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Rakete

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Everything posted by Rakete

  1. How hard does enabling the collider fix hit the performance, as you write in UI ? Which side effects are to be expected?
  2. @R-T-B Can you tell, when Kopernicus reaches a semi-stable status, when it makes sense to upgrade to this version for some one, two or three weeks? Somehow I don't know if it makes sense for me a simple user to pick every version increment (which is really appreciated, don't get me wrong! I like your fast-paced dev speed!) Which version is the current go-to-version that simply works stable with some old mod like OPM or so? Maybe a sticker to the releases, that it's a release for the end user and not a release for modders to try something out, would be fantastic.
  3. On Knights github page (linked in the first post of this thread) , where you download the newest config. Just scroll down and pick an older release. I use the 0.5.2 release, i believe. It looks a bit more pleasing to me. With the newer releases I had engine plumes glow outside of the engine bells, which looked strange. Also I liked the pink Nerv-Plumes better, since they matched the plumes of Nertea's Kerbal Atomics engines better.
  4. @Hotel26 Some stupid KK beginner questions: 1. Are your Airports-zips complete with all assets? Do they conflict, in case the assets are already used by another mod (e.g. in my case: I already have KSC Extended, Omegas Statics and Tundra Space Center installed) 2. Are your Airports openable Launch sites in the KK-menue? If not, would you consider setting them up this way? Otherwise what can I do to make them launchsites and persist these settings in case of new playthroughs etc? (I am no expert on building stuff in KK. Just a user of nicely arranged airports)
  5. But if Linux does it, it's not a slim mod anymore. You always get two or three dependencies on top in the mods, even in adopted mods. Toolbar controllers and stuff. Just sayin'
  6. War ? When did KSP turn into a war game ? I need a "laser powered goblin smasher" (to quote a song by Gloryhammer). *sing* ... "my steel will blow you away, fighting mega battles every day...." *sing* Sorry for the off-topic, but I couldn't resist, cause the warship thing caused this song to come up in my mind...
  7. I think, I found three minor issues: The horizontal test pad has a glowing blue circle clipping through the ground. Sometimes it flickers. I am not on my PC, so can't send pics of it. The TSC-Runways are named 09 and 27, but the runway is not aligned 90 degree and 270 degree. And the Launchpads 39A and B are named TSC but do not belong to the TSC. The other KSC Launchpads are named TLC.
  8. It definetly is. But humour has its timeframe. So some jokes and style of fun may be kinda outdated today. Give it a try. We defininetly need a Spaceballs mod some day. Can't wait to build a flying kitchen maid with a vacuum cleaner to steal Laythe's atmosphere...
  9. @Angel-125 A Minor Bug to the calculations: Remember this Testrig? In VAB it says 0.643C Crewed with 5-stars-Kerbals (Jeb, Bill and Bob, all 5-stars in their category) it does 1.093C. This is not the 50% (= 5*0.1 + 1) Boost as defaulted in the config, where it says: // The formula is: skillMultiplier = 1.0 + (warpSpeedSkillMultiplier * skill rank) // newMaxWarpSpeed = maxWarpSpeed * skillMultiplier // Ex: skillMultiplier = 1.0 + (0.1 * 5) = 1.5 // If maxWarpSpeed = 2c then newMaxWarpSpeed = 3c The boost is 70,78 % not the calculated 50%. It's rather neglectable, but there seems to be a minor or bigger warp calculation bug. Maybe something for your dev stack. Strangely: If I put Bill (5-Stars) and two other 5-Star-Engineer-Kerbals in it, the value changes from 1.093C to 1.029C. This is kinda odd. ... Each kerbal tunes the Graviolium intermix differently I suppose. Jeb on board makes the ship go slightly faster, than having three engineer kerbals discuss the warp field equotations. Strange side effects - Supposed to be like that @Angel-125? It's a minor thing... but I kinda think it's funny. You haven't added Kerbal Stupidity Level values in your calculations for fun, haven't you ?! Without any Kerbals the VAB-predictions exactly meet the inflight-values. P.S.: Finding the reference to Mass Effects Tempest in the config made me smile.
  10. It's the Mr. Warp, right next Mr Radar and Mr. Coffee. Hope we don't get jammed, while we prepare for ludicrous speed. (Anyone get the movie reference?)
  11. Will do. I guess there will be some comentary to understand, what each value does. But i don't expect me tuning those, as I agreed, that your proposed 5% are a reasonable value. Yes, I did exactly this. As seen in the screenshotm(some posts ago) other ressources are harvested (which are present in the same place) but not graviolium
  12. Oooh. Sounds awesome. What do those three parameters do? Somehow I am curious, what each of them changes in the warp math.
  13. I really am not sure. For me the bussard collectors don't collect spacedust belt ressources. They show a delta value in the KSP stock ressourcewindow of exactly 0 (not 0.00, what you get to see, when there is a very little value.) Can some other FFT user please counter check this, please? I put a bussard collector fitted ship in a gravi belt, turn the shiny collectors on (@ Angel: I love the design !!!!!), supplied them with enough energy from a big boy of reactor but there was no change in graviolium flow. Maybe we should consult the Son'a, as they are the experts in harvesting stuff from belts. (Sorry, StarTrek reference - but I couldn't resist). Jokes aside, the FFT/Spacedust interface of the bussards seem to not work for me, but I do not know how to fix this. (What did work is the Spacedust-collection via the FFT Exo-Harvester, the basket shaped thing) Maybe @Grimmas or @Vexxelmight help with their expertease?
  14. Any Info from others, if the new release is compatible with OPM?
  15. Mhhh... maybe install a bigger S3 core, an auxilliary displacement generator and some more and bigger coils and a full powered supercharger? As you said: It's a tanker. That's what the parts are for, aren't they? Moar boosterssssssss! I guess six little coils and a s2 core (alone) are a little weak for a tanker. Maybe some orbital construction is necessary for a ship of a tanker size. A tanker needs big engine, like real world tankers... they are slow, eat black oil and smoke like you burn wet hay stacks. I did a test yesterday: a ship went to neidon (OPM reinstalled) in about 5 minutes without any timewarp. One S2 core, and some s2 coils. Would have been faster, if took an additional displacement generator and stuffed those waves into the coils. Moar power. I mean, where is the fun, when we don't have to optimize our warp vessels and always get a racemachine by simply stacking the smallest warpcores on a heavy vessel? (I remember an ENT episode where Merrywheather visited an freightship, where he grew up. It did only warp two or so...) Otherwise: isn't there a MM patch value for the interstellar warp boost? Maybe increase it by factor 4 for your applications? Also... I noticed, that Physicstimewarp of KSP work quite okay with Blueshift - at least at my humble testscenario. But not the on-rails-timewarp, that causes.... issues...
  16. Alright then... got it. But can you doublecheck if the bussard collectors collect from spacedustbelts? For me they have shown an delta-value of 0 (not 0.00 as it is displayed if there are very little changes) in the ressource window in the upper right hand corner, while being active in the middle of a spacedust graviolium belt.
  17. Okay... in my case i only found module manager and kopernicus and cleared them. Think, it should be good now.
  18. Okay, seems not to need clean up actions. So which Logs get not deleted and be deleted by hand occasionally?
  19. I also found something odd: The WBI bussard collectors have defined SystemHeat (Mod by nertea, FFT-Dependency --- maybe a depency for the spacedust/FFT exospheric harvester module too ????) values for cooling (outlet temp and cooling needs (some kW were defined) as you can see in the VAB tooltip. But if you place them in the VAB, there is no systemheat interface, that makes them attachable to heat loops. Is it intended to be part of systemheat? Or is the availability of those values just an cosmetic issue? @Grimmas You seem to be more an expert on MM patches then the really really unknowing me. Can you see, whats wrong there? Has something to be fixed? I remember, that you are also a FFT user. (Why do I always think of fast fourier transformations, when I write FFT ?? ) At least, i doesn't seem to generate errors... So maybe we should just remember, that even if its tool tip in the vab implies SystemHeat cooling needs, it doesn't need Systemheat cooling. Your opinion? Could be the easiest way, even not the cleanest. @Angel-125 In case, you don't know what I am talking about: One of the best things Nertea made. It's a dependency for FFT and Spacedust, as far as I remember. It connects to NF Electrical, NF Propulsion, FFT, Spacedust and all the other stuff by Nertea. (Pro-Tip: In your next private playthrough give this mod compendium a chance. It fits nicely to your mods. Can't imagine to play KSP without it anymore. - Like your Blueshift has become one of my favorite mods.)
  20. @Angel-125 At least both bussard collectors don't seem to use the present graviolium spacedust belt: With engine running it gravi is drained, with engine off, the delta value is exactly 0 (not 0.00 for a small value). So the use of the spacedust harvester seems to incomplete. The PAW shows some harvested materials but not gravi. But the ship is somewhere in Kerbin's Gravi belt. So the Spacedust-harvester is there but needs to be configured to harvest gravi ? My best guess. Again a most simplyfied testrig: Also: under interplanetary conditions there is also no change in the gravi flow if you en/disable the collector: PAW says: Intakeflow: 0m/s and no ressources to harvest. Or does it only apply while in planetary SOI ? and not in interplanetary space between planets? Closed Issues: VAB Speed meets roundabout real-inflight-Speed (boosted with engineers... small deviation is still there, but neglectable).
  21. Maybe have a look at the abundance values i provided for stock and tune yours in a comparable style? They are currently in the actual BS release.
  22. I disagree. As a real life R&D engineer I can say: We can not do wonders. 5% more power for a 5☆-Engineer is much, if you want to keep it halfway realisticly. You are always bound to what the design of the given device enables you. Or, if you are the designer: You know the limitations of your product. There is no way to make your car run 5 times faster, just by letting an experienced guy sit in it. 5% is a rational understandable value. Even if you do stuff like chip-tuning you always have some caveats to it. Is it the device duration until failure or is it the exhaust gas values that aren't compliant anymore... there is a reason, why the R&D guys sell the engines as they are. They made the best compromise already for you. And in reality there is no performance knob, which a Scotty-like-guy could simple tune up. Even a Charles Tucker III could not make the enterprise NX-engine go faster than Warp 5 for a extended amount of time, without having it fly apart. Yes, I respect the gameplay aspect, but the engineer boost of a fully experienced 5☆-engineer should not be any higher than 25% at max. Otherwise they wouldn't be engineers anymore. They would be magicians. To my mind not the desired gameplay. As for interstellar travel: the global interstellar spacial location warp boost could be increased to counter the long term "babysitting" situation, which @Ooglak Kerman described. Compromise proposal: How about a global parameter value in the blueshift main-config, that adjusts the engineer bonus of all warpdrives at once and is set to 1% or 3% per engineer-☆-Level as default? And people like @Ooglak Kerman could it adjust it to their liking by simply setting this one variable?! Also considder an adjustment of the interstellar warp boost to counter long mission babysitting, if you go interstellar. Sidequestion: What happens if you let 3 5-☆-engineers sit in? Do you get 15% bonus? Or does only one engineer count? @Angel-125
  23. Ah okay... does this other mode hit the fps hard? Is it also saved to the config file (in case i forget this setting thing later on?) Can I do this also in v0772 ? I just learned, that I have use this version for compability with Spectra 1.5.0. Or does this version not use TAA?
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