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Atlessa

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Everything posted by Atlessa

  1. I second this wholeheartedly, although my application was steering a rover by having a hinge between the front and rear half, and steering set to 'off' on all wheels. Something like this: Letting go of the button should allow the hinge to return to the 'default' value, while holding, in my case, J or L would deflect it towards the left or right. With the way hinges work currently, it's virtually impossible to have this thing drive straight once the hinge has moved a little bit in either direction.
  2. Frankly, a simple 'hold level' option* for SAS when in surface mode (equivalent to controlling from a top-mounted probecore and setting SAS to radial out) would probably already help a LOT, both for VTOL/helicopter applications and even spaceplanes/shuttles. *bonus Kudos if we can set an angle above/below Horizon to point the nose at, for Shuttle/spaceplane reentries. Yes, most of this is already quite possible with MechJeb. But I'm a firm believer in "if it makes the game better, why not make it stock??"
  3. @Starwaster After some more testing, with Jognt watching, I've come to the conclusion that something is probably not working as intended. Even at 150% I could 'bellyflop' into Kerbin's atmosphere from 170 x -150km orbit. At 100%, things are effectively easier than stock. Also, I have 2 DRE icons on my toolbar. In case that tells you anything? I didn't think too much of it seeing how it was a 'hackjob' feature and since the slider seemed to work, but Jognt said I should mention it for debugging.
  4. Unfortunately, Shadowplay only works if I also install the Virus/Bloatware/PUP they call "Nvidia Experience". So that's a no go. Fraps has way too much of a performance hit, and I'm guessing Bandicam wouldn't be much better. ... if you have Discord, I could stream to you with that? I occasionally show ship designs to my brother this way.
  5. Can you name a free recording tool that doesn't completely wreck my framerate while reording?
  6. I just did a quick test with a ~25 parts rocket. Cahed mode capped out my FPS (75 due to V-sync being on), while without cached mode it dropped to 28. I'd say it's a HUGE performance impact, and I'm not sure there's a notable difference in accuracy. For reference, I'm running on a Ryzen 5 2600 (no X), 16GB RAM and a GTX 970. According to HWmonitor, both my CPU and GPU only reached ~27% utilization. So... not working as intended?
  7. Could it be that the multiplier (147% in my case) doesn't work as intended? Does no one else fly Spaceplanes with DRE? ... am I just that good? No... I don't think 350km x -150km @147% should be a valid reentry orbit for anything at this 'difficulty' setting.
  8. So I just 'bellyflopped' a Spaceplane into Kerbin from 350km (by -150km according to KER) at 147% and everything was fine. Which again leads me to ask: What kinds of reentrie trajectory do ppl normally fly with capsules???
  9. I only tested Stock scale since there was an issue with Kopernicus not wanting to load, and I wasn't in the mood to troubleshoot.
  10. After some rigorous testing, I'm now playing my career with 148% heat scale. Why not 150? Because the slider is a bit fiddly* and want to snap to 148 or 145. *shrug* @Starwaster I think having the slider range from 50 to 200% would be fine for the vast majority of users, with maybe a cfg setting to unlock a larger range for those who want it?
  11. That doesn't explain why you hit n and m instead of the spacebar, though... just like I always do when I got my nails on.
  12. I THINK this line needs a few less letters and a few more spaces. I also think, based on astute observations of the gibberish I sometimes type myself after getting my nails done, that @linuxgurugamer is either fabulously gay... or needs to trim the nail on his right thumb. ... or is a girl, like me. But there's no girls on the Internet so... not an option.
  13. Be scared. Be very, very scared. Edit: I just successfully reentered my spaceplane with the slider at 175%. It was spotty (my air intakes were flaming at times), but I made it down without losing any parts. I, personally, would say that this value is a soft cap for playability in stock sized systems. But of course, one could always use retrorockets to slow down when it gets too hot, making higher settings technically possible, just really hard to pull off. Edit2: Airbrakes... hmm... Ablative airbrakes, rated for LKO reentry... How much ablator would they need? (Please tell me ablator has a noticeable mass and cost associated with it... ?)
  14. Not without Kopernicus it's not. And I wanna break some ground, so I can't really go back to an older version of KSP.
  15. Sounds reasonable enough. Thanks for answering. Now... how do I push that slider above it's intended 120% maximum? Stuff's still not hot enough.
  16. That worked. Perfectly. So well, in fact, that I'm thinking of turning up my re-entry heating by a decent amount, but I'm already at the maximum (120%). I went down so agressively that I was certain it would blow SOMETHING up in the process... but it didn't. Makes me wonder how other players bring their capsules down, considering you specifically told me that Spaceplanes need to go in MUCH shallower than capsules... What changed? I snuck a peek at the file, but I can't see any difference. PS: So am I reading this right? A LOT of players should be observing this issue, but I was the only one to actually use spaceplanes with DRE?
  17. Did that. No dice. Here's the MM cache file: http://www.filedropper.com/modulemanager
  18. http://s000.tinyupload.com/index.php?file_id=81330368519986450291 http://s000.tinyupload.com/index.php?file_id=36144984083456374841 If you need any other logs, let me know where to find them.
  19. Thanks, that helped a bunch. Unfortunately, the other MM patches that apply to gears only add their respective modules. So they shouldn't affect the max. temperature, right? I'm baffled. Especially since the value I see in flight is completely different from anything I see in the stock config file OR the MM patch
  20. Seems like we found the cause of my issues... https://imgur.com/MPshVBd Looks like either your values aren't applied properly, or some other mod is overwriting them again afterwards. Now to find the culprit of this oddity... Or write my own MM patch to fixthe gear maxtemp during the FINAL phase? Hmm... Edit: So I just checked DeadlyReentry.cfg for the parts' names and found this: 1073 seems significantly lower than 2700. Or am I looking at the wrong entry?
  21. The first, lightest retractable stock landing gears (it's a career save and I don't have any heavier ones yet). And as I said, from what I can see they should have the exact same heat tolerance as (almost) all my other parts. Particularly the cockpit and fuel tanks they're attached to. And those other parts are perfectly fine and could actually take quite a bit more heat (the thermal overlay thingy never even shows up), while the gears burn up and explode really early during the descent. I will upload a craft file when I get home?
  22. I can't seem to find any recyclers (using mostly Mk2 shape parts). Where should I look for them? Is there maybe a tie-in parts mod that adds some standalone ones?
  23. I just got this mod. I like it so far... but... My Spaceplane's landing gears keep exploding during reentry. And I'm not a fan of clipping them into the body. Is there a way to maybe add ablator (at a funds and weight cost) to them? On that note... is there a cost associated with Ablator? If so I didn't notice any. I might end up writing a patch myself if no one else has done so already? Edit: So... just adding Ablator resource does nothing... And after some doublechecking it seems that almost ALL my parts have the same heat tolerance, but only my gears go up in flames during reentry. What am I missing?
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