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stibbons

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Everything posted by stibbons

  1. You can't with the stock fairings. There are a few of great fairings mods though, try Procedural Fairings or the fairings in the KW Rocketry pack. Both have fairings parts that are persistent debris.
  2. Not really. KSP only runs the physics calculations in a single thread (a limitation of the physics engine in Unity). Nailing it to two cores is fairly reasonable.
  3. A big part of the problem is that the built in Arduino Serial library uses a 64 byte buffer. If it's increased to match the size of VesselData then you can get away with only polling once per refresh cycle. But because it's smaller you need to be able to poll it frequently enough to drain it while data is coming in. I know that increasing the serial buffer size used to be very annoying. In 1.0.x versions of Arduino you need to edit library source, and then hope you haven't accidentally allocated more RAM than the Uno has. It looks to be more accessible in 1.6, but I still haven't been able to figure out how to do it nicely. Of course, in a perfect world user code would also just get an interrupt when the receive buffer was full and could deal with it appropriately.
  4. Go to your General Settings, and check which Message Editor Interface you have set.
  5. It sounds like an interesting bug. If it's not too much trouble, could you create a craft file that replicates it for you and upload it for others to verify?
  6. The two scripts set identical LD_PRELOAD and __GL_THREADED_OPTIMIZATIONS variables, so that's the same. The first one uses taskset to run the process, and a quick perusal of the taskset man page says that it's pegging the KSP process to run on cores 2 and 3. I don't yet have an opinion on how much this boosts performance over relying on natural affinity.
  7. A problem that didn't exist for you. I use them occasionally, but do wish they were moved so they don't clash with the close button on maneuvre nodes.
  8. Turn SAS on. If you haven't already, also thrust limit the BACC booster. Firing that at 100% thrust will be very very overpowered and the extra speed will contribute to the instability. Throttle it back to where it can just get off the ground at launch and you'll probably have a much better time.
  9. I'm not really a fan of the idea of having the same vessel perform differently depending on the difficulty level. But I do agree hard mode can feel grindy. In 0.90 I found a reasonable compromise by starting with hard mode and cranking the rewards back up to 100%. Not playing Hard in 1.0, because I'm giving myself some breathing room adjusting to the new aerodynamics. But it could be worth tweaking.
  10. The contract descriptions are procedurally generated. My opinion on your ability to judge humour notwithstanding, those descriptions are very literally spit out by a computer program.
  11. There's no difference between how identical craft perform in career and sandbox. Could you care to elaborate on the problem you're seeing?
  12. If you're getting intermittent dropouts then I'd also suggest checking your USB cable. I've had a couple of arduino boards ship with dodgy cables, that I had a hard time pushing decent transfer rates through until I changed them.
  13. There's a few control panel projects here at the moment, but very few enclosed pits. Looking forward to seeing how it comes together.
  14. Yeah, the easiest way is to wait on the launch pad until the orbit you need is approximately overhead, and then try to perform your gravity turn in the direction of the target orbit. You'll still need to do some correction, but hopefully only a few degrees.
  15. The USI Kolonization mod uses experience and traits as well. Modules are more efficient if they're crewed by smarter Kerbals.
  16. On Minmus, at least, there is a long-standing bug concerning solar panels on the dark side. I haven't done much testing on other bodies though.
  17. Considering the quote is "We'll add the option to divide them in two panels after release" (emphasis mine), I'm a little curious about how anybody could think that meant it would be in 1.0.
  18. I meant prograde to the node (even though winding up retrograde to it would have been quite a surprise). There were a few glasses of wine involved in my rocketry last night, apologies for messing that bit up.
  19. But Moho would look awesome with its very own moon!
  20. If your uncrewed craft are in radio contact for the duration of all of your burns, then your space program is much better organised than mine. ;-)
  21. As a user who's never actually gotten it to work, what does the PPFX highlighting actually do?
  22. I went looking for a space flight simulator. Found Orbiter. Experimented with it for a while. It's a lovely sim, but after playing with the stock craft for a while, and toying around with a few of the vessels the community has contributed, I started wondering if there was anything like it that made designing and constructing ships a bit more accessible than breaking out the 3d modelling apps. A few judicious google searches later, and I found KSP, just after it was launched on Steam. Have been here ever since.
  23. I'm having some trouble trying to circularise this vessel using RemoteTech's flight computer. I plan a node, tell the flight computer to follow node prograde and to execute the node, and the computer begins the burn. Towards the end of the burn as the flight computer is throttling down, the node escapes off to one side. The flight computer attempts to catch it, but turning with the ascent stage is a bit of a pig, so it then throttles up again to try to compensate and get back to the node. So I end up with a rocket at full throttle swinging around trying to catch a wayward node. It flames out in a stable orbit, but usually with an apoapsis somewhere near the Mun. I realise that it's happening because I don't have enough control authority with that large stage hanging off the bottom, and adding another set of reaction wheels will fix it in this instance. But is there an on-demand way to change how burns are executed? Perhaps by limiting the max throttle, or tweaking the limits for when it decides it's close enough to a node? - - - Updated - - - I've just tested manually thrust-limiting the Skipper to around 40%, and that ended with a perfect burn. I'd still be curious to know of any ways to make this process nicer just using remotetech.
  24. I'm going to be that guy, and say that all of the mods you're trying to install are indexed by the CKAN mod manager. Install it, and it will take care of getting all of that up and running for you nicely (I use EVE and Distant Object Enhancement too, and have tinkered with Scatterer)
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