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rosenkranz

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Everything posted by rosenkranz

  1. Quick question. I'm currently doing a playthrough using the 6.4x mod. So ksp isn't quite RSS sized. However, I don't really feel like using Real Fuels to get stuff to orbit. I was thinking to use KIDS to boost my ISP a pinch. What might be a decent persentage? Or is is really suppose to be nigh impossible to get to orbit with just 1.25m parts? Edit: I should probably note that I am already using FAR. It should be 7500dV to a 200km orbit.
  2. Any suggestions for a planet texture pack for use with KSP 64k (6.4x) The default looks kinda bad.
  3. I'm planning on a 64K playthrough and was wondering if there was already a MM config for adjusting the antenna ranges accordingly. I tried searching the thread but couldn't think of any keywords that worked.
  4. I'm glad you took up the reins. This was a great addition. Please, please, please try to get FAR support working. I can't get anything to land where I want it to without this tool
  5. This started after I tried to load a ship with invalid parts (the mod parts had been removed rather than depreciated). Now when I go into the VAB, I couldn't load a ship. Clicking the load button didn't do anything. The debug showed a few errors i can't remember anymore. I figured out how to reset it, so I thought I'd post it in case anyone runs up on this. The fix was to build a little ship a part or two is enough and launch it. Then revert back to the VAB and the load button now works.
  6. Wow, these look fantastic. I really like both cockpits btw, couldn't hurt to include them both could it? As to stock-alike, spot on. These would go great as the end-tech spaceplane parts after SSP.
  7. Oh please don't make it too save breaky, or at least let us know what we need to do ahead of upgrades to minimize damage. I just got into MKS/OKS and it's KAS enabled. By xmas I'll have a lot that will potentially break Though to think about it, what exactly would break? If KAS is upgraded, pipes, pylons, anchors, winches and such shouldn't disappear so base parts only linked via these shouldn't break. But, containers will break because those are going to be in KIS. But they don't need to disappear do they? You could depreciate them and put those parts into a legacy folder. New users could just delete that folder to save RAM. For those upgrading we could clean up after upgrade. KIS could have it's own container parts (same stuff, just different names). Then you could remove it altogether on the version after that. In fact if KIS is going to use different module names, you could leave the container code in KAS for the next version. That way we could do maintenance missions to swap out container/brackets and such. Dunno, just some thoughts.
  8. You're looking for MJ's resonant orbit in the maneuver planner. Launch your first sat into whatever orbit you're going for. I use a semi-synchronous orbits at 55 deg inclined. Use MJ to launch into the plane of its orbit and get to 100x100. Then use the planner to do a holman transfer to it for rendezvous. Match velocity with it. You don't have to be real close, if you're within 10km you're golden. Then use the planner to set a resonant orbit. Set it at 5/6. Do this and your orbit period will drop to 2h30m. Now, every orbit, you'll advance your phase angle to the first sat by 60 deg (1/6 of a full 360). So after two orbits you'll be exactly 120 deg ahead of the first sat. So as you hit Ap the second time circularize your orbit and get it to as close to the original orbital period as you can. MJ's utilities can throttle to a specific percentage of max thrust. I set it to .1% and I can get to within .05 seconds of nominal on the period which should keep them in position for years. If you're putting up more than 3 then adjust the resonant frequency as required. So 6 sats would still be 5/6 just circularize after the first orbit instead of the second. If putting up 8, or 9, then use 7/8 and 8/9 as required. You get the idea. I used 5/6 for 3 because 2/3 brought the Pe pretty low and required to much dV. In my example I put up 3 inclined orbits, 120 deg apart with 3 sats in each orbit separated by 120 deg in those orbits for a total of 9 sats. For the other orbits get to the launch pad (assuming you have no flags or anything to mark where KSC is in the map view). Then go to the tracking center. Wait until the KSC is right under the first orbit. Note the time. 120 deg on Kerbin would be 2 hours. Wait 2 hours and go to the launch pad and go for gold. If putting up 6 orbits then only wait one hour. Hope this helps.
  9. Well, that is good. At least the current state isn't the intended state. I looked at the cfgs for the thrusters and I don't see anything obviously wrong with the enginefx callouts but, the numbers there don't make any sense whatsoever. Since we're all about swapping MM cfg fixes these days until Frackal gets a chance to fix them, does anyone have a MM cfg for this?
  10. Meanwhile, I finally got to plasma thrusters and was ... kinda disappointed. I guess I was expecting the FX to be more like a hyped up version of hot rockets ion FX as that is rather what a VASMIR looks like in operation though pinkish-purple for argon. What I got was rather ... well, not to dis the new FX but, it looks like little pink clouds at the lower thrust (1.2Gw). Am I just misunderstanding what the output of a plasma thruster (or any electric engine for that matter) should look like? The VASMIR and HR Ion have what looks like short thin but otherwise static output. These are also very low thrust/low power outputs. Wouldn't a higher power output result in a longer brighter exhaust? It shouldn't be larger as there should be very little or no expansion of the exhaust due to the shear velocity of the exhaust? Or is my understanding here faulty.
  11. Both issues have temporary work around MM files just a page or two back. Scan back a couple of pages and you'll find what you're looking for.
  12. Yeah, sounds to me like a memory overrun crash. I used to have the same issues on my old machine. I'd advise using the -opengl switch (may not work for every video card) and Active Texture Management mod. My current machine has 32gb but KSP still crashes somewhere over 3.3gb. Just using ATM, mine now stays around 2.7gb max. Since you're running winx32 you're crash theshold will be even less. ATM should get a stock install to just about 1gb. The -opengl switch (if it works) should do you even better. My radeon doesn't seem to like the opengl, otherwise, i'd be using that as well.
  13. Yeah, between FAR and Fine Print, I've never flown so much is KSP. I'm usually a die-hard rocketier. Note, I still can't land for anything. Even with nav utilis and the hud thingy I still end up using just flying low over KSC and hitting the chutes to low the whole plane to the ground.
  14. It probably bears mentioning, before any parts get nerfed or buffed, that Squad intends to implement a proper aerodynamics model. While it probably won't be as extensive as FAR or even NEAR, SSTO's will likely be more difficult if we're flying through something other than an atmosphere with the consistency more like a liquid rather than a gas. If you want more of a challenge go with FAR or NEAR. Starwaster (sp?) also and a simple aerodynamics fix that at least accounts for mass more appropriately. Try one of these before calling too easy.
  15. The kerbal equivalent of the Silence.
  16. You guys are hilarious! I wouldn't go so far as to torture the little cabbages but I really would like to be able to fire them politely rather than fire them out to sea via a mainsail.
  17. I don't have tweakable everything and I have the same issue. The only way I can get the silly stages from turning inward is with sepratrons. And at that, I have to stage them first so they are firing when I stage the decouplers. Otherwise, they don't fire if they are in the same stage.
  18. Meanwhile, as I'm having the same issue, I just assign the chutes to an action group to keep from staging one too many things. I haven't found the 'empty stage' trick to work very well. The empty stages sometimes self-delete.
  19. Hmmm, I've disabled this temporarily, but the lag persists, so I think it isn't entirely from Science. I'm only getting the lag in the editor when I have the context menu up for aerodynamic parts. I initally thought it was the debug spam from Science but I'm beginning to thing it's FAR that is the culprit in that case. I've got a total of 48 mods running so yeah, lag is a bit of a given. I'll have to check the FAR thread and see if anyone is fussing about it over there. Btw, maybe i missed something but what is a perk? I've seen it mentioned and I'm not sure I understand what it is in this context.
  20. Any chance of this being disabled in the editors? It keeps spamming the log when a context menu for a part is up and lags it pretty bad. Likely it really shouldn't be doing anything while you're editing a craft anyways. Just a thought.
  21. I love these parts. As a professional in the aerospace industry it's nice to see parts that actually look like real aircraft fuselages. Btw, I love the stock alike textures. Spot on!
  22. I've got 48 here. But most are backgournd, like FAR, DRE, KCT, ect. I've only got 3 mods that actually add parts.
  23. This is truly impressive. Hats off to you guys! My ram usage went from 3.1Gb to 1.1Gb. Note however, that i'm using half-res setting on graphics. Honestly I can't really tell the difference. However, I do note that this is absolutely destroying the blizzy tool bar buttons and the stock tool bar buttons beyond the stock buttons. Flags shown in the mission center are also extremely pixelated. I presume that if you ignore the really small textures, this problem will likely go away.
  24. Don't forget 'Better Atmospheres' which does all those things with the help of EVE and other mods.
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