lammatt
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KSP2 Release Notes
Everything posted by lammatt
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scenario: you just finished a mission restocking food for a station with a shuttle/plane. and now you were heading back to the runway. so far so good a few minutes later, you safely touched down but somehow the speed was too fast and you dont have a drag chute or any kind of deceleration aid besides the brake. and the shuttle couldnt make it to a stop before it ran off the runway into the sea, and it exploded killing all. (and you last save is BEFORE you even docked with the station) do you save-load or do you just leave their dead body alone?
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Essential components to make a space station?
lammatt replied to SpaceSmith's topic in KSP1 Discussion
if you play with Remote Tech and Interstellar a station at the geostationary height is very useful. power supply and communication. -
Essential components to make a space station?
lammatt replied to SpaceSmith's topic in KSP1 Discussion
first you want to know why you want a station in the skies, in the stock game... stations are pretty pointless, (well the game is a sandbox and everything is pointless literally anyways...but who cares... everyone plays his own game) for me...essential mods to make station meaningful: interstellar (microwave power? Gundam X?) remote tech life support then we can talk about the parts, of cos, you need: - nuclear reactor - electric generator - microwave antenna - signal antenna (1 omni 5Mm + 1 as far as possible), and try seating your station at zenith of KSC at geostationary height. the Omni 5Mm is to connect it with KSC and any Comm. Satellites constellation you put at lower orbit: i always put a constellation of 3 at an 1.5hr orbit (~780km) and the long range dish is targeting active vessel. - a place for the crew to live in - life support thingys this is my remote tech network, zero downtime <60Gm this is my geostationary station. beaming 735MW this is my second nuclear power station (designed to beam 4.5GW when completed. in construction, still missing microwave transmitter and extra uranium reserves) -
Help w/ out of control rocket
lammatt replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
center of thrust is way too far from the center of mass, -
dont know if it's my mis-perception or is it real... it seems to me, with DX11, the game goes "null reference exception" very often, and lazor docking camera dont function correctly
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not really... i recalled DX became the industry standard very soon after its launch, like... a couple years later when 3dfx was going downhill and eventually became a goner i still recalled if you want to play games those days, you probably need a Voodoo or those kind of addon cards...and games supported 3dfx's Glide instead of opengl and d3d (i always wanted to see if it would work plugging the voodoo2 out to another voodoo2's in, but then i was in junior high that time, didnt have much spare money to do that...) and i always have this thought that opengl has never been the mainstream in games, they are mainly used by rendering softwares like AutoCAD and those kind of stuff
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so... as long as i dont hit the 3G bottleneck, i am fine with the standard launch option, right?
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tried forcing DX11, lazor's docking camera doesnt work. and the game goes "null reference exception" very frequently and it seems the framerate drops a little bit (not sure, but my perception tells me so) using a 7850 on phenom2 955
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i think i'd read a thread some while ago saying forcing the game to run with opengl makes it a bit smoother. - is it true? - shall i run the game with DX9 or DX10 or DX11 or OpenGL? i am running with phenom2 955 @3.6G, ATI 7850 (i think 7850 is DX11 compatible if i dont recall wrong) - does forcing rendering method make a difference actually?
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What's up with the ridiculous magnet strength on the docking ports?
lammatt replied to Razorcane's topic in KSP1 Discussion
how about lining up the two ships better before going into magnet range -
What was the first Easter Egg added?
lammatt replied to Sylandro's topic in KSP1 Gameplay Questions and Tutorials
i dont know... but when i first played, there's only a moon up there in the skies. and then shortly after i quitted, when i get back into the game, there are planets and anomalies, i dont even know when the anomalies were added, but i bet the first one must be the monument a little bit north of KSC or the island runway and many anomalies are now gone since a couple patch ago...(some are still there, but the elevation isnt right, and it doesnt render) eg the desert temple so my opinion is... you should treat the anomalies patch by patch, they often revamp them anyways, see the runway? it was just a sand strip, and then a concrete strip and then a concrete strip+ a hanagar, and now it's a sand strip+ 2 hangar+ a air control tower. -
unless you have an insane CPU i dont think a midhigh end home CPU manages to output at 60fps in this game when there're 500+parts within the 2.5km rendering range (you can tweak the physic dt to gain performance marginally tho) (mine is a 5yr old phenom2 x5 955 [email protected], and i start getting into the yellow zone at around 200parts, and is unplayable at 350+ parts) but if your "city" has a very low part count..(aka a small village instead) you can, i dont see why not.
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Help with current rocket problems
lammatt replied to DucharmeHD's topic in KSP1 Gameplay Questions and Tutorials
generally, if you want >10Gm/s of dV at launch, you want to have a very light payload so that it's easier to build. see... dV is a log function of mass(wet)/mass(dry), it's exponentially harder to get more dV w.r.t the rise in dry mass ---------------------- secondly, how about refuelling in a low parking orbit before going elsewhere? if you manage to push your 1st stage lifter into orbit to begin with, you ditch it. refuel it, and boom, off you go, here's about 4km/s worth of fuel. ---------------------- but if you insist on have an extra 4km/s at launch with the same payload, you'll probably want to use those crazily efficient propulsion methods, like the ion engines, or nukes in your upperstages in expense of the thrust. thrust doesnt mean much in space anyways... unless your encounter is very short or your relative velocity is very fast (say for example you are going to moho) -
see... in interstellar, we have solar sail and antimatter in some fork of firesplitter (i forgot its name), we have a propfan using electricity (and of cos you are use solar cell to make electricity) but hey... why dont we have these kind of cool stuff in the stock game? they open up endless opportunities...
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After 1000+ hours of game time, I finally tried MechJeb.
lammatt replied to Voculus's topic in KSP1 Mods Discussions
i am seeing this is going to become a Mechjeb-is-a-cheat thread which a typical new forum-er likes to post. and. this is in the wrong subforum i believe... -
because planes look cooler.
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do i have to delete modular manager 1.5.6 or i just let the 1.5.6 sit there with the 2.1 thing?
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i recently want to launch my ships from another jet plane, just like how they launch the X51 from a B-52 in the sky. see... curremtly i can kind of do it but by the time i get my rocket into space to allow me to switch vessel, the plane is >25km apart and is despawned already. is there a way i can save the plane while i am getting the rocket to leave the atmosphere? (cos i want to land the plane too...)
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it'll probably go back to 0yr and just introduce some glitch into the game because of the extra 1 in the next digit (which shouldnt be there)