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COL.Neville

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Everything posted by COL.Neville

  1. the bonus for moho needs to be 10x what it is just saying. if you have tried to send colony ships there you know what im talking about.
  2. try these graphics settings. ive already tried just about everything else. this combination seems to be pretty stable and still look good. make sure to unpark all your cores. the biggest difference is the full to half res on the texture quality that alone nets you about 300 megs. but its all in the base game. ive loaded vanilla and all mods still same 300 meg difference. Ive been using AFR for my crossfire setting. scissors and supertile I cant seem to get working correctly. turn off the VAB crew. that helps with the lag there. but what I don't understand is my cpu and gpu's are all running 20-30 percent and that's while playing an almost 400 part ship, streaming to twitch at 1080p having the preview up on OBS and the preview up in the twitch channel and still at 7-30fps. 80 percent of my machine is available but not being used. I hate it when a great idea comes out and the implementation kills it. let me know how those changes work out logan. might need to turn the rotpower and linpower down just a tad if it gets too darty. but I think the big thing is the asas is actually working now and helping a lot more than it was before.
  3. just remove it. that way the asas and the command pod aren't fighting each other. the current asas settings have the ki value in there twice as well so that's incorrect.
  4. try these eagle asas settings and get rid of the sas settings in the command pod they seem to be stepping on each other. this should fix the dip and smooth everything out. works pretty well with mechjeb2 as well. // --- SAS parameters --- rotPower = 80 linPower = 80 maxTorque = 80 Kp = .50 Ki = 0 Kd = .35
  5. yes the docking autopilot is good. yes I said something was good in mechjeb2. it even manages to deal with overpowered arrrcs thrusters on small craft and still get it done. the only thing missing is the docking port selection like ORDA has and an ABD anti bonehead device. anyway to see the extent of a vessel how wide, big a radius it has with the say solar panels extended and take that into account? not that I have torn off solar panels or anything docking before hehe.
  6. these are the sas params outta the eagle asas pretty sure one of those is supposed to be a d. // --- SAS parameters --- maxTorque = 0 Ki = 0.49 Kp = 1 Ki = 2 just scaled up the entire thing using rescaleFactor in the part.cfg. whichever demv is the one with the part folder demv.
  7. I scaled everything up with a rescaleFactor=1.2. that helped because the demv is now a bit smaller than the eagle. whats happening is the rcs and sas don't have enough power to keep the nose up. gonna try changing the pid settings on the eagle asas to use those off the fasa Gemini mini asas comp along with some power changes on the rcs thrusters. and yeah that dropship looks really good. getting better and better with each one.
  8. it doesn't help. or wont help enough to make a noticeable difference which is the same thing.
  9. if im not mistaken the twr displayed is the current twr. ive noticed it changing as the rocket sheds stages, srb's etc.
  10. yeah that's what im using is protractor and then use mj for the snuggle up next to the body. that angle is the launch/lead phase angle and ive noticed that if you subtract 10 from whatever it puts in there it gets closer but its supposed to be storing the performance data for your rocket and should know how long it takes to make the same ap as the target. Even if you target and want to rendezvous with the target because I used the launch to rendezvous button its still using the altitude limits in the ascent guidance box instead of the altitude of the target. yeah the prettier thing might have been a tad harsh. but instead of littering the screen with stuff that doesn't work how about just focus on making the basics work you know like it used to.
  11. whats the trick with the joolV 3m decoupler so well it will you know decouple.
  12. remember its degree minutes seconds. so 62 .1x60=6 so 62 06 00 N if you wind up with another decimal like 6.1 for example just take the .1 and multiply by 60 and it would wind up being 62 06 06 -148.3 .3x60=18 so 148 18 00 W since its a negative number. you can also do what gundam said except that you can click anywhere on the body. then input the numbers and it will go there. or just get the latest dev build and they fixed it where you can just put the numbers in directly and it work.
  13. problems that ive been running into consistently are once it finishes a maneuver it wont return to its previous state. ie prograde is selected maneuver node completes it just spins wildly instead of going back to prograde. the warp helper warp to SOI it will goto the SOI and just keep right on going to the next SOI change. return from moon seems to send you off 180 degrees from where you should be going. the transfer to another planet waits for years on a launch window in orbit instead of waiting on the Launchpad for days. launch to rendezvous misses by a lot. target rendezvous autopilot will run you directly thru the target instead of next to behind or above. 198 would do a 100x100x0 orbit everytime every rocket. mechjeb2 3 in 10 launches actually wind up where you told it to be. okay what it does right. it does look prettier.
  14. anychance to break up the dll so the arms just has the arms stuff in it docking camera etc? I finally had to stop using romfarer.dll completely unfortunately because of all of the lag it creates especially approaching more than two or three other ships in the area.
  15. these settings in the settings.cfg help some but don't eliminate the sound stutter completely. the short interval is set to 5 in the default settings.cfg. AUTOSAVE_INTERVAL = 900 AUTOSAVE_SHORT_INTERVAL = 300
  16. so check out my post on the previous page. middle pic shows my miner. now this is the only I'VE been able to get it working. if there is another way illuminate the rest of us please because it is most frustrating. so top to bottom contact pod fuel control panel which comes out this http://kerbalspaceprogram.com/v-f-m-fuel-panel/ sas now to the real stuff fuel tank converter kethane tank. with fuel lines running out of the fuel tank TOUCHING the converter and fuel lines out of the big kethane tank to the lil one touching the converter. like I said the only way ive been able to do it is with the tanks actually touching the converter I haven't been able to use lines to connect to it ever and I think ive tried every combination with exception of the one that actually works hehe.
  17. anybody figured out the trick to getting the ant out of the garage short of just picking up the lander and shaking it out hehe. mine always decides it wants to slide sideways bounce around inside and tear off anything I have mounted to it. ie snacpack, jeb, solarpanel.
  18. leave the kerbalpedia blank until you sample the atmosphere using sensors etc...
  19. okay so if I have a vehicle per site I can have multiple sites 2.5km apart so I don't run into the loading issues.
  20. that's the same thing im finding out with ground based mining equipment. having to create a dustoff ship to pick up the demv miners and move them around. trying to get the height right on the docking clamp to pick them up is mind boggling difficult. since what works on the pad or kerbin doesn't necessarily work on a mun hillside low gravity etc..
  21. heres what im using a demv setup with a single drill on back miner with six drills, hvy converter. launcher for above.
  22. so that would really be 3 00 00 N 130 00 00 W. ksc is -1 -75 on the kethane map but 0 06 09 S 74 31 34 W in mechjeb coordinates. im sending my miner to the mun right now on http://www.twitch.tv/col_neville if you want to watch or have other questions.
  23. yeah seems like the DEMV needs a front end alignment. it constantly pulls to the left.
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