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Everything posted by championofcyrodiil
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UI/UX Can't change craft/vessel name in tracking station permanently.
championofcyrodiil replied to VirtualBundy's topic in v0.1.3
What I did: Edited the vessel name in the tracking station. Expected Result: The vessel name should persist. Actual Result: The vessel name reverts back to the previously defined name. Steps to Reproduce: 1.) Create a Vessel in the VAB, save as "Fly Safe" and launch to orbit. 2.) Go to Tracking Station and Edit Vessel Name, change from "Fly Safe" to anything else. 3.) Exit Tracking Station, Return to Tracking Station -
I figured out why the images are so dark. The Samsung Galaxy S9 has four user selectable Screen Modes: Adaptive Display, AMOLED Cinema, AMOLED Photo, and the Basic Screen Mode, which matches the Standard sRGB / Rec. 709 Color Gamut that is used for producing most current consumer content. My LG monitor supports like 15 different color modes, and the default was "Custom" which attempts to deliver "HDR" with something like BT.2020 and includes a large range of colors. So on my desktop I don't see "black" I see a lot of other 'colors' in there. For now I've switched my Picture mode to Rec. 709 since KSP doesnt seem to support HDR well, and this explains why colors often have a 'washed out' or 'gradient' look for me on this monitor. https://www.unravel.com.au/understanding-color-spaces
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I see on my phone what you mean. Interesting. My desktop monitor doesn't show these images as black. I wonder if it is my AMD & Freesync settings? Or HDR configuration probably? So many graphics settings these days. But it makes sense to be that dark since it was night in the game and there is no lighting on that craft. Using Astronomers visualization pack mod as well.
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Nice outside of the box thinking here. However I'm curious whether or not you have enough atmosphere at 69999m to be in the spirit of this challenge. An interesting twist to this challenge would be to fly halfway around Kerbin and then turn 180° and fly back at an opposite heading 90°/270°. My craft would require slightly more fuel, but not as much as yours i think. You would need like 4790 dV more just to turn around.
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Get around Kerbin in Atmosphere with the least Fuel consumption? (aka how long can you fly in Atmosphere) Honestly, it's less of a 'challenge' for the community. I just thought I'd share. Ah, this is my first time sharing. They are Steam links and I'm logged in via browser, so they probably show up for me. Let me see if I can share them a different way. Should be fixed now. Please let me know.
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Start Economy R-11 Baguette FL-T400 Total Starting on Runway 24.3 Lf 72 Lf 96.3 Lf 29.7 Ox 88 Ox 117.7 Ox End Economy R-11 Baguette FL-T400 Total Ending on Runway 19.27 Lf 57.11 Lf 76.38 Lf 23.56 Ox 69.80 Ox 93.36 Ox Total Cost (standard units) Liquid Fuel 19.92 Oxidizer 24.34 Total Time: 1d, 00:34:32 (From Take-off to Landed Screen shot during Taxi) Name: Prototype III (Steam Craft Download) Cost: 23,404V https://ibb.co/Cs9RWzZ More Details: Using a radial array of 8 Fuel Cells, at 8.5km with a Ducted Fan Blade Deploy Angle of 57°, there is more than enough fuel to supply the electricity to maintain the two EM-325 Standard Rotor's Torque of 9.2%. In this thin atmosphere, we achieve efficient consumption rate of <=0.009 Oxidizer & Liquid Fuel per second. Set Autopilot to maintain only heading and vertical speed of 90° and 0 m/s. One thing to note is the Drag coefficient of less that 30.0; Which I think is pretty decent. Now it's time to go to sleep and see how far we can make it. NOTE: I did not start from the runway with a full tank of gas, as that provides too much weight to climb. https://ibb.co/gZwVWBx Woke up this morning and saw that I did it! Luckily, I was just pulling up on KSC Runway 09. The Solar Panels on the aircraft must have certainly reduced consumption while passing through the day lit portion of Kerbin! With 94.62/77.42 Ox/Lf left, we could certainly make another 5 trips around Kerbin. This means my aircraft could have flown roughly 6x trips! https://ibb.co/cLYsyd1 Here is a view of the Aircraft while in flight: https://ibb.co/NFbxRZ5 https://ibb.co/qgG9mZ4 Details on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2319300830
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Effective Air Speed as KAL-1000 Inputs?
championofcyrodiil replied to championofcyrodiil's topic in Breaking Ground Support
I ended up mapping my Prop Angle to F/B Thrust (H & N Keys). Using vessel info in mechjeb, I am able to adjust prop angle (with sensitive bindings by turning on Caps Lock) and monitor the high precision values of the Surface Speed indicator. Good enough to optimize the prop attack angle and get the most efficient flight based on drag. Details of my Circumnavigation of Kerbin using Props: https://steamcommunity.com/sharedfiles/filedetails/?id=2319300830 -
Effective Air Speed as KAL-1000 Inputs?
championofcyrodiil posted a topic in Breaking Ground Support
Currently I use the "Main Throttle" Action group "input" axis to assign the Prop deploy angle (value) with the KAL-1000. This works pretty well enough because at higher speeds (more throttle) the blades are angled less (closer to +/-45°) to reduce drag against the headwind, and when at low throttle taking off; they sit around +/-85°. However, this assumes that my actual airspeed and air density is a fixed constant; and at higher altitudes; >7500M; I end up having to throttle back to 50%; as a 65° deployment angle is more effective at climbing. If I could use my airspeed as the range; set the domain to something fixed; and assign prop angle based on airspeed; that would be more effective I think. One way I think this could work; is using "Sensors" typically used to collect 'science data' as inputs instead of action groups. Perhaps I am way off here, but would be interested in other's opinion. Keep in mind I am not an aerospace engineer or anything like that. So go easy on me. -
Here is a link to my "Minimus 6 Voyager" I posted screenshots for last month. I was just looking at some old builds and realized this one has a lot of design quirks I made and I'm interested in any feedback on improvements. I'd like to make something larger capable of landing and leaving planets with atmosphere. This one was only designed to land and take off from bodies in vacuum (no atmosphere). https://steamcommunity.com/sharedfiles/filedetails/?id=1933794735 (Steam Workshop Link)
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I like that a lot!
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I really like Flight Simulator X. I enjoyed the missions in the original quite a bit and I think I completed all of them, including a sighting of a UFO in the area 51 private vip flight. I played a newer flight simulator from MS that kinda flopped back in 2011/2012 time frame. It was pretty good. There is a new Flight Sim that is coming out, I believe it uses ML (machine learning) generated terrain with some gorgeous terrain assets. It sounds like they are hopeful for some level of VR support as well. Likely for the PC, as I believe the Xbox One management is still avoiding the VR investment. https://venturebeat.com/2019/10/13/microsoft-flight-simulator-vr-support-we-will-try-our-darnedest-to-make-it-happen/ Your PC sounds great and I think it will handle almost any of the flight traditional flight simulators out there, as there hasnt been a new great one in a while. The new MS Flight Simulator will likely do great things on PC.
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I'm bingeing on audible & sci-fi titles and KSP this weekend. Book 1 - Steel World Book 2 - Dust World Book 3 - Tech World (Currently listening)
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A 21 Year Journey for an Ion Probe Launched from Kerbin "TAG" (Temp, Atmo and Grav science collect) each body during flyby. 56 Parts in 4 Stages: $101,000 - Total Cost 3.543 Ton (Probe Payload Only) Departed Kerbin Orbit @ 75,000 km with ~8000 d/v Flyby Dres (Tx Science) Flyby Jool, Vall & Laythe (Tx Science) Flyby Eeloo (Tx & Store Last Science Experiments) Return to Kerbin using Hohmann Transfer flyby (w/o capture burn) ~71,000 km @ ~4000 m/s!!! Limit 2 of 4 Ion Engines to 10% Thrust due to lack of Power from Sol. Disable other 2 engines. ~ Entering Kerbin SOI from beyond Eeloo. Coming in too Fast w/o enough Xenon Gas to capture Kerbin! Launched NERV "Golden Retriever" ($51,036) from KSC Launch Pad with Claw/Arm to Rendezvous and grab Ion Probe. Let's call this, "Claw 1" Away "Claw 1" to rescue the fast moving Ion Probe Rendezvous Claw & Probe in Kerbin SOI Use remaining Fuel from Claw 1 to reduce speed as much as possible, then release arm and mark as debris. Launch ANOTHER, ("Claw 2", +$50K), leave Kerbin SOI with same trajectory as Ion Probe, and Rendezvous in Sol Orbit nearest Kerbin possible. Repeat Hohmann Transfer to Kerbin w/ Capture Burn, warp 4 years... Reduced d/v to Circularize @ 70,000 Km above Kerbin Reduced d/v to sub-orbital trajectory targeting land mass east of KSC, decoupled "Claw 2" (NERV Engine , tanks, reaction wheel & solar array) Activated RCS Retrograde, retracted probe's solar array Popped chutes and had a safe water landing near KSC. Recovered $64,478, 136.3 Km from KSC (91.6%) of Original Vessel Value! Temp, Atmo and Grav Science from Eeloo just above Babbage Patch! Vessel Recovered Total Science: 1,845.12 Transmitted & Recovered Total Cost: ~$100,000 (Image Source URL is 4K Res) Summary: I probably could have used the ~8000+ d/v I started with more efficiently when flying by Dres, Jool, two of her moons, and Eeloo. Nevertheless it was a great trip and my first legitimate use of Ion thrust engines.
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Completed the "Minimus 6 Voyage" and more-or-less completed my Career Mode Tech Tree & Upgrades. Over 40 Experiments collected during the Minimus 6 Voyage! Now I don't know what else to do.
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Hi, @Starhawk! Thanks for the reply. In my post above, the two craft were launched separately with large re-usable stage 1 engines like the falcon 9 v 1.0 lower stage. After I rendezvous the vessels on the 2nd launch, both sets of docks could not be docked "simultaneously" while in Kerbin orbit >70km. I aligned them almost perfect w/ RCS. In the example you give, it appears you have configured the docks in the VAB. Are you able to separate and then "re-dock" those vessels once in orbit? Here are mine in orbit, the port on the right docked successfully, and the one on the left (from camera perspective) is "loose" as if the magnetic field is disabled. The images above are this vessel, only zoomed-in to get a better camera perspective. A friend gave me some 0.x beta ~2016, and so I am aware of the various changes. I included the version I am using in my OP because I wanted to show that I am using the latest version and cannot multi-port dock in orbit. Just updating the thread because I ran in to this issue and it was the first result I found when searching on the web, and I was hoping someone else had tried this.
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[Moderators Note: This thread was split from a very old thread under the same title] No. KSP 1.8.1.2694 Windows x64 + 1.8.1 Making History + 1.8.1 Breaking Ground First Docking Port Successful and has option to undock. Other docking port is misaligned and context menus show them as decoupled/ready to dock. The craft wobbles at the undocked ports and you can see them sliding back and forth. Both craft are duplicate from VAB, so distance apart/alignment is same on both.
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Thanks @Geonovast I just reloaded a quick save and was able to land and complete the mission! Thanks!
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I'm trying to complete a contract in KSP on PC from Steam (with recent 1.8 upgrade). I've been a 'vanilla' user (no-mods) for about 2 years. I finally broke and installed mechjeb sometime last month, and havent had any significant issues beyond failing to use mechjeb properly and crashing. I just received the 1.8 upgrade but I've also never successfully captured a component with a shuttle before, so I don't know if this bug would have happened before the 1.8 upgrade or not. I finally got the component back to kerbin, but never "completed" the contract, and now the component is gone from tracking station. EDIT: I figured it out! Needed to be landed at Kerbin, and then switch to the component. Afterwards, click recover vessel. I really thought I had tried this once before and the menu didnt appear at the top of the screen when trying to recover. I had an autosave file, so i reloaded that and landed. It seems to have worked so mission complete!