfg file last line to that value. I found 4G was a good place for me. Stutter was still pronounced but several minutes separated. Now i don't depend on it but remove unneeded craft from flight. Each craft and each part adds weight to the pad heap even when not loaded. Heap usage also increases over time. If you restart more often you can use less. -
Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
I've seen that before but only with GPP. What worlds/scale are you running? -
Today my son and did science viewing. Last night I battered the surface of mars with a bulldozer at 600m/s dang failing chutes... Entering mars atmosphere, drag profile elevated until thermal shock heating starts.
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Talos missile Ramjet section at Freedom Park, Omaha NE
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Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
Some people using unity 4&5 in DX11 mode have graphical glitches. Worse in 4. Think that 1.2+ is using Unity 5. If DX11 does cause problems some people swear by OpenGL. Ive had enough mods to run out of memory with 12G using DX11. It was over 150 mods so totally my fault. More things in space with higher part counts also increases memory usage, specifically heap. If you have stutters every few seconds (stops responding for a fraction of second or more) look up the memgraph mod link above. -
Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
Of course it hurts in your case. It increases memory usage, specifically the heap allocation space used by unity, in order to reduce garbage collection stutter frequency. Once again, you ask how to force KSP allocate more memory. Answer, use either DX11 or OpenGL modes. If neither of those are options then Unity does not have a simple way for you to do so. https://docs.unity3d.com/Manual/CommandLineArguments.html The unity community has a large amount of DX11 troubleshooting information. Reasons can vary widely, usually a secondary process that causes flicker or pink masking. Solutions can vary widely also. Update video drivers is a common one. Seen a common cause among strangely sound control programs causing flickering ( things like Asus Sound Studio or MSI Sound drivers). Is the ground texture in flight mode flickering, or when in Space Center? -
Luminosity on the higher video looks perfectly balanced. Engines are all working fine. Looked like the fumes (NTO?) coming down change the translucence of the engines on one side during early liftoff but they are the same length so the flow rate and combustion are nearly identical. No pulsing or tail wagging in the plume. Watching it live the feed was a bit jumpy. Sure wish they had more and better video. Spoiled by SpaceX launches.
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Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
It is not default. I would definitely try it. Alternate to OpenGL if you have significant problems. Most of the older issues are resolved. Your memory usage will drop about a 1G. Command line argument in CKAN would look like [ KSP_x64.exe -single-instance -force-d3d11 ] A shortcut target would look like [ "G:\SteamLibrary\steamapps\common\KSP\KSP_x64.exe" -single-instance -force-d3d11] -
Allocate more RAM (64 bit)
Bornholio replied to Sokar408's topic in KSP1 Technical Support (PC, unmodded installs)
Then you have problems unrelated. Most people running the dx11 mode have minimal issues. If neither of the optional modes are acceptable then you are limited, pare down the mods you use and play with ~4G limit. I play with 8-9G tied up by KSP with good results on a 4 year old computer. Try OpenGL if dx11 is to bad. Otherwise pare back mods. Delete the things you don't use. If you are using eye candy mods and or alternate world sizes they can be the problem. If they are incorrectly configured weird visuals can happen. You may want to describe what "very bad texture problems' actually looks like. Is it pink blotchy sections, weird vertices, missing terrain panels? Memgraph increases the heap allocation so it is obviously not going to help if dx11/openGL are not options. If you get past that point make sure you learn how to use MemGraph and figure out how much Heap you actually need. -
Hard for Mars, need light payload, large area drag enclosures. Venus is tricky you have to hit the right band or either thermal hits too hard or G forces. Never got a Jupiter capture below 26G. Aerobraking is easy, do it all the time, earth, mars, Jupiter. Needs to be properly tested to get the right depth or you will be sucked in or have a uselessly weak effect. Multipass can burn up ablator like mad.
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Starwaster just released two dev versions 7.6.0 One is for 1.3 if that is needed. This mod is part of the Realism Overhaul required mods.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bornholio replied to Theysen's topic in KSP1 Mod Releases
Take the Timberwind sizes from Wiki with a big caveat, also the 75 must be wrong. The sizes listed are "System" sizes not engine sizes. If the SNTP pictures after it are an indication it should be about Phoebus 1-2 sized with a larger nozzle. Probable 200-300:1 That means an extendable nozzle quite a bit larger than the engine body. You can go see the Phoebus 1A in Los Vegas.- 2,216 replies
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- realism overhaul
- ro
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Bornholio replied to Starwaster's topic in KSP1 Mod Releases
Is the 1.3.0 (v7.6.0) a non-backward compatible version? Testing with previous https://www.dropbox.com/s/2kiug1k6opjvgqv/DeadlyReentry.dll?dl=1 .dll and DRE7.5.0 with Eva fix .cfg I'll move up to 7.6.0 and test next. Started a new round of testing after a Tug/Tanker blew up leaving just its command section. F3 said overheat. Pictures: Exploding fuel tanks. Using cheat to allow overheat to be able to save the craft. 4000+K on fuel tank in earth orbit. Used tracking station to access the ship. Time response afterwards mostly at x1000, later picture showing normal time Second tanker trying to blow up. Had looked at it earlier without problems other than it was elevated from cryo temps.- 5,919 replies
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- reentry
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Back to my main RO career. Arrival in the Planetary band mars mustering zone. Docking the first tanker to the Ares Depature Port Zurbin Mars crew abort return ship going through orbital testing. Fuel rods removed and tankage flushed, it is sent into the atmosphere for destructive testing.
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Do you know what speed you were going meow. I meow I was going fast. Played a bit of early RO Career to mess around meow. T0 to orbit... not quite but sound judgement Put this into Orbit with T2 Tech engines Then tried to make a RV to bring back science. Pushed the edge of survival. Burned things off but made it back. First to kerb to space was a scientist, because all 4 of my orange suits are scientists. Atlas- Mercury, because 1.5stage to orbit rocks. (included a probe core, 'cause scientist). Next time I'll replace the retro pack with an RCS pack since the Retro is too powerful. Teen Titans Go!, Titan Uppperstage. Titan Lower Stage. Titan Boosters. Go Science!
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I was aghast at the dad joke name I first gave it. (peeweeball) I'll size it up to Little Leagues(200t), then Minor Leagues(500t) and finally Major Leagues (1kton)
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Yes, always, better than many of the first real ones. Impactors.....LOL. Heck you actually remembered to extend the solar panels unlike some early US missions.
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I loaded KSP >14 times. Various versions of PEWEE tested beside a Pheobus 2, Needs plume tuning. Something wrong with the 500:1 ratio Pewee, TWR x10 Mode.... The 104 ton "Niven Class" fuel tankers to Mars. Frustrated with design difficulties of the Martian mining systems single use orbital tankers to deliver 350k hydrogen fuel to LMO (150km) Automated docking guidance system on the front for a fuel only port. A side extendable port and moderate communication facilities will allow it to perform Comsat duties after expending its fuel load. Longer term it will be used to accumulated LH2 from the martian surface and provide emergency tug service.
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Ah. I needed to look closer at all of them. I was assuming the TCS large was and tested it.
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Well if it works as intended. regular radiators and cryogenic/service tanks are supposed to be working. /shrug from NathanKell I would still make sure you can maintain 20K in the fuel tanks for a few days at TW x1000 or less. Or whatever boil off temp you need for the fuel.
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Starwaster has other things on the priority list, but said the fix is likely inside real fuels itself. @Phineas Freak said that standard heatsinks work with cryogenics tanks, but I have not seen that work for me.
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Ion is too weak given that all the NF propulsion items are scaled to realistic values (see my sig for a real comparison). If it works right hydrogen is stored in a cryogenic tank with radiators. mine always bleed /shrug. The cryocooler mod works fine until you TW higher than x1000. So my technique is to have a few orbits around earth and test it then when it bleeds off retore it with Hyperedit. Some of the other mods use alternate fuels (Methane/Ammonia/Water) for nukes. I'm making configs for RO nukes to use other fuels also. (My first attempts are above). Methane specifically is a nice balance of reasonable ISP with better fuel density and cryogenic temp is alot easier to maintain ~110k vs 20K hydrogen.