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XLjedi

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Posts posted by XLjedi

  1. 15 hours ago, pmborg said:

    Hello,

    Yes all of this is possible with KSP and already existent mods.

    To dive I use: Ballast Water Tanks

    For Colonies: Civilian Population (from @linuxgurugamer) & USI Kolonization

    For Airships: Hooligan Labs Airships

    For life support: TACLS with USI Core and USI Tools

    You will also need bussard aerial scoop to farm ore from air in airship.

    To get ore from ocean: Stock-alike Mining Extension

    In resume is just that, maybe something is missing, once I have 90 mods and used to use always will all, no limits :)

     

    And In KSP2, for multi-player compatibility...

    I'm guessing you'll be using none.

     

    Just now, KerikBalm said:

    That would require a fundamentally different way of making planets. Right now they simply use a heightmap, which only allows 1 layer of terrain.

    I'd like it, but I don't think it will happen.

    What if ice sheets were nothing more than objects placed on the surface near a wall of ice.  No different really than a KSP runway object made to look like an iceberg.

    It most certainly can be done!  ...it's just an interesting easter-egg type location to be found.  Like an arch on a moon.  I could probably build one right now for KSP1 and just add it to Kerbin with Kerbal Konstructs.

  2. The track record for how Squad managed updates over time was not very conducive to detailed manuals.  For instance, many would've liked a detailed manual for how rotors and propellers were supposed to work.  But given the fact that Squad changed the mechanics of the things 3 different times in 1.7, 1.8, and most recently once again in 1.9...  There's not a lot of incentive for anyone to write down how something is going to work when it's constantly evolving.  Perhaps things will be a bit different under new management in KSP2?

  3. I tend to look for minor adjustments to elevator AOI when at speed.  Then there's a tradeoff for how much and when you want the flight to be leveled.  Some would choose to level out at max speed, others might go for a middle-of-the road assignment and just let the SPS smooth out the difference.  So depends purely on your own preferences.  You can also create your own trim tabs in the form of a slight deployment setting for an elevator or aileron.  I've managed it all any number of ways in the past.

  4. This design decision simply boggles the mind.

    I might prefer they scrap the idea of multiple build areas (or any associated size restrictions) in KSP2 and just go to a unified blueprint style design interface for SPH and VAB type craft.  I know we will have to be allowed to build bases free floating on site because the terrain has to be accounted for.  Maybe the craft building will follow suit in some way?

  5. Well... it's a start.  My first official Pro-Stock craft isn't quite as impressive as any of those.   But HEY, all we have to work with is the first tech tree starter node, so we're not exactly talking SpaceX here at day one.

    I now present...  the long awaited...  highly advanced...  "Alpha 1 Nub" 

    Alpha1_Nub.jpg

    I was particularly proud of the genius design concept of limiting the thruster to 1/3 power to avoid killing any kerbals on the very first launch.  Not to mention the intentional (OK, accidental, but it worked!) placement of the parachute in the first stage to limit the flight distance to about 50ft or so and have it land back on the launchpad for 100% recovery!  Woohoo!

    Shortly following the amazing success of the Nub...  the next entry in the program was the "Alpha2 Sci-Nub-Nub"

    Alpha2_Sci-Nub-Nub.jpg

    Now... if there was actually a third Pro-Stock craft in the "Alpha Nub" program, I may have had to give a little thought to separating the craft into launch vehicle and subassemblies.  However, we managed to advance pretty quickly from here, skipping over a Beta or Gamma class and moving straight into the Delta Rockets!

     

  6. 1 hour ago, Kim Hanson said:

    Scott Manley has videos on this too.  He uses a slightly different procedure that is possibly more efficient.  In the end both work fine.

    I really do need to update that video...  After another couple hundred intercepts I now realize I didn't really use or describe how to use the Navball Target tools very efficiently.

     

  7. What's a Minmus maneuver?  

    You mean changing inclination to match the Minmus orbit? 

    ...or waiting for Minmus to arrive at it's target ascending or descending node so you can travel straight to the moon from Kerbin equatorial orbit?

    In either case...  I don't think it matters which side you choose.

    The only Minmus maneuver that I'm aware of involves waiting a few days for that moon to reach one of those two transfer windows so I don't have to waste time/fuel matching its inclined orbit.

  8. 24 minutes ago, dave1904 said:

    Please do. Would be cool to know the fps because I do not think SLI would make much difference. I wish we had a community benchmark craft and maybe even mod folder to compare the current hardware. If you use kerbal engineer it will tell you exactly how many parts you are using. 

    Oh, I know the exact part counts... and probably far more than most would ever care to look into.  LOL

    It was this space plane:

    https://kerbalx.com/XLjedi/SC-33-Crescent-Eagle

    The tech report at the bottom of that page has it listed at 117 parts when completely empty.  As loaded with the stuff I included on KerbalX, it's 184; but I had it reconfigured to carry other stuffs into orbit that day, so was a bit of guesstimate on my part.  The other Mk-3 craft I had attached was my orbital nuke-powered light carrier, but I never posted that one so haven't done a blueprint.  Fewer parts though maybe 50-80 ish?

  9. @dave1904  Yeah, it's 390-400 parts...  not to mention the two Mk3 spaceplanes I had docked to it.  Which tacked on, I'm guessing, another 250 parts or so.  I know the one space plane is like 180 parts.

    I just rebuilt the PC in January, so I have the stats unusually handy. I thought the mobo died, but turns out it was the PSU that failed.  So I might have extra parts now for a machine to stow under my desk at the office.

    These parts are new:

    • Mobo:  ASUS ROG Strix X570-E Gaming ATX
    • AMD Ryzen 7 3800x 3.9 GHz Socket AM4  (4.5 GHz max boost, but I don't overclock it)
    • G.SKILL Ripjaws V Series 32 GB (2x16GB) 288-Pin DDR4 3600  (I have 2 open slots, but 32 has been fine for my workload thus far)

    The DDR4 was a requirement of the new Mobo (else I would've just continued using the 32 GB of DDR3 4x8 that I already had) and I continue to go with the dual PCI slots to run nVidia cards in SLI mode.  I continue to use the dual GTX 970's running in SLI.  I'm quite sure those are my bottleneck as well, but they seem to be doing fine for now.

    I haven't actually displayed the framerate, but can check it later tonight.

    I had bought my daughters' a couple new iphones for Christmas; so I got to apply a $125 credit at BestBuy to pickup the Ryzen 7 for almost half-off!  The DDR4 ram is a pretty good deal right now too.  Aside from the mobo being SLI-ready and I have used ASUS for years...  I really wanted the built-in wireless capability.

     

  10. 24 minutes ago, DJWyre said:

    But you got the joke, right?

    No...  not sure anyone would.  I more had the pudgy little cartoon character in mind.

    But the actual nickname arose from my design designation of ZGB for "Zero-G Bot" and I took to calling them "Zig-B's" for awhile.   Ziggy just seemed more endearing for this one I s'pose.

  11. I built a very large station (400 parts) kinda in the shape of a box...  All assembled in orbit via 20 spaceplane missions. 

    To solve the inherent part "floppiness" there was a central part that I declared to be the "Root".  For this type of design, using autostruts on each corner and a few selective crossbeam sections (maybe 8 autostruts total?) each targeting the central "Root" part.  It worked quite well in terms of rigidity.  It is a large framework though (docks 3 Mk3 spaceplanes) and has no reaction wheels of its own.

    No mods, no welding...   I do wish the robotics parts were a tad less noodle-like though.

  12. 42 minutes ago, Zeiss Ikon said:

    One reason you might never have noticed "same craft interaction" before is that it was just added in version 1.7 or 1.8 (it surely does not exist in 1.6.1, and does in 1.8.1, but I haven't installed 1.7.3).

    I think it came about with the intro of Robotics and the BG expansion... self-docking and so forth.  But it's also been HUGE for me in terms of creating vehicles and stations that can load/unload supplies.  It makes collision detection work when applied to cargo bays and so forth!  That was a big improvement over anything we had pre-BG.

  13. 1 minute ago, AHHans said:

    Well, my guess is that with 19 open ports (and a few hundred parts in total) you can measure a difference between having the ports open or not. If you actually notice the difference in normal gameplay is another question. Although now that I re-read your message, 19 senior-sized ports plus a comparable number of normal and junior-sized ports is at least at the edge of what I consider "reasonable". The biggest station that I built has 8 normal docking ports, 4 junior-sized ports, and 5 senior-sized ports open and 13 more senior-sized ports that are attached to something. (And it is already pretty laggy, but it is also the biggest - in size, weight, and part count - object I built.)

    As you can see from my test, 288 open docking ports is clearly on the absurd side of the scale. ;)

    I optimized it a bit, I'm now at:

    17 large open ports  (it's my primary storage and transfer hub)

    All of the mid-size ports have been capped using the shielded part instead.

    6 of the small ports.  

    So, I'm at 23 open ports right now before bringing in a large craft or two with additional open ports.

    I guess as supplies are offloaded some of the ports could be capped if the supplies are designed to be terminating instead of stackable.

    Oh and it's like 395 parts with a TON of senior ports that are capped in the process of constructing.  I'm planning 20 missions to get it fully operational.

     

  14. 55 minutes ago, AHHans said:

    That's also the impression that I have from my tests. Yes, there is an effect. But if you only have a reasonable number of docking ports then this effect isn't so serious.

    And from a programmers point of view: I can well imagine that in an older version of the game each docking port tested every part within physics range, but that at some point a dedicated list of docking ports was introduced so that now only that list needs to be searched.

    I guess depends on what point the number becomes absurd?  In the design of my OASys Station I plan to have at least 19 large open ports.  I have fewer of the mid-size ports and guess I can convert all those (except for a couple of the really small ones) to the closeable variety.

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