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Everything posted by RepoRogue
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How many kerbals have you killed already?
RepoRogue replied to Spitfiredzwww's topic in KSP1 Discussion
Yes, yes he has. -
Thanks devs! While many of the people in this thread are annoyed or frustrated, most of us are just frustrated with the bugs and not with you. Again, thanks for getting on this so quickly.
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I'm on my second fresh install, and there is no change.
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[Operating System]: Windows 7 [Memory]: 8GB [ASAS Trouble (Y/N)]: Yes [Mods installed, pre-patch]: Not applicable, fresh install [Mods installed, post-patch]: None [Description of problem (keep it short)]: At low altitudes, (less than 5-6 km) and moderate velocities, (greater than 70-80 m/s) all non-stock aircraft that I've tested suffer from extreme wobble with ASAS activated. Above that altitude and below that velocity, they behave fine. I'm not sure if it's a bug, but ASAS will allow rockets to drift significantly from their headings. (Even when said rocket is both perfectly symmetrical and has an adequate combination of control surfaces, reaction wheels and RCS.) However, on smaller craft it seems to function extremely well, sometimes.
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My copy is not a Steam copy, however my issue is also different. My rockets do drift off course significantly, however my main problem is with violent plane wobble at low altitudes.
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Most of your post is correct, except for the last few sentence. The new piece that uses the skin of the old small ASAS module gives both SAS and torque. However, the large ASAS module and Avionics Package still do not provide any torque, and instead just provide SAS. I'm also pretty sure that when most people in this thread say; "ASAS is not applying enough torque." what they mean is that it's not using enough of the torque provided by reaction wheels and command pods to actually keep the vessel on course.
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I hate to say this but I think Mech Jeb is our only choice now. Which is really unfortunate, because I personally feel Mech Jeb takes the fun out of flying.
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I'd agree with you, but all of my planes have had far far worse wobble with ASAS in 0.21 then 0.20. (And no, I haven't copied over anything from my 0.20 saves, all of things I've tried to fly have been stock and built entirely in 0.21.) The new ASAS appears to be bipolar. It either does hardly anything, or is even more destructive than the old one. Very oddly, it performs exactly as it was shown to in the preview videos while my planes are over 5-6 km. But under that altitude, they're nauseatingly wobbly. Rockets control alright with the new ASAS, although they do have a tendency to drift about as badly as if they were left alone while in space.
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I haven't adjusted anything other than to mute the game, make it 1080p and put it in Fullscreen mode. I'm flying a jet while I'm typing this, and if I'm at a high altitude, the SAS works really well. But when I'm flying at lower altitudes, it will wobble exactly like ASAS used to. It also becomes far more aggressive at low altitudes. For rockets, the new SAS creates much less wobble but also doesn't help all that much either.
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Yep, me too. I've only tried flying an aircraft around so far, but as long as I remain below 60 m/s (approximately), the new ASAS behavior works exactly as it should. However, when accelerate past that velocity, it begins to wobble violently and hold course in the exact same way as the old ASAS. I'm really confused, and also kind of annoyed.
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Day Trip to the Mun Challenge/
RepoRogue replied to RepoRogue's topic in KSP1 Challenges & Mission ideas
OUScooby: I might be willing to count a single stage to Munar landing in the 'Other' category, but that is more a feat of engineering then it is a feat of piloting, although I'd certainly include a note next to your score mentioning that you used an single stage. I'd really like to see a rocket capable of that feat so by all means; build and fly it. Nalin_Airheart: I have no objection to that, as long as you provide some proof that you did indeed carry a Kerbal to the Mun and back. (As that was the main reason I included the rule about the flag in the first place.) Ryu Gemini: that wasn't the reason I originally included the rule, but it certainly is now. Tophir: thanks for your submission, I've edited the original post to include your score! -
Day Trip to the Mun Challenge/
RepoRogue replied to RepoRogue's topic in KSP1 Challenges & Mission ideas
Very impressive, metaphor. I was wondering if someone would try that, and I was not disappointed. You can certainly have a job ferrying people with way too much money and far too little sense back forth from my (planned) casino. Thanks for spotting that error, I meant Direct Ascent. If you don't know; direct ascent is a term referring to a lander that contains its own return stage, rather than one that must rendezvous with a return stage. I have the other category because rendezvouses take extra time, so I don't want to compare them to the best direct ascents. Thanks for participating, I hope you enjoyed it. -
The Background: Last night I fired up 0.20 for the first time and wanting to try out the new parts, I threw a Mun lander together and flew to the moon. Some point before my landing, I realized it had only taken me eight hours to get to the Mun, and I decided to go for a speed run. I managed to plant my flag by 8 hours and 40 minutes, and return to Kerbin in 20 hours and 56 minutes. That's hardly more than a day trip, especially if the Kerbal sleeps during the return leg. Then it dawned on me that a highly profitable business could be made out of offering day trips to adventurous/stupid Kerbals, especially once I'm done building my tacky casinos on the Mun. So now I need a group of pilots to fly for my new company; Munar Tourist Traps. Apply today! The Goal: Land on the Mun (safely) and then plant a flag before returning your Kerbal (again, safely) to Kerbin. The Rules: 1. Mods are allowable, except for MechJeb (this is a challenge about piloting). 2. There is no part limit. 3. There is no cost limit. 4. You must plant a flag, and it must still be standing after you've returned to Kerbin. 5. Cheating is prohibited, except for part clipping. 6. Your Kerbal must survive the return to Kerbin. 7. Your total mission elapsed time must be less than 24 hours. 8. Photographic proof of both the flag planting and your command pod back on Kerbin is necessary. The Scoring: This challenge is entirely about speed, so that is the only thing that (for now) contributes to your score. There will be two categories; Direct Ascent and Other. If you use any method other than direct Ascent, you are eligible for the Other category. There will be two scoreboards within each category, the primary one will be the Shortest Round Trip Times scoreboard and the secondary will be the Shortest Times to Flag Plant: scoreboard. These two scoreboards are pretty self explanatory. Shorter times are better. The Scoreboards: Direct Ascent: Shortest Round Trip Times: 1. metaphor, 2 hours and 9 minutes. 2. FacticiusVir, 7 hours and 48 minutes. 3. Tophir, 22 hours and 14 minutes 4. 5. Shortest Times to Flag Plant: 1. metaphor, 1 hour and 25 minutes. 2. FacticiusVir, 3 hours and 32 minutes. 3. Tophir, 8 hours and 26 minutes. 4. 5. Other: Shortest Round Trip Times: 1. 2. 3. 4. 5. Shortest Times to Flag Plant: 1. 2. 3. 4. 5. Have fun! Edit: No! I messed up the thread name! Oh well./
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I play with Crew Manifest, Engineer Redux and Sub Assembly, but that's all. I think I might grab improved maneuver nodes as well. I used to play with a bunch of mods, but they never looked right and they tended to cause lag. That said, some people have their experiences vastly improved by mods, just not me.
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The reason I was excited about the live stream is that the blogs are pretty barren. Regardless, I'd rather leave you all to work on the game at your own pace then pull you away to show stuff off. Thanks for all the awesome work.