Clouds
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KSP2 Release Notes
Everything posted by Clouds
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Tested in 1.0.2 Even though I'm not the first to find this, I haven't seen it reported here in the support forum, either. So, here goes. Struts drag quite severely. Certainly, long, trusslike struts would drag quite severely. However, very short struts, acting more like spot-welds, still drag quite severely. By "severely", I mean that they can easily make-or-break whether something goes supersonic. Following is an imgur album with 3 images, each with the same test rocket except for how many struts are present. It's a simple demonstration with the kind of spot-weld-esque struts that one might use to stiffen a bendy joint (not necessary for strength here, but this is merely a test case.) Note the maximum speed reached by the time the SRB burns out. Strut drag is a real downer because for many of the larger or more aesthetically creative aircraft designs possible, struts are (presently) critical to make them hold their shape. Optimistically, I tried removing all the struts from one of my SSTO attempts which just couldn't break the sound barrier. Here's how it loads: Here's how it looks when I fire up the engines: ------------ So, how could this be fixed? After all, long struts probably should induce a lot of drag, especially if they're not parallel to the direction of motion. - Perhaps joints could be made globally stiff. This is pretty anti-Kerbal and renders struts totally obsolete. - Perhaps there could be an interface in the VAB/SPH to mark specific joints or specific parts to be extra-rigid at a penalty of weight and cost. - Perhaps there could be a new type of strut with very short maximum length and no drag. Name it a "Spot-weld". - Perhaps it would be enough for struts to drag based on their length, although length & direction would be best. Maybe even there would be a minimum length below which struts would be dragless, acting under the assumption it's more for the purpose of "fusing" two parts into one. - Perhaps struts, as well as other parts in general, could be detected for whether they're wholly inside some other part. I'm guessing this is infeasible for performance reasons.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Clouds replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Oooh, stylish. -
I've got a little story to tell of an awkwardly long SSTO and an attachment point that wasn't what it seemed. On the plus side, got to orbit with a full orange tank payload! That's the only part of the trip which worked correctly.
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Arrrrgh! THIS! YES. It pretty much means that colored lights are as good as useless for me. It's just so wrong-looking. Even the default white color looks wrong; as it stands I have to go and set the illumination color to (roughly) 1.0,0.85,0.5 just so the beam matches the yellowish lens color. Please...for the good of sci-fi-looking space stations everywhere...tint the lamp lens!
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Moth Mk2 - Ultralight Ion Dropship
Clouds replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
That ring of battery LEDs... <3 Those mechanical-looking arms made of cleverly-aligned xenon tanks... <3 I love the stylish but also utilitarian aesthetic! It doesn't hurt that it reminds me of the aesthetic from Descent. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Clouds replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
That is so cool, like a functional sculpture. I just have to suppress the urge to squish it. I like big fuselages, and I cannot lie... -
Open Source Construction Techniques for Craft Aesthetics
Clouds replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Last I tried, intakes function backwards but with not nearly as much rate of intake as forwards. They DO look super-cool! -
New Heat System causes memory leak
Clouds replied to teraflops's topic in KSP1 Suggestions & Development Discussion
That's odd, because they were on by default for me. On the other hand, I ported my settings from 0.9 > 1.0.0 > 1.0.2 so who knows what's in there. -
Very cool and cute.
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This mod provides subtle, realism- and beauty-enhancing visual tweaks. I love it and it gets my vote for stock inclusion.
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Oh my god, was not expecting that!
Clouds replied to Vectura's topic in KSP1 Technical Support (PC, unmodded installs)
This just happened to me last night. Sadly I didn't think to save the .log for that flight. I was trying for an entry to the 30s-height-challenge, and had noticed in a few of my mission reports that the launch supports were "exploding due to overheating"...and then one time, I actually saw them appear up near my craft (and then rapidly shot away, as I was going >2000m/s at the time ). The craft was relatively straightforward, with radial decouplers from a core to its boosters, then radial decouplers on the boosters with extra boosters. The launch clamps were not affixed to the 2nd layer of boosters, but rather to their decouplers. I can't truly say I'm unmodded, as I have the LaunchHeight and PlanetShine mods installed. -
This is mostly for keyboard-users. When trying to gingerly pitch my spaceplane up to convert the forward motion to upward motion, I find if I'm able to tap the 'S' key 4* times a second for 0.1* seconds each tap, I can pitch without invoking the shakeycam and burning away all my speed, but if I accidentally tap for 0.12* seconds each time, I stall and bye-bye speed. *Numbers approximated. Instead of requiring expert-level timing and co-ordination, what if the precision input mode limited your turn rate to be a non-stalling turn? Then, you could just hold down the key, and exit your 400m/s turns at maybe 380m/s, not 60. Of course, I don't expect it to work perfectly. After all, there's no accounting for instability or excessive control authority. But considering precision input mode already eases into the strength of the input, there should be time to detect when a stall is just about to start and limit the input magnitude at that point. ~Yeah you, shook me aaalll fliiight long~
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So as soon as I read that nukes don't need oxidizer anymore, I was trying to make a no-ox SSTO, but I just wasn't getting the TWR I needed to circularize after climbing out of the explosion-zone. The thought process here went along the lines of, "I need ~1000dV in a hurry without oxidizer." (Also, I learned that shock cones are excellent nose cones, on par with the NCS system and a reversed tail.) Re-entry was strangely fine - I took it pancake-mode and didn't even get any atmospheric effects or heating! However, I was in the middle of the ocean with 35L of fuel... Oooh. Sleek. You make it look so easy.
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Master Thread: Cannot Activate While Stowed!
Clouds replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
I found a cargo bay was occluding an air intake when an equally-sized fuel tank was not. It's not "activation" but it's probably related. -
New Heat System causes memory leak
Clouds replied to teraflops's topic in KSP1 Suggestions & Development Discussion
I dunno, maybe a minute? I've run your save game - at orbit, ksp.exe used about 2,077,000KB and upon touchdown (after staging decoupler/parachutes at ~300m/s) it's using about 2,159,000KB. Going to the space center, it's at 2,250,000KB, and then quitting to main menu it's at 2,180,000KB. A few things atypical of my graphics settings, I have the quality one notch from max, I have PPFX off (I forget why - no GPU support for it maybe), I have a custom terrain subdivision level, and I have an abnormal resolution set (for windowed mode). I still had LandingHeight and PlanetShine mods installed. For what it's worth, here's my settings.cfg: // KSP Game Settings SETTINGS_FILE_VERSION = 0.18.0 TUTORIALS_EDITOR_ENABLE = False TUTORIALS_FLIGHT_ENABLE = False VAB_USE_CLICK_PLACE = True VAB_USE_ANGLE_SNAP = True VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False VAB_CAMERA_ORBIT_SENS = 0.04 VAB_CAMERA_ZOOM_SENS = 0.1 FLT_CAMERA_ORBIT_SENS = 0.04 FLT_CAMERA_ZOOM_SENS = 0.5 FLT_CAMERA_WOBBLE = 0.1 FLT_CAMERA_CHASE_SHARPNESS = 1.5 FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True FLT_VESSEL_LABELS = True SPACENAV_CAMERA_SENS_ROT = 30 SPACENAV_CAMERA_SENS_LIN = 20 SPACENAV_CAMERA_SHARPNESS_LIN = 8 SPACENAV_CAMERA_SHARPNESS_ROT = 10 CAMERA_FX_EXTERNAL = 1 CAMERA_FX_INTERNAL = 1 SIMULATE_IN_BACKGROUND = True PHYSICS_FRAME_DT_LIMIT = 0.06810196 MAX_VESSELS_BUDGET = 0 CONIC_PATCH_DRAW_MODE = 3 CONIC_PATCH_LIMIT = 5 SHOW_PWARP_WARNING = False EVA_ROTATE_ON_MOVE = True SPACENAV_FLIGHT_SENS_ROT = 5 SPACENAV_FLIGHT_SENS_LIN = 1 KERBIN_TIME = True CALL_HOME = False DONT_SEND_IP = True SEND_PROGRESS_DATA = False CHECK_FOR_UPDATES = False VERBOSE_DEBUG_LOG = False SHOW_CONSOLE_ON_ERROR = False AUTOSAVE_INTERVAL = 300 AUTOSAVE_SHORT_INTERVAL = 30 SHOW_SPACE_CENTER_CREW = False UI_SIZE = 900 UI_OPACITY = 1 SHIP_VOLUME = 0.0968987 AMBIENCE_VOLUME = 0.0968987 MUSIC_VOLUME = 0 UI_VOLUME = 0.4006691 VOICE_VOLUME = 0.400669 SOUND_NORMALIZER_ENABLED = False SOUND_NORMALIZER_THRESHOLD = 1 SOUND_NORMALIZER_RESPONSIVENESS = 16 SOUND_NORMALIZER_SKIPSAMPLES = 0 SCREEN_RESOLUTION_WIDTH = 1590 SCREEN_RESOLUTION_HEIGHT = 850 FULLSCREEN = False QUALITY_PRESET = 4 ANTI_ALIASING = 2 TEXTURE_QUALITY = 0 SYNC_VBL = 0 LIGHT_QUALITY = 64 SHADOWS_QUALITY = 64 FRAMERATE_LIMIT = 60 FALLBACK_PART_SHADERS = False PLANET_FORCE_SHADER_MODEL_2_0 = False PLANET_SCATTER = True PLANET_SCATTER_FACTOR = 0.5 AERO_FX_QUALITY = 3 SURFACE_FX = True EDGE_HIGHLIGHTING_PPFX = False SCREENSHOT_SUPERSIZE = 0 INPUT_KEYBOARD_SENSIVITITY = 2 dontShowLauncher = False TRACKIR_ENABLED = False INPUT_DEVICES { } PITCH_DOWN { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } PITCH_UP { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } YAW_LEFT { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } YAW_RIGHT { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } ROLL_LEFT { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } ROLL_RIGHT { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } THROTTLE_UP { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SAS_HOLD { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SAS_TOGGLE { primary = T secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LAUNCH_STAGES { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Docking_toggleRotLin { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_MODE { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_NEXT { primary = V secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } PAUSE { primary = Escape secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } PRECISION_CTRL { primary = CapsLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } ZOOM_IN { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } ZOOM_OUT { primary = Comma secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SCROLL_VIEW_UP { primary = PageUp secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SCROLL_VIEW_DOWN { primary = PageDown secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SCROLL_ICONS_UP { primary = Home secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } SCROLL_ICONS_DOWN { primary = End secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_ORBIT_UP { primary = UpArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_ORBIT_DOWN { primary = DownArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_ORBIT_LEFT { primary = LeftArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_ORBIT_RIGHT { primary = RightArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CAMERA_RESET { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TIME_WARP_INCREASE { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TIME_WARP_DECREASE { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } MAP_VIEW_TOGGLE { primary = M secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } UIMODE_STAGING { primary = Insert secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } UIMODE_DOCKING { primary = Delete secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TRANSLATE_DOWN { primary = I secondary = None group = 0 modeMask = -1 modeMaskSec = 2 } TRANSLATE_UP { primary = K secondary = None group = 0 modeMask = -1 modeMaskSec = 2 } TRANSLATE_LEFT { primary = J secondary = None group = 0 modeMask = -1 modeMaskSec = 2 } TRANSLATE_RIGHT { primary = L secondary = None group = 0 modeMask = -1 modeMaskSec = 2 } TRANSLATE_FWD { primary = H secondary = None group = 0 modeMask = -1 modeMaskSec = 6 } TRANSLATE_BACK { primary = N secondary = None group = 0 modeMask = -1 modeMaskSec = 6 } RCS_TOGGLE { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } FOCUS_NEXT_VESSEL { primary = RightBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } FOCUS_PREV_VESSEL { primary = LeftBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_UI { primary = F2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_STATUS_SCREEN { primary = F3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TAKE_SCREENSHOT { primary = F1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_LABELS { primary = F4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_TEMP_GAUGES { primary = F10 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_TEMP_OVERLAY { primary = F11 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_FLIGHT_FORCES { primary = F12 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } QUICKSAVE { primary = F5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } QUICKLOAD { primary = F9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } THROTTLE_CUTOFF { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } THROTTLE_FULL { primary = Z secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LANDING_GEAR { primary = G secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } HEADLIGHT_TOGGLE { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } BRAKES { primary = B secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } WHEEL_STEER_LEFT { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } WHEEL_STEER_RIGHT { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } WHEEL_THROTTLE_DOWN { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } WHEEL_THROTTLE_UP { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } EVA_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_yaw_left { primary = Q secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_yaw_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_up { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Pack_down { primary = LeftControl secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Jump { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Run { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_TogglePack { primary = R secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Use { primary = F secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Board { primary = B secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Orient { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } EVA_Lights { primary = L secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } Editor_pitchUp { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_pitchDown { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_yawLeft { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_yawRight { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_rollLeft { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_rollRight { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_resetRotation { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_modePlace { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_modeOffset { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_modeRotate { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_modeRoot { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_coordSystem { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_toggleSymMethod { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_toggleSymMode { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_toggleAngleSnap { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } AXIS_PITCH { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_ROLL { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_YAW { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_THROTTLE { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_THROTTLE_INC { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_CAMERA_HDG { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_CAMERA_PITCH { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_TRANSLATE_X { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_TRANSLATE_Y { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_TRANSLATE_Z { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_WHEEL_STEER { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_WHEEL_THROTTLE { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_translate_x { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_translate_y { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_translate_z { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_pitch { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_yaw { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } axis_EVA_roll { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } AXIS_MOUSEWHEEL { PRIMARY { name = Mouse ScrollWheel axis = -1 inv = False sensitivity = 1 deadzone = 0 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 } AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup1 { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup2 { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup3 { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup4 { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup5 { primary = Alpha5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup6 { primary = Alpha6 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup7 { primary = Alpha7 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup8 { primary = Alpha8 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup9 { primary = Alpha9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } CustomActionGroup10 { primary = Alpha0 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } TRACKIR { } TERRAIN { preset = Custom version = 0.90.0 PRESET { name = Low PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = KerbinOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Mun minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Minmus minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Bop minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Duna minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eve minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = EveOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Gilly minDistance = 4 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Ike minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = LaytheOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Moho minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Tylo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Vall minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Dres minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Pol minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eeloo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } } PRESET { name = Custom PLANET { name = Kerbin minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = KerbinOcean minDistance = 3 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Mun minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Minmus minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Bop minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eve minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = EveOcean minDistance = 3 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Gilly minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Ike minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = LaytheOcean minDistance = 3 minSubdivision = 1 maxSubdivision = 5 } PLANET { name = Moho minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Tylo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Vall minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Dres minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Pol minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eeloo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } } PRESET { name = Default PLANET { name = Kerbin minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = KerbinOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Mun minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Minmus minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Bop minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eve minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = EveOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Gilly minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Ike minDistance = 6 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 6 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = LaytheOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Moho minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Tylo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Vall minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Dres minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Pol minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eeloo minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } } PRESET { name = High PLANET { name = Kerbin minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = KerbinOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Mun minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Minmus minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Bop minDistance = 8 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Eve minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = EveOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Gilly minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Ike minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Laythe minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = LaytheOcean minDistance = 8 minSubdivision = 1 maxSubdivision = 7 } PLANET { name = Moho minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Tylo minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Vall minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Dres minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Pol minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } PLANET { name = Eeloo minDistance = 8 minSubdivision = 1 maxSubdivision = 9 } } } -
New Heat System causes memory leak
Clouds replied to teraflops's topic in KSP1 Suggestions & Development Discussion
Well, let me be one. After reading this, I paid attention during my (unsuccessful) attempts to build and fly a LF/no-OX nuclear SSTO. Many parts heated up; two nose cones and four canards got hot enough to explode. KSP's memory used, as seen in Task Manager, remained stable around 2,340,000KB. I was running a sandbox saved game in non-Steam KSP 1.0.2 in windowed mode on Windows 7 Pro 64-bit, 8GB RAM, an Intel i5, using NVIDIA Optimus drivers for an NVS 5400M, MSE as my anti-virus, Classic (non-Aero) theme, under an admin account. I had the PlanetShine and LandingHeight mods installed. I haven't yet tried your save. Hm, well, I couldn't say for sure if my parts were glowing red, what with all the "re-entry" plasma engulfing my plane. -
WATCH OUT DOWN THERE! - Awesome landings showcase
Clouds replied to InterCity's topic in KSP1 Discussion
I flew a one-way mission to Jool with 4 independent landers. I landed on Pol, Bop, Tylo, and Vall, I think. (Or was it 3 landers?) It was my first ever attempt to land on Tylo and I had totally forgotten that it was massive. Fortunately, I had sufficiently overbuilt these landers and it was up to the task, but I wasn't mentally prepared. Lost 2 of 3 legs in a bout of desperate, vigorous thrusting. -
Harnessing the Kraken: Eeloo in 11 hours!
Clouds replied to Comrade Jenkens's topic in KSP1 Discussion
Download .craft Here's an oddity for you: the spiral drive, which converts rotation into translation. Roll counter-clockwise to move forward, clockwise to reverse. Yaw to move up and down. I've gotten spiral drive type action from several imprecisely-assembled vibrating-landing-gear assemblies. It's not an artifact of the VAB's rotational symmetry, either: it worked when built in the SPH using mirror symmetry, too. -
Harnessing the Kraken: Eeloo in 11 hours!
Clouds replied to Comrade Jenkens's topic in KSP1 Discussion
Well, you don't get to choose. It's whichever the game is using as the frame of reference for (ironically) the Krakensbane. Mmm, you pretty much have to first come to a stationary hover in order to not explode, though... Probably. -
Harnessing the Kraken: Eeloo in 11 hours!
Clouds replied to Comrade Jenkens's topic in KSP1 Discussion
Newtonian Anchor - Subassembly - Test rocket Here I demonstrate the accidental intelligently hypothesized totally genius device I call the Newtonian Anchor. It will resist any motion relative to the reference frame, ie. the surface when near Kerbin, the "orbit speed" when in orbit; untested but assumed to hold true for other terrains and SOIs as well. Each one seems to resist motion in the direction of its reaction wheel the best. Multiple devices may be used and may be clipped through other parts. They can resist quite significant forces. A small amount of creeping in the direction of prevailing external forces (gravity, engines) is to be expected. Self-disassembly has been observed when activating the device at speeds not already close to 0m/s in the appropriate frame of reference. -
125 tons to 850km orbit without asparagus
Clouds replied to Captain Sierra's topic in KSP1 Gameplay Questions and Tutorials
It's probably nothing you haven't considered already, but just in case: If you have a stack that can SSTO, you just need enough to sufficiently lift/dilute the payload. I like 2.5 orange tanks with a Mainsail, or 1 orange tank with a Skipper. The tip is, counter-intuitively, I found I needed less parts making a lifter with more stacks of lesser payload (the Skipper) because the strutting needed to keep the more fragile multi-tank Mainsail stacks intact more than offset the fewer stacks needed. My heaviest launch to orbit looked like a cake layer with a station bolted on top, everything strutted to that station to keep vertical flexing well-dampened. Asparagus or onion can eke out more dV. (What's the difference? Is asparagus two-by-two and onion radius-sequential?) That strategy works especially well with wide, flat payloads, which act as their own structural lift-plate. With the physics time setting at minimum, it was still controllable although it took 5x-ish longer in real time than gameworld time. -
I want to nominate Ninety-Three's ship "Plaid" as the benchmark. The altitude meter does not change fast enough to read the actual altitude, but it's visually clear from the curvature of the planet that the first screenshot was taken above 10km. Giving it the worst assumption possible, it was taken at {lim (1-t) ⇨ 0} seconds of mission time and carried no Kerbals, giving a score of at least 20,000.
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If your space program was a song, what would it be?
Clouds replied to mangekyou-sama's topic in The Lounge
My space program tends to be experimental, and rarely disastrous (though not always successful either), so Danger Zone is a pretty good fit here too. Some good songs simply by title, though: Rise And Fall by Boom Boom Satellites (band name's pretty well on-topic too!) Solid Ground by Ginger -
Open Source Construction Techniques for Craft Aesthetics
Clouds replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
So, antennas make rather OK fairings. It's just too bad you can't set them to start deployed as a tweakable option. Oh, that looks nice. The IVA is probably pretty wild though.