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bandi94

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Everything posted by bandi94

  1. Mechjeb has a very funny way doing it , when i was building my Mun Orbital station he wanted to wait almost 100 day's to make the first step so yes LOL. I did manually in only 2 orbits ( max 2 Kerbin days and not 100 ...). I don't use Mechjeb rendezvous function and i can't say that i use who knows how much fuel doing it manually in 2-3 orbit's , after i am in almost the same orbit as the target or lower and doing hohmann transfer, it takes only small burns to adjust things ( 100-200m/s at most for hohmann transfer and somewhere around 10-50m/s for adjusting things) .
  2. Well depends on the installed mods, back on 0.24 after i installed some mods that added new engines / fuel tanks , in VAB i had to wait 5s after i pressed the "next page" button in the part selector. Now on 0.25 i have 5-6 mods i don't installed that mod and it run's like butter no more 5s waiting. I don't use Interstellar mod but most possible it has large / complex parts ( big textures , etc ) , other bad side of Unity is that they refused to update the PhysX 2.8 ( it's old , limited only to 1 core processing , etc ) this is the main problem getting lag when you have a big orbital station. Now we need to wait Unity 5 witch will use the latest PhysX 3.3 , it's 2.5X faster , supporting multi-core processing , etc ... So it will help a lot. If you don't want to delete all the mode, try to remove some parts you don't use this way you can save some RAM ( KSP it's 32 bit so it will use only around 3.2GB RAM ) maybe then it will be less laggy.
  3. Good Luck with them. Make sure you match the orbital period's ( with an error of 0.01s - 0.05s ) if not after couple of day's they will 'drift' away from the current formation and you will end up with big black-out spots. If you do it right you will have something like this:
  4. For the start you can place 4 satellites somewhere at 1,000km. Construction : - Reflectron DP-10 ( attached to the main body for launch , after the satellite is in position deatach it , there is no more need for it and it will only waste the energy) : - 1 x Communtron 16 ( for satellite- satellite communication ( aka relay the signal between them ) , and satellite - Kerbin ) Now you have a stable 2,700km circular coverage. : for a small trip to the Mun or so you can add 1x ( or 2x ) of DTS-M1 ( you can point one to Mun and one to any Active vessel ). With this setup you will have a stable ( no black-out) coverage anywhere between Kerbin and Mun ( beyond Mun at some point Mun may block the signal so you will have to cover Mun with extra 3 satellite) If i remember well my satellites had 4x 200 charge batteries with both of the DTS-M1's activated the satellite remained without power for a short period of time , so 5x batteries will be needed if you want to activate both of the DTS-M1's For simple calculations : http://ryohpops.github.io/kspRemoteTechPlanner/ And a small tutorial :
  5. Achieve a lower orbit that the required one. Place a maneuver node at the PE and mach the AP with the desired one , place a maneuver node at the AP and match the PE. IF the orbit is inclined then place a maneuver nod at the point where your orbit intersects the desired orbit and do the inclination.
  6. It's the mode called : Fine Print , that orbit is a contract for a satellite mission. It's point is to show you the orbit your new satellite need's to be with a deviation of max 5%.
  7. Well i assume that is tone it doesn't specify, only that it needs 300+300. Anyway yes i am building it by components and assembly on Mun's orbit. I tried to launch the 2 modules with one rocket so it's 600+ tons of weight , but all my tries ended up with fail , the rocket design just couldn't lift them or it has fuel only for kerbin orbit and not for going to the Mun , re-orbit , rendezvous , etc .... So i was thinking to build a bigger rocket that has the power , or just send let's say only 100t and send it with 6 rocket's. I am more interested in the cheapest way ( i am in career mode )
  8. I am using TAC-LF , USI -KS and other stuff. I started building up a space-station around the Mun ( very basic one Aeroponix + Kerbitat module from OKS ) each of them need 300 Machinery so in total 600. I noticed that machinery is prity heavy and hard to lift it with some other parts of the space station. So i was thinking what would be the best solution ? : - build a large heavy lifter and lift it with the module. - build a single route rocket and bring the resource multiple times (launch the same rocket multiple times) . - lift all the resource to Kerbin orbit and with a ferry carry it to the station with multiple trips. I was thinking to produce it inside the station but it will be the same story i think , that way i will need to carry other resources. Maybe those resources are not so heavy i don't know . Thx.
  9. On topic : I agree a Chromebook is not made for games , so how sad it sounds , you can't make big deal to run KSP better , my laptop has an i3 2.5Ghz and it handle most of the games very well. If you want to play on a laptop you should buy atleast an i3 or i5 with a deticated GPU ( i prefer Nvidia) Off topic : Yes , but why to buy a saw when i could buy an optimizated hammer from the store at a lower price than the saw. Anyway gaming on PC is starting to be money depending , game maker's spend less and less time optimizated a game , instead they fast release a game ( after that a lot of bug patches ) take the money and they start making other game. Why is that on a PS3 you can play any games for 5-6 years and on PC you need to buy new stuff almost every year ? Games for Consoles are better optimization. A PS3 have 256-512 mb RAM and it can run BF4 , but if you look on PC you need at least 6-8GB to run it on 1080i when a PS3 can run it on the same spec's only with 512mb funny isn't it.
  10. Any option to toggle on/off the orbits in the map view ? It's very annoying when you have 4-5 satellite contract and all the orbits are shown.
  11. Well KSP is coded a bit "wrong" way. The whole game is "build" on CPU power when other games are more "build" on GPU. The GPU as the CPU is capable to do calculations and it's not graphic proccessing only it's know'd as CUDA. The thing is that the GPU architecture allows the GPU to work much faster as the CPU , so many thing's could be transfered to GPU with CUDA that way the CPU will be less used and the proccessing speed would increase to. As example the car crash simulators ( complex one's) use CUDA and GPU's power instead of CPU just becouse the GPU can work much faster that the CPU ( no mather if is a quad core 3 Ghz ) the CPU work's only 10% of time, 90% of the time is "idle" waiting/writing data from/to RAM. GPU has his in-build VRAM witch is much faster that the RAM.
  12. Then you should learn some architecture and then you will know why 32 bit can't use more that 4 GB. A RAM has address and data lines , if a processor ( 32 bit architecture ) have only address lines only for 4GB storage position , how you would expect to handle 6GB ram , where the processor has only x address lines and 6GB ram need X+y lines ?. There is no point in force a 32 bit CPU to work with more that 4 GB ram with hard coded command set's , it will never get a 64 arh. build CPU power. For that is called 64bit because those processors have more address / data lines. And even with 64bit you cant use 128GB ram i don't get from where you take that in 2000 it was able to handle 128GB RAM.
  13. I don't tested it but it should be , there is nothing in conflict with it. At the end is only some math in it
  14. This is an in-game version of ryohpops 's online Remote Tech Planner avabile here : http://ryohpops.github.io/kspRemoteTechPlanner/ and more upcoming features. This tool / information panel is made mostly for Remote Tech users , it helps to plan your satellite network over a selected planet/moon at this moment it supports only 1 equatorial orbit (all satellites need to be on the same orbit). Current Version : 0.1 The window is togglable from the ksp stock toolbar ( a small calculator icon) SOL (Satellite orbital lunch) : It provides multiple informations about the desired orbit. Is communication possible : "Yes" if the signal between satellites it's not obstructed by the orbited Planet , "No" and in parentheses the minimum altitude for communication possibility. Start dV: your current dV and in parentheses your current altitude , dV is calculated according to the current altitude The rest of the informations can be interpreted easily How to use the offered informations : Step 1 (First launch): - Achieve with MechJeb or Manual control an equatorial circular orbit at the desired altitude. - Launch the next satellite and follow from from Step 2. Step 2 (From second launch) : - Achieve an equatorial orbit ( lower than your desired altitude , in Kerbin's case somewhere around 80-90 km) - Fill in the input informations if you don't already did , and press again the "Update" button , this is necessary because some of the data is depending on your current altitude. Step 3 (MechJeb users): - Target the already launched satellite, open Maneuver Planner and create (do not execute) hohmann transfer. - Open Maneuver Editor and put Slide time in the Delta-V view into Shift time. - Push + at Shift time and check intersection pointer is shifted properly. - Execute node and do circularize at designated altitude. - Adjust orbital period of the new satellites to the showed one in the information panel. Step 3 (manual control users): - Target the satellite which is at the first spot of your satellite chain. - Create a maneuver node to perform hohmann transfer. - Slide the node forward by Slide angle or Slide time in the Delta-v view, and check intersection pointer is shifted properly. - Execute node and do circularize at designated altitude. Download : https://kerbalstuff.com/mod/235/RemoteTech%20assist%20calculator Source-code: https://github.com/bandi94/RemoteTech-assist-calculator More useful tools coming soon.
  15. The simples answer is : - if you start burning at 10km the gravity will take effect on you until to 0km. - Your speed without burn will not ecxed 600m/s So if you slow down to 100m/s at 5km you still have 5km where the gravity will speed you up again up to 600m/s , but if you do a suicid burn at 1k you will slow down to <100m/s until you hit the ground this way you will fight with gravity only 1 time , and not 4-5 times from 10km to 0 km.
  16. 1. Set the kerbin as target 2. When you are close to him ( 1.5 km will work to but if you are at 300m thats perfect ) press couple of times the speed indicator on the navball until it shows you the Target's speed instead of the orbit speed. 3. Do some burns against the target's speed ( on navball is a yellow circle with "X" inside ) until the shown speed is almost under 1ms/s at that point your orbital speed is equal to the kerbals speed ,so both of objects move with the same speed.
  17. Some of them are already made. Check this out : http://forum.kerbalspaceprogram.com/threads/88445-0-24-2-Fine-Print-v0-58b-Resource-Harvest-Contracts-Configuration-%28August-31%29
  18. Yes , i need the max consumption , but how can i actually get that value , preferable in double value.
  19. Yes i need something like that , i am working on a mode for Remote Tech 2 , this use rate will be a helping info panel inside VAB. It will calculate the longest night time your satellite will occur after that iterate through all of the partmodules and sum all the Electric Charges frome there it will tell you how many batteries you will need or how manny extra you need to add in case you already have batteries placed on it. Anyway it would be great if there is a direct way , getting the value out from the text would be very tricky.
  20. Hello. I cant figure it out by myself i am searching on google for hours and nothing So maybe somebody know By "part.Resources" list i can get the resources which are being hold by the current part. But how can i get the resource needs of the current part ( that value which is shown in VAB , like ElectricCharge : 0.4/s ) THX
  21. Well my Kerbin COM relays orit periods are exactly the same with an error of 0.0x s ,that mean in theory that they would need very very much time to "drift" in distance between them right ? However i am expencting that in 1 week ( time warp or normal play ) they will visibly drift a prity big distance jus becouse game engine rounding ( in calc. or on save file ). But let's see if they will drift or not. Anyway in reality there are many other intercations with a satellite ( n-body physics , solar explosions , etc etc ) which are NOT taken in calc. in KSP so if the oribtal period is the same they should not drift but they do. And in reality any "automatic" space system like Satellites have advenced re-positioing system to take care about this situations.
  22. The game need to handle more important calculation , etc .... Even with high priority stuff like keeping two vessels in X distance on the same orbit they will "drift" away or closer with perfect alignment just because the engine at a moment will say to some decimals "is close enough" and will stop calculating the other decimals and this decimals after some time warps would make a big difference . So i am guessing that to reduce Lag and give more time for more important calc. objects with a small mass are excluded from physics to save some CPU power. It's kinda impossible to make a game Lag less but with a ton of physics , of course if you don't have a super-computer but most of the players have a medium-power PC so at a moment the devs are forced to do things to keep the balance.
  23. Hello , i started playing KSP about a week ago , this day's i placed some probes on almost same orbital period , but it is almost impossible to make a perfect sync ( game engine decimal rounding at some point , etc ... ) , so i will need to adjust them a bit after a time. Now this adjustment need to be done according to the orbital periods , and distance between two probes , on short some math done on paper. I have exp whit C++,C#,dll, etc .... so i was thinking to give it a try and make an in-game calculator plugin ( active vessel + target vessel , press a button and it will calculate the things what i am doing now on paper). Now, is there any webpage where it is explaind how this plugin works , and some tutorial how to make your first plugin and stuff ? Thx.
  24. @MisterFister big thx for your nice explanation. At one point i will expend my network but for now i will try to make it work with those 4 ( i am playing in career mode and i need to get some funds for expansion ) anyway they have ion-engines they have a big working period (30min at full throttle) , i will be able to fin-tune the orbits with a very small velocity to compensate the drift , one satellite have a +/- 8% of his orbital period as marge after that it will drift out of range with the other satellites. I will try to keep them in place manually rather editing savefile , this way it will give a bit more challenge.
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