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Everything posted by draeath
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The only thing thing that I care to see in .24
draeath replied to Wesmark's topic in KSP1 Discussion
physx is NOT nvidia-exclusive, only the GPU-acceleration of it is. It runs quite happily in CPU. I'd love it if KSP could use CUDA/OpenCL though, I'd imagine that could help out when the part count gets hilarious. Probably not workable though, seems KSP uses floats a lot and GPUs like integer math. -
"Get Orbit from SFS File" doesn't seem to be working for me, at least on the "Enter Transfer & Orbit Information" dialog after choosing "Compute Departure Burn." I browse to and select my persistent.sfs, and nothing happens - all the values remain zero and I'm not prompted for anything further etc. Here's a video capture of what is going on. I have around 10 active flights in this persistence file. EDIT: this is 0.10 btw, have not had a chance to try your "RC" there, yet EDIT2: I'd like to request the ability to define ranges (peferably CIDR ranges) in IPAddressWhitelist.txt
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- ksptot
- mission planning
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So, I installed this and loaded up to the menu - nothing even close to that printed - looks like I'm all set Thank you very much, this looks to be a lifesaver! Just a quick note... here's what's in my gamedir. Everything is up-to-date as of today. I have -zero- normal map logging errors using your "basic" experimental build, and RAM usage is at ~2.45gb, which I've had it up to before with no stability issues 000_Toolbar AviationLights B9_Aerospace BoJaN BoulderCo DeadlyReentry draeath DSM ExsurgentEngineering FerramAerospaceResearch Firespitter Fusebox HullCameraVDS IoncrossCrewSupport KAS Keramzit KerbalJointReinforcement Kethane KineTechAnimation KWRocketry MechJeb2 ModuleManager_1_5.dll ModuleManager_1_5_6.dll NavyFish NothkeSerCom NovaPunch2 RCSBuildAid RemoteTech2 ResGen Romfarer Squad Starvision ThunderAerospace toolbar-settings.dat
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Check into "Docking Alignment Indicator" (as I mentioned earlier) and/or "Lazor Docking Cam" Yes, it's not stock... but the game isn't done. There's hardly any shame in filling a gap, now is there? I'm not really a fan of the Lazor solution, as the fake CCTV effect makes it completely impossible to see (seriously, I've seen a 1995 digital camera wielded by an amateur with better exposures), and the other mod does the job quite well. If you don't know how to use it - big orange marker is your relative rotation, green crosshair your target, and small yellow marker your motion vector. Point the small yellow marker at the green crosshair, put the big orange one in the center crosshair, and you're on-target. EDIT: if you like the idea of the camera but want to "fix" the terrible exposure, have a look here. EDIT2: maybe a picture will get the point across. You want this mod. You need this mod.
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Question: I thought only Kerbin and Mun had "biomes" - is there a point to doing "science" elsewhere? I've not touched career mode, yet.
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The only thing thing that I care to see in .24
draeath replied to Wesmark's topic in KSP1 Discussion
It's one thing to oscillate slightly, it's another entirely to breakdance. tossing the formerly-attached pieces around like it's having a tantrum. -
Space kraken thread: Post your kraken encounters here!
draeath replied to InterCity's topic in KSP1 Discussion
I had an interesting Kraken attack with KAS... I had a station (500km circular) connected to a craft via winch. (was refueling the station-mover engine) Had a bug occur that required me to bail out and load from the prior save... and on flying the craft again, it exploded into many pieces, the pod itself flinging off so violently it had a negative periapsis. I tried again, this time choosing to fly the station "proper" - and it was just fine. Unplugged the winch and safely switched over to the other craft to carry on normally. -
The only thing thing that I care to see in .24
draeath replied to Wesmark's topic in KSP1 Discussion
Smashing it into the ground is always the correct course of action. -
Same way you visit another body. Set a target. Match your inclination (by burning either up or down at the ascending node or descending node). Then, create a maneuver node, and tweak so your orbit's AP touches the orbit of the target. Now shift it forward/back in time until you get "closest approach" indicators. Tune those to get them as close as you can. Run your burn, so you should now have an eccentric orbit with the AP near the target. About 1/4 the way there create another node, and use this to "tune" your closest approach. Anything within 1km should be good, but the closer the better. Plan to circularize at your AP. Once there, try to kill off any remaining relative velocity (click the indicator at the top of the navball to toggle from orbit to target). Once you're standing still relatively, you can then (gently!) approach directly. Also read here. If you have trouble, don't despair - this is one of the harder things to do in KSP, and especially so if you don't have something like Mechjeb to give you numbers.
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FAR and Mechjeb terminal velocity
draeath replied to Ditchbuster's topic in KSP1 Gameplay Questions and Tutorials
Reminder that you can use ascent guidance and not actually have it fly for you... just tell you where you should be pointing. AFAIK the throttle during ascent guidance is really the only spot where the terminal velocity is useful in Mechjeb? You can also adjust the ascent curve that mechjeb will guide you on. -
The only thing thing that I care to see in .24
draeath replied to Wesmark's topic in KSP1 Discussion
My chief complaint about struts is the part count and visual style. I've found myself using quantum struts solely so that I don't have strut-mounts studded around my upper stages, and such that my stations don't have half their part count being strut bolts that no longer have function. The part hierarchy question is a problem of data structure. How does one allow circular references while still being flexible? -
Got it, and I can't figure out how to get things inside it without them clipping through such that corners and such stick out. Also, can't get any panels or such inside with any sense of symmetry or centering that I'd be able to put things on. I don't like using the debug features and as such I won't use part clipping in my builds...
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You could pick up modding, if you don't have that under your belt already. Learn yourself some blender and start making new parts
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E.S. Posthumus. 'nuff said.
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I know, I just got doing it. I'd still suggest the indicator, though. There's docking, and then there's perfect docking.
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How did you feel when you made your first rocket/orbit/landing?
draeath replied to JiWint's topic in KSP1 Discussion
My first orbit was met with an incredible sense of accomplishment. Rare is it that I want to stand up and cheer, and I did then. -
Anyone who doesn't have this I would strongly advise checking it out. If docking gives you headaches but you don't want to resort to autopilots... yep. This is extremely helpful.
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Last night I performed a rendevous and docking maneuver using no autopilots (just informational stuff and node editing) - from low kerbin orbit to a station orbiting the mun at 50km altitude. I did utilize an alignment indicator (strongly suggest you get that...) however.
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Wow, this thing is awesome! Very nice work! Docking made easy. Yet another mechjeb autopilot that won't be used anymore (I use it in conjunction with Lazor docking cam, but TBH that's completely unnecessary now. I just like it for the awesomeness of it all.) Two suggestions: allow customization of colors (eg for the colorblind or those with crappy displays), and a lesser want (but still doable if you're allowing customization at all) is to change the reticle style. Think of how some FPS games let you change crosshairs - something like that. Oh, I'd also suggest including a reticule legend in a readme and/or on the spaceport - unless you dig through this thread you'll not know what they are (and even then you never state it, you just say "line this up with that"). It takes a bit of playing around to figure it out, and that's even being familiar with aircraft instrumentation already. EDIT2: Oh, another idea! Require a part to be on both vessels for it to function. From my understanding the ISS and such has something similar to ILS transmitters to aide in docking. If you go down this route, you may also consider requiring remote-tech connectivity if that mod is present. (eg there needs to be radio communications established at least between the two vessels for the indicator to work correctly). Perhaps instead of an outright working/nonworking you could 'degrade' it somehow.
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Yep, all good. Turns out the installer wasn't even running, it was dying before showing the UI. I had just assumed the winzip self extractor was doing all the work As I had thought, rebooting such that the VB Runtime could actually exit with a good status code allowed it to continue on it's merry way.
- 4,935 replies
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- ksptot
- mission planning
- (and 3 more)
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The only thing thing that I care to see in .24
draeath replied to Wesmark's topic in KSP1 Discussion
Those are slosh baffles, are they not? -
Doesn't work so well when most of your mass is fuel/ox that's gone by the time you're using your RCS.
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Back in my day we docked by throwing garbage out the back of the ship to move us closer!