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Krazy1

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Everything posted by Krazy1

  1. Solid Rocket Booster https://en.wikipedia.org/wiki/Space_Shuttle_Solid_Rocket_Booster
  2. Not sure what's happening with the SRBs. Obviously check your staging - the editor tends to mess with your staging if you make any design changes. You can change staging in game too - just drag and drop. And it likes to change your crew too. Yeah KSP is not well optimized IMO. It still has a memory management problem and it only uses a fraction the CPU capability. I have had huge ships/ stations > 700 parts that run very slow and they start to get unresponsive. Honestly, there's no such thing a a fast HDD. And 5400 RPM is not fast at all. 7200 was normal for a desktop and 10,000 RPM is actually "fast". SSDs are faster. Heard bad things? I've had several HDDs break but never an SSD (so far). But that will only help your load times, not framerate. The dev's claiming KSP runs on 4 GB is just BS. I had 6 GB and it was so bad after playing an hour. Now I have 12 and it's much better, but it still slows down after playing a few hours, especially with ships >400 parts and career saves with many ships. With 8 GB, I'd try this first: That should help stop the memory from filling up. Another option is to start using TweakScale (or Procedural Parts) to reduce your part count.
  3. Agree... this is awful. After all these versions where it's working, they managed to break it in V1.10. And didn't fix it in 1.10.1. Tips... in my experience, it seems like a race condition. When the PAW is opened for the first tank, you can take your time. As soon as you open the second PAW, it seems to help if you are ninja fast at starting the transfer. You have under 1 second to click in / out. It seems to provide a statistically significant improvement in the chance of working, but I cannot guarantee it. Obviously, this does not help for many-to-one or one-to-many tank transfers (where you pin many PAWs open). Otherwise I suggest using TAC Fuel Balancer. It does seem to work normally in v1.10. I did not try hovering the mouse over the resource panel yet.
  4. Kerbal lore foretells of a great battle of the gods. Eve and Moho will engage in the most epic battle of all. Moho's speed will allow him to evade Eve's attacks, but he is no match for her purpleness. The Kerbals, after long being oppressed by the wicked giant, will intervene. The most courageous and stupid of the Kerbals mount a daring mission to steal a huge load of her precious ore as a distraction. As Eve is about to crush the bandits, Moho strikes and ignites Eve's explodium blood. She burns brighter than the sun for a week and the Kerbals rejoice in her anguish. This contract was my first Eve contract and first outside Kerbin SOI. I had no idea when I accepted it about Eve's high gravity and pressure. Full album, showing the development story, with captions: https://imgur.com/a/QRmHdyg Craft posted: https://kerbalx.com/Krazy1/Ragnarock-4-final
  5. @KlapauciusI didn't notice any flexing like that. Guys I'm pretty busy with now with this "real life" stuff and also diverged building giant Tweakscale rockets. If you feel inclined to try to improve my plane and use it for the challenge, I've got no problem with that. As long as you donate all proceeds to charity.
  6. I actually found a different approach that didn't need this part for my build. Thanks for the details. I understand not wanting to break the whole Kerbalverse. I appreciate the efforts. I'm just trying to keep TS reasonably honest to physics. Some people say it's OP so they don't allow it in challenges, so I want to avoid giving them ammunition. Looking forward to the 2.5 release. I need to upload some big rockets I made with TS. They run so much better with lower part count than stock. Nice and smooth with 100 parts and a green clock. I'm working on one that's 6 kt and only 2 fuel tanks
  7. 2.4.3.21 bug report: ADTP-2-3 mass scaling is not "reasonable". Most stock fuel tanks have a 1/9 empty/ full mass ratio. Scaling does generally maintain the same mass ratio for every other tank I tried (several, not all). However, ADTP-2-3 is following a squared law for empty mass scaling and should be cubic like the other tanks. I'm using Editor Extension Redux wheel-click popup menu to display the masses. stock "3.75m" ADTP-2-3: 1875 / 16,875 kg...1/9 ratio 2x 7.5m ADTP-2-3: 7,500 / 127,500 kg... 1/17 ratio
  8. Another request - I wish it would load fuel levels saved with the craft. When I load a craft that has reduced fuel, it just overwrites whatever is saved with the craft with whatever the FIU GUI setting happens to be. That's bad because I often optimize the levels for chemical/ LVN SSTO rockets by reducing LF for Kerbin launch. If I simply fill all the tanks for launch, it won't get to orbit because the LVNs don't have enough thrust to haul all the LF at full capacity.
  9. Strange. Sometimes it blocks craft part selection, sometimes not. Happened more than once. Last time, it blocked click though properly for KER and KAC windows but not for FIU. Trying to reproduce. I have been ignoring some errors. It might be happening after a red null reference exception message in VAB- not sure. player.log Win10; KSP 1.10.1.2939 mod list from CKAN, all up to date:
  10. I wish there was a display only version without any key changes. I use Editor Extensions Redux and I'm happy with the UI... just want to see the angles.
  11. @linuxgurugamer If you could add click-through blocker support, that would be appreciated.
  12. I believe it was 8 deg. The idea was to keep the fuselage level and maximize altitude. This does reduce fuel consumption while also reducing the speed, but the speed loss was less than the fuel rate reduction. I was assuming high AoA was better because the L-I-D was still small compared to the total drag. And I was assuming nearly all of the total drag minus L-I-D was due to the fuselage. Anyway, you're both telling me to stick with 5 deg. so I'll try that. Maybe add a third set of wings like @swjr-swis suggested... might help.
  13. Huh... strange. Maybe my drag is messed up from rerooting? I have higher AoA on the wings to get the fuselage level at a higher altitude. There's a big difference somewhere though. I posted the model I used: https://kerbalx.com/Krazy1/Rapier-biplane2 I'll try to fly it again at lower altitude to compare and update later. Thanks
  14. Not in this case. These pics were taken a few seconds apart. The camera didn't move, stars didn't move, planet didn't rotate (visibly). Moho rotates very slowly. I ran Win10 memory test, SSD test, Win10 "sfc /scannow", all OK. Steam always finds at least 1 KSP local file that it claims fails integrity check and redownloads it. I played it again yesterday and it worked no problem. Idunno.
  15. @katateochiI agree but there is a better workaround: open the "edit action groups" window and close it. That closes the science window.
  16. Me too...permanently. It did it over and over. Screenshots: https://imgur.com/a/mt8umBS
  17. I think you're correct. I did not see the first line about v1.10 either originally.
  18. I'm having similar problems but it's getting worse as I add more craft in my savegame. Every time a craft crosses into a new SOI, the orbit changes. Worst case, in a polar orbit at Moho, I warped from 1x to 5x and the ascending node jumped about 15 degrees east/ west every time I warped or stopped warping. Yep. I still can't bring myself to pay for the DLC.
  19. Like it says, I saw a red stack overflow error in map view while manipulating a maneuver node outside Duna SOI while looking at Duna. Surprisingly it did not immediately crash. I played a few more seconds and got a second stack overflow then it did freeze and crash. PC still working normally after KSP was closed. Craft selected was "Citadel" outside Duna SOI which has 700+ parts and gets constant yellow clock. I've never seen a stack overflow error before, but I have been ignoring some other errors (from mods I believe) just hoping they were not critical. I am using MemGraph, which does affect memory but I've used that for several sessions. https://www.dropbox.com/s/rmn38j75febnp9w/Player - Copy.log?dl=0
  20. @swjr-swis Sorry to have to do this... but you mentioned in a prior post that you're using KSP 1.3.1 and your Imgur post title also says this. This clearly violates rule #1 to use 1.10.something. Perhaps @zolotiyeruki can invoke Smokey Yunick... somehow? May I be banished to Eeloo for outing the guy that tried to help me.
  21. @linuxgurugamer Curious why so much air intake? It seems 2 shock cones would be plenty for 6 RAPIERS.
  22. @swjr-swis Thanks for trying to help here but it seems that the dramatic change in speed could not be explained between the small changes you suggest. You managed to go over 1700 ms/ and I definitely could not go over 1600 m/s. You were a few thousand m lower but still doesn't seem to explain it. Plus your fuel burn rate is lower too. I'm thinking the difference between KSP 1.3 and 1.10 are very significant or perhaps I'm still having trouble with re-root causing drag to increase due to a bug. I don't follow the autopilot comment, at least while flying at cruise altitude, manual flying requires constant small corrections which are less efficient. I flew the climb and descent manually - certainly could be room for improvement but it wasn't terrible. My CoM shift was nearly zero. I'll try give it another go later, maybe this weekend. I'm trying to manage my first career game with 15 contracts and orbits that were jumping all over - I wish this game wasn't so buggy. And plus I feel like garbage from a medical condition and breathing smoke for a week in OR. Anyway...
  23. I'm back with a new plane for Voyager without changing fuel this time (Simple Fuel Switch was not allowed). It didn't fly quite as well as the first one but I'm happy with it. 8 laps complete in under a day (6 hours). I used RAPIERs at high altitude. Full Imgur post with photos and captions: https://imgur.com/a/fYczkIo
  24. Kind words from the committee. But I appeal for Onyx Eyes as well for tech level <=4 parts.
  25. My second entry for committee consideration. Ship: Goo for Two 2 crew, goo (surprised?) and tech level 4 Initial cost: 9916 Recovered >5000 Net 4916 Although throttle was used this time, dubious safety was maintained: the second stage was initially losing speed. Observed goo while "in space high". Full gallery with captions HERE
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