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KSP2 Release Notes
Everything posted by Rakete
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Deployed the "Wild Rover" to the Mun under usage of a big Skycrane: The Wild Rover (tm) is equiped with refueling capabilities and can couple to a landed spaceship via it's multifunctional claw on the front. It's also equipped with many science experiments. It's truly autonomous and self sufficient. Currently it's crewed with Miles O' Kerman and Keiko O'Kerman. Maybe there will be more kerbals after leaving it alone for some months Yes, it uses a little part clipping but only for aesthetics, as all my crafts. Nothing too cheaty.
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Removed Alt-F12 as an Option (A Personal Victory)
Rakete replied to Probus's topic in KSP1 Discussion
Pfff... why a mod to disable alt-f12? You don't want to use it? So don't use it. It's as simple as that. Do it or don't do it. There is no trying. -
Planing a Eve-Rescue-Mission as I noticed, that my landed Eve-Ascender has not enough dV to make it home to Kerbin and has no docking ports. So I will send a taxi for Jim Kerman to pick him up in Orbit. But I won't do a eva crew transfer. I'll use the oppurtunity to capture the ascender capsule using a claw und bring also a device, that deorbits the empty caspule after rescue. Lets make the mission a bit more complex... maybe also bring some science equip and a lab.
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Alright, thanks. So i will bookmark this thread to be up-to-date concerning the great works around EVE. As a guy on a weaker engine (only a gtx 1060 6gb) I highly value this performance focussed Eve-branch. As 1.12 concerns: I will wait to upgrade to 1.12 until Eve Redux, Spectra and Waterfall are up-to-date. And this will take as long as it takes. Didn't mean to implicate hurry. Just wanted to know, if this is the place to be, to get the hottest Eve-stuff in the future.
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This is now the primary branch? I thought this is no longer the plan. I'm confused. So when 1.12 drops and the modders upgraded their eve-versions I go to the primary EVE-Forum thread and get there the latest version so that this version distributed here is no longer maintained, as it is spliced into the mainline now? I don't use CKAN. So i need to know where's the place to fetch my newest package of performance optimized eve-distribution in the future. As for now I got Eve redux from here and love it together with spectra. Sorry, i'm no native english speaker. Don't be mad on me for my stupid questions.
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Just did some forum research on doing an Eve sea level ascent. Think tomorrow I'll give it a try.
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Max Speed Challenge.
Rakete replied to determinationmaster's topic in KSP1 Challenges & Mission ideas
How is the maximum speed recorded? Is the maximum speed the speed when leaving kerbins SOI after a long acceleration? e.g. after a long ion / nerva accerleration? As only Kerbins SOI is the limit, isn't this a "who gets the most dV"-contest, as leaving kerbins SOI takes a while, so that TWR isn't the real issue? -
Mods in Stock
Rakete replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
I disagree. Don't forget the guys on consoles. They can't install mods and have to hope for the ksp devs to deliver new features. So I think, something like kerbal alarm clock or transferwindow planner would be nice additions to stock. Or more nice station parts, like Nertea's stuff. -
After the rapiers, the Rhino could also get some love. Looks in vacuum a little bit like an unstable/unsteady burn at the end of the plume... maybe a bit more powerful overall. But this just a minor minor hint. ;-) barely worth mentioning, as this mod is a masterpiece.
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Alright, seems pausible :-) . Really really looking forward to... and while redesigning the plumes please don't forget us guys with weaker GPUs (the actual prices for new hardware are insane right now!) and please be a little bit economical with the fps-heavy effects, if possible without making the plumes visually worse. Maybe just one lighting source per engine and not per nozzle (in case of rapier & kodiak) :-) Really love the visuals, which you and Nertea created. Thanks for prioritizing the rapiers as first optimization target. Apart from that: It's kinda insane, how inefficient KSP's graphics engine is in itself. A game (vanilla) with graphics with a look of the late 90's eats FPS like cookies, as soon as you add a little mod that adds some nice effects and lights. Insane... Mhhhmmm... cookies... :-D gotta buy some more for my engineering RL job
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So I tried turning the lighting off in waterfall... naaah... I'd rather live with reflection bugs by some pixels lights reverting to a more primitive mode on the runway than to miss out on the waterfall lighting. Maybe @Knight of St John's Optimizations will allow me to tune up the amount of pixel lights in the KSP-settings, as the plumes won't impact on the fps so hard anymore. Otherwise I have to live with the runway bugs. Leaving out waterfalls lighting is just a too big drop in graphics quality of this mod. Really looking forward to the new release. :-) Don't feel in a hurry, but I'd love to see it rather sooner than later :-p
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I tuned the pixel lights to maximum and gave up. It renders the game unplayable. The FPS drop to a slideshow. How can the lighting be turned off in waterfall?
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I'll try this. I didn't know, what this setting does, so I left it untouched since KSP-Install. :-) I hope it won't eat up the remaining FPS if I set this thing on maximum, as the rapiers currently munch the fps, until they are optimized by Knight. I'll keep you updated.
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Sounds like a good plan. Just give me a ping as soon as the redesign is available (as i don't check the forum thread everyday) I'll give you feedback as soon as I manage to test, if you want.
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Also re-tested my single-use standard-crew-transport-verhicle to LKO/Mun-transfers for 3 Kerbals (1800 dV remaining in orbit): The Caprica IV - system and the bigger sister for Minmus-transfers and much much more (3900 dV remaining in orbit): The Caprica V - system All parts are stock.
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Today I checked my SSTO-Family for KSP 1.11.2 compatibility: Details and values see here... The Arrow Mk III The Basilisk Mk I The Phoenix Mk VIII The Sphinx Mk II The Manticore Mk I They still work and are more beautiful than ever using the new waterfall plumes.
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Here my SSTO-family for almost all Kerbin-SOI-Needs. (I have to admit: The two last SSTOs mentioned below are inspired by @Matt Lowne's Argus-Class-SSTOs.) All of them use only stock parts. The Arrow Mk III - my oldest one 10 Seats, 1100 dV remaining in orbit. Rapier-only-driven, 2000 dV refueled in orbit. Parachutes for "code red emergencies" in case there is no runway available/empty tank on approach to runway. The Basilisk Mk I - my newest one Just 2 Seats, 2400 dV remaining in orbit. Rapier-driven + one Nerva, 4500 dV LF-refueled in orbit. TWR in Orbit relatively poor, Parachutes for "code red emergencies" in case there is no runway available/empty tank on approach to runway. This one is the most fuel efficient as it only needs 3700 units of LF fully fueled and 1100 units LOX. The other SSTOs of my hangar drink waaaaaayyyy more fuel! Even less than my single-use rocket based crew transport-systems like the Caprica IV system. This SSTO-spaceplane is for the climate-caring Kerbals. A real green deal! The Phoenix Mk VIII - the most optimized (and most loved) one 6 Seats, 2500 dV remaining in orbit. Rapier-driven + six Nerva for space operations, 5400 dV LF-refueled in orbit. Great TWR in orbit thanks to the six Nervas, Parachutes for "code red emergencies" in case there is no runway available/empty tank on approach to runway. It got seven major reworks & upgrades. This is my workhorse for Kerbal transports in Kerbins SOI and beyond. The Sphinx Mk II - the one for the most Kerbals (the party bus) 20 seats, 2000 dV remaining in orbit. Rapier-driven + three Nerva, 5000 dV LF-refueled in orbit. TWR in Orbit relatively poor, Parachutes for "code red emergencies" in case there is no runway available/empty tank on approach to runway. (I don't know why it need 20 rapiers. With less it won't reach the famous rapier threshold of 400m/s - even with a shallow ascent profile) The Manticore Mk I - The freight transporter Rapier-driven + three Nerva, TWR in Orbit relatively poor, Parachutes for "code red emergencies" in case there is no runway available/empty tank on approach to runway. Can lift up to 16t of payload to LKO. dV-values vary due to the payload.
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@Knight of St John: Can't really tell. They shine behind and ahead of the vehicle as it speeds up. But they are more like short flashes. I changed the angle of view and I think they don't flash up in the air as well, but i'm not perfectly sure... As it is totally random how they appear, and even if they appear (in 80% of the runs they do. With some SSTOs more likely and intensive than other SSTOs). I think it has to do with how near the engines are to the runway. In midair flight no reflections happen. The plumes work perfectly there. That's why I think it has to do with strange runway reflections. Update 24.05.2021 / 11:55 UTC: Verified: No reflections in the air, if you change the angle of view to nearly horizontal on the runway. These effects seem to happen only directly on the runway as reflections. Also: This time it happened even on a freshly booted KSP-instance, so therefore cumulative memory leaks or something like this (KSP-typical bug reasons) seem not to be the reason. Update 24.05.2021 / 12:42 UTC: Both Rapiermodes produce the above mentioned reflections on the runway. The respective affected SSTOs can be seen here: nothing unusual - only stock parts.
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@Knight of St John: I finally managed to snapshot the strange effects of the rapiers on the runway after hundreds of attempts. They happen to flash up for fractions of seconds in various orientations and widths as the vehicle moves along the runway. As they look white/violet I would guess they come from the rapier plumes, as they only happen with the rapiers and waterfall. All other engines are not effected by this, as far as I could see. They happen with all my Rapier-driven SSTOs - but not with other engines than rapiers. Maybe you want to have a look into it, when improving their plumes. Maybe it's a bug from waterfall itself? I don't know. I'm no expert on this. Just giving you hints to potential bugs. Hope you find this useful. Again: No complaint, just a hint for you as a developer. Maybe it's of interest for @Nertea as well. I don't know. Just tryin' to help you debugging things and make the thing even better for all users. It does not show up 100% of the time. I can't tell what it depends on. --> E.g. Right now on my freshly booted KSP-Instance on my PC it does not show up currently... Don't know. It's kind of random. Asymmetric violet reflection for a fraction of a second: Big symmetric violet reflection for a fraction of a second. Big violet asymmetric reflection for a fraction of a second: Reflections from distance for fractions of seconds: Also for debugging reasons my graphics settings of KSP: (unfortunately in german, but I'm sure you can identify what everything is...) Install: KSP 1.11.2 Graphics Card GTX 1060 6GB with actual drivers. Only other mods: Eve Redux & Spectra in the newest version. / Tried also on a vanilla KSP-Install - same result.
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Ah great. So we are at version 0.5.0. What do you plan to implement before reaching a first main release 1.0 ? I guess some optimization like the rapiers etc. Are there more waterfall highlights coming up next / to look forward to, which are currently growing in your and nertea's cabinet? (just for interest...)
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Do you share a change log/patch notes list on each update? I'm curious, what's new and shiny in the new version. :-) Just for interest: How are realplume and your waterfall configs connected? Aren't they separate mods?