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Everything posted by Bornholio
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Three easy ways Console-->cheats--->[o] Biomes Visible SCANSat, scan the planets, use results to view biomes Best way but most effort \Kerbal Space Program\GameData\RSS-Textures\PluginData\ Biome maps as mentioned above are flipped. Lastly, you can use Mechjeb-->Landing-->Pick landing spot this will let you hover over various places viewing the biome at that spot. using [x] Science mod will give you nice searchable lists of the biomes and tabulate what you have collected for each science result.
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Right now the SR system looks for parts and has ablator as one value so maybe your idea would work. Like a lot of things in the game if someone is "cheating" they can take advantage of the system. The user really is the one who should tune the DRMaxVel since they may have re-entry heating turned up, a heating mod, modded thermal parts. Like you say proper placement of the heat shield and aero can make a big difference also. Without too much analysis the SR system can only assume the user built the craft in a legal way and didn't tuck a heat shield inside the tank, but even this can just represent adding mass to the tank with a cork/epoxy ablative coating. What that leads to is his comment to me. " As always, if it's something you truly care about recovering, do it manually." For first missions on my rockets, save at launchpad and follow spent stages into the surface. Settings are based on the facts of using airbrakes/gridfins, parachutes, properly placed heat shields, good aero, probe cores, rcs, batteries, communications, sometimes landing gear. Once this is done for each recovered stage, ignoring ground level solid boosters since they don't go high enough normally, if the stage is recovered by SR then I accept it. I'm running a career that has a personal requirement of recoverable stages and have set my DRMaxVel to 7000. But it would not be appropriate to do this unless I'm sure they actually survive. The base 2000m/s number is actually a pretty good number all things considered. Shuttle SRB's one of the fastest and highest boosters reach a max speed of 1400m/s and needed significant mass fraction devoted to recovery (Aero, Parachutes(3t), Drogues (.5t), transponders, landing reinforcement, junk removal, gyros, computers, sensors). They are an example of a time when landing velocity should be turned up (23m/s) or better yet add a engine and fuel, probe core, sas, and let SR use it to reduce velocity. https://en.wikipedia.org/wiki/Space_Shuttle_Solid_Rocket_Booster
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
In RSS if you get any planetary moon or Pluto contract it can't be done from earth orbit as is. Max magnification gets zip science on them and so the only way to complete them is send a telescope out farther. I'd assume the same for any scale up and outer planet mods. Obviously whatever gets changed is relevant, not the old system. As a comparison to real life Nasa received the "Make Wide Field Observations of Pluto" mission and used Hubbleye to get these fuzzy images, Cacteye gets about the same quality Then more fuzzy blobs, err moons in 2012! https://www.nasa.gov/mission_pages/hubble/science/pluto-20100204.html Whats important was the early discovery of the other moons so new horizon could be directed to get other images that would not have even tried to get. and with the time delay we could not have reacted to soon enough to get the craft pointed correctly. Humanity was blessed that New Horizons made it in one piece on no backup comps, low grade hand me down RTG's and 40 AU of signal degradation. Nine years of agonizing wait and one hell of an oh crap night the morning before arrival. Can't wait for the James Webb to get up, no wait to long, no budget to strong...but damn that thing is pretty. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
You will never complete Imaging Pluto/Charon and many other moons in RSS unless you magically teleport out the telescope of for some reason have pre-placed the scopes. New horizons had a small window to happen and almost didn't. Sure if poor long suffering Icedown wants to fine tune the contract system for RSS and outer planet mod packs it can work. I think is a waste of effort not "More Hard", more hard is actually running the mission itself. mission timers for these missions would need to be decades in some cases. As it is right now, any mission (RSS) I have not already done ( all major planets) is impossible to complete unless i cheat. And the consequence for failure is - big reputation (Basically reset to near 0) my reputation and a couple hundred k funds. Time allowed for the mission 2.5 years. Maybe Mars (Deimos/Phobos) if the window is close but no Outer Planet Mission is going to hit that even with a good window. Alternatively he can make long deadlines. The gather science from X space/surface are anywhere fro 5-50 years. but at what point is the deadline meaningless and just one more chore for both modder and player. If the Fungeye are to become local system imaging then they also will need decade long timers in certain cases. And its not "oh your to dumb, and picked an impossible one", its relegating the couple of active Telescope missions to the scrap heap for how ever long the acceptance timers are over and over. i have Image Pluto and Image Mimas (moon of Saturn) idling in my mission box, both impossible to finish. Gimme my 295 rep back for missing phobos! stinking 800k worth of cacteye hurled at friggin flyby velocity couldn't make it in time with a decent window. Apologize for the tirade but its stone walled my enjoyment in my current game. I heartily await the update though. This and SCANsat really add an interesting level to the game. -
How do I SAR map Venus at a reasonable rate? Three sats up and i got to the 40% range mostly by inclination change. but enough fuel to do more is not happening. I'm going to send one more sat and call it good but before I send it I'm trying to figure out how to get a mapping orbit that works. Venus has a very minimal rotation (1.8m/s) so anything polar I set up does not seem to move. Is this a simple wait out the 243 day Venusian day?
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
I think It would be best to eliminate time limits on the missions, doesn't seem like they add anything except grief if you can't get a telescope into position in time to complete them. Is this release test-able with RSS and other mods, or should I make a fresh install to test it? -
I second Star wasters comment of shallow descent, The shuttle (Max ~3G) did not have nearly the angle of other reentry systems, some of the Rus ones (~5G) have abort profiles of up to 20G! Friggin car crash is tame. I can reentry spent stages at low orbital velocity maybe loosing a minor surface feature pretty sure 100% is OK for RSS. (Darn airbrakes burn off in a jiffy) Reminder that if you are still fuel heavy or still carrying a payload you will retain more momentum and plunge deeper. G forces will be lower and peak heat higher. You can also bleed off 500-1000m/s using a skip, trajectories mod works great for this or in a pinch use Mechjeb landing prediction settings though it seems less accurate (No drag facing corrections). Zond used this and the Shuttle had it as a backup plan. Tweak scale a few small thermal panels and sink them into the offending burny bits can help also.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
Careful not to break saves with those changes Wish List: Fine Control input indicator. Smaller size Cacteye body (1.25 and 0.625) Lower max magnifications. Nicer Textures, Mount Point on top of Fungeye for nosecone/sunblocker. Max magnifications higher limit (RSS and other large scale mods need it for contracts on outer planets/moons) even if jumpiness is not solvable., RSS Compats! My thought on why maybe some of us like this mod. Interaction. Unlike other science mods that are just another button mash for collect science in a biome this one requires setup, patience and work to get to the result. if your change to Fungeye makes it just another "Optical telescope" like DMagic's or CA Probes Plus it looses its charm, If its adding the {Science experiment} [Log Visual observations] function and lowering the max magnification, tweak the science I'm all for it. The science from the results is way overpowered unless you are using an extended tech tree and even then the contracts take it over the top assuming they can be completed (ie pluto contracts). One possible purpose for the Fungeye and another possible camera element is improved Kerbnet Access (See CA Probes Plus "Infra-Red Spectrometer" etc for a good example) or maybe SCANsat Integration Even if the mod stays as is I'm really enjoying using it in my RSS career. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
Have all SAS and gyros except one turned off / disabled. Make sure RCS is off. Set last gyro control authority lower as you increase magnification. Lower Gyro Sensitivity as you increase mag also. Above 3/4 of the slider in magnification make sure you have {CAPS LOCK} on to reduce input sensitivity. Make sure you don't use target tracking in the higher magnification as its P.I.D. loop is sloppy. Target tracking does work fine at lower magnifications until you need to carefully fine tune the highest magnification. At max a carefully planned tap or two is the most you can use or you shoot off alignment. At this point you should be set to 0%~1% Gyro Sensitivity and 1-3% Authority. At this point you should be able to get anything except the smallest moons and the planet Pluto to focus with a Cacteye and level Wide Field Camera 2. Advice for Asteroids is beyond me. /shrug I only know that all I get is lag when I try. -
What if anything should i change the Settings to if I'm using Real solar system. (earth, ie x10 kerbin size 7500+ Orbital velocity). Generally my upper stage is coming back in the ~7k range and my main ascent stage is in the mid 4k range. I've slipped some small heat shields in to see if they make any difference but have not seen any. Need Moar? Either way I've rode stages back into earth at up to 6500m/s with some features burned off if they are faced wrong. then i get a nice clean descent and terminal in the 110-150 range. With a full size heat shield at 0-10% Ablative used I've found no orbital speed I don't survive.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Bornholio replied to linuxgurugamer's topic in KSP1 Mod Releases
Regardless they all look great, work good in my RSS/StageRecovery career game. Of course real world tank dry masses are lower but the game is balanced for Kerbin and easy dV to orbit so as they are is ok. I noticed and mentioned about the extreme temp rating which is possible but improbable. Hydrox Flame temp is only 3100K, so they could great at protecting something from cryogenic engine blast. /smirk. -
I get somewhat better results from higher graphics settings specifically. Textures Set to full, detail to full, resolution full. If i don't do these i get sinking into the launchpad to serious to play in some cases even wrenching launch clamps into odd positions. https://github.com/NathanKell/RealSolarSystem/wiki/FAQ-and-Troubleshooting The troubleshooting also suggests using active texture management, however i'm not sure this is needed. No 1.2.2 version on CKAN anyway. If you use these settings you'll likely need to run using the 3dx11 or open GL command line switches. I got a bit of crash stability from also running MemGraph and setting the buffer to a larger amount 4GB since i have plenty of memory free. If you have the memory to spare this will help and somewhat eliminate stutters that happen from garbage collection.
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Same Problem except i'm well inside my comsat network for even basic antenna, makes me want to disable the transmit functions of all the DMagic devices, even if they are successful now i have an unfolded antenna that is causing serious docking problems. Don't want to use it as a transmitter. Simple Fix?
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Bornholio replied to NecroBones's topic in KSP1 Mod Releases
Absolutely love the decouplers! They really help clean separations for stage recovery. Hand making spin separated decoupling systems with stock parts is a bore. Now the only staging mess i have to deal with is chutes. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
I have a Sat failing a contract for SCANSat with CatEye Asteroid Camera 1 CactEye Wide Field Camera 1 SCAN Multispectral Sensor SCAN RADAR Altimetry Sensor A couple of DMagic sensors from his science mod and assorted hardware for a complete probe. including a couple GRU-1000 Gyro's Are the Asteroid and Wide field both counting towards the exactly 1 prohibition? Nevermind, Need to Use the FungEye.... and only one of the Asteroid/Wide Field. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bornholio replied to icedown's topic in KSP1 Mod Development
in contracts With module: Cact Eye Optics, Count: Exactly 1 What part(s) is needed? -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
Bornholio replied to linuxgurugamer's topic in KSP1 Mod Releases
Question of the 1.25m Stack Decoupler (low profile no fuel transfer) vs the TR-18A. Is the weight so high because of the 3400K Temp rating (Made of tungsten)? its 5x the weight of the larger TR-18A. Very nice model for it. Makes me cry in RSS for lost dV. Suppose I should use it as a rocket blast diverter plate between stages with engine on immediately. -
This seems to be consistently happening for me on EVA. Mechjeb_noclick in the current input locks each time it happens. 5 rescue/eva in a row had it happen. Had Man-Plan and Orbit Info windows up each time. My problem was having my orbit window over a kerbal and clicking through to the eva button. move window solved problem...
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Bumpy Runways in RSS/RP-0
Bornholio replied to StanMarsh's topic in KSP1 Technical Support (PC, modded installs)
Is this the problem you had, did you resolve it? I've upgraded the runway to try and fix it but only get it to be hidden from some views, tears the gear right off my planes. Cannot land any normal landing roll on it. Gave up and had to resort to vertical take off and landings. hard to do with a hard game running. doing rescue missions to replace the lost pilots... Ran very similar planes on kerbin with no issues at all. Not using RO just RSS and texture pack 2048x1024, Mechjeb, KER, a couple rover part pack mods ectera. Nothing that should modify this -
Wheels sink into runway
Bornholio replied to Sandpiper's topic in KSP1 Technical Support (PC, modded installs)
OP did you ever resolve this. Similar later post with no res also...