Krizzen
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CPU Performance Database
Krizzen replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Multithreading isn't something you can just flip a switch and say "Tada! Multithreaded!". It's analogous to turning a 2-lane road through a tight city with skyscrapers on either side into an 8-lane super highway. It can be done, but lots of things either have to be destroyed and rebuilt differently or some very ingenious engineering can route the new highway through, under, or around existing buildings. So, KSP's engine has numerous roadways through it's city. Some of the paths are really simple to expand to multi-lane highways, and others can't easily be expanded because they run directly through the city (i.e. some of the core Unity engine systems like PhysX, in this case). -
The conics modes are just different ways of visualizing your trajectory for intercepts with other SOIs. Conics mode 0 is *extremely* useful for tuning an intercept, let's say to Jool. This mode will show your predicted trajectory in relation to Jool where it is *now* and not where it *will* be. This allows you to double-click Jool in the map to get a nice closeup view of your predicted trajectory as opposed to an absolute mess of orbits and symbols piled up on a little ghost symbol of Jool. Here's conics mode 0 used to visualize an intercept with the Mun and here's where I found the image with images of each conics mode!
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, you could get to any planet and back with less than 2000 delta-V from LKO. The only requirements are extreme patience and a very thorough grasp of orbital mechanics/maneuvers.
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I know you've seen Scott Manley's recommended mods, but if you don't have these, I can't stress enough how nice they are: - ISA Mapsat - for finding anomalies! - Crew Manifest - for Jeb, Bob, and Bill! - Subassembly Loader - for easier rocket, rover, and payload construct/modularity! I can't live without the Maneuver Node Improvement mod. It allows you to just press O to select your maneuver node. It helps *tremendously* when doing interplanetary maneuvers. Also, you can type in delta-Vs for each axis of the node (i.e. prograde/retro, axis N+/N-, and rad+/-) and allows you to change conics mode. The conics modes basically let you view your resulting orbit around your target in a few different ways.
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I've never completed a burn with the ion engine. It just takes too damn long. I think the Poodle is quite useful. It's especially useful for LKO maneuvers and for circularizing orbits of relatively large payloads. It really shines when you want a simple solution with a decent TWR. Slapping a Poodle inline with your main rocket is much simpler (and lower part count) than working in some 909s.
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I got it! This has been a mystery to me, but I think I have it. So, a fuel optimal ascent is one that doesn't waste fuel to atmospheric drag and one that doesn't fight gravity longer than it should. Two very simple concepts. As examples, you could have an apoapsis of 500km and *still* fall right back to Kerbin. Also, you could burn so much fuel in the atmosphere fighting drag that you *never achieve orbit*. The ad-hoc gravity turn is a (somewhat) optimal solution to give you an apoapsis far enough outside the atmosphere that you won't waste all your fuel to drag inside the atmosphere. It's like a compromise. Now, this is a rather basic way to look at it, though I haven't been able to conceptualize it without all the insightful posts. I'm sure there is a mathematical solution (I'd love to know what it is!). I think the most significant gains are from your ship's trajectory. Again, you go straight up, and you will fall back down even with a very high apoapsis, just like throwing a rock straight up as high as you can. If you aim too low, you will waste all your fuel fighting to burst out of the atmosphere, like an airplane. If you aim just right, your trajectory will pierce the thickest part of the atmosphere letting you accelerate where the atmosphere is the thinnest and at the point where you are "falling" back to the surface.
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Lots of ground testing on Kerbin. Don't forget that your structures will flex landing gear and other parts less in low gravity. While that can make some of your docking ports not line up, the low gravity might allow you some wiggle room (literally). Also, it helps to find a reasonable height that you can adapt to nearly any vehicle. Alternatively, you can use the awesome Kerbal Attachment System (KAS) mod. Then you can dock virtually any craft via EVA and a few parts.
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high ISP rockets are unusable without acceleration warp.
Krizzen replied to 1096bimu's topic in KSP1 Discussion
You could use the mod KSPX's larger nuclear engine. It's quite balanced against stock parts, and can help reduce part count while increasing TWR, of course while keeping a nice ISP. The only trouble is it *might* get added to the official game since the KSPX developer was hired by Squad. This creates trouble because you have a toss up between using the old, unsupported part over the new, stock one. Anyway, just an idea. -
I just built my largest station (~350 parts). It's an absolute lagfest around it. I really wish there was a way that when you change a vessel to "Station" that it would somehow simulate the whole thing as one part rather than all 350 wiggling around. I would gladly sacrifice a bit of realism, and even make the station indestructible to gain a ton of frames.
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Sevendust, Hed (PE), 10 Years, Motograter, Staind, Incubus, Breaking Benjamin. I still can't shake the need for a touch of nu-metal. Some old school Taproot: Love this stuff. Basically hard hitting stuff with amazing clean vocals and then some tasteful screaming.
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I haven't seen that flow chart before. It looks AWESOME! It's both simple and complex at the same time. I mean, to make rocket fuel, you just need a pump drill and rock drill, fuel compressor. I would expect the simple resources to be somewhat plentiful on the Mun, and generally gets more complex further away. However, you could have a more complex mining rig that could handle most any resource. I'm just too excite!
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This is merely pilot error. No KSP pilot ever makes mistakes! This is a genuine problem. I think there are two feasible solutions: 1) Give Kerbals an "inventory". It could be just one slot, but the ability to expand it could be very useful to add more flexiblity (and moddability; "Yo dawg, I heard you like mods...") to the mod. This also makes me curious if the 0.20 update added an inventory for Kerbals since they each carry 1 flag. Perhaps hooks could be just plugged into the new inventory? 2) Search for an empty hook bay on the vessel your Kerbal is entering and stow the hook I think this goes against the whole KSP philosophy, but an option to spawn one via some sort of "hack" GUI could be useful. This might be a limitation of the engine, or just extremely difficult to work around given the constraints. I think this is possible, but the hooks do different things for a reason, and I really enjoy the variety. I personally don't want a super hook.
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The reality is the amount of TWR you use is totally up to you. There is no "right" answer (except you'll never lift off if your TWR doesn't rise above 1.0; you can still have <1.0 TWR on the pad and get above 1.0 by burning fuel, thus reducing your mass and increasing TWR). There are tradeoffs for using high/low TWRs. When building rockets, I keep these two rules in mind: Rockets with a low TWR are typically more fuel efficient and less time efficient. Because of this they are mostly lighter weight. Rockets with a high TWR are typically less fuel efficient and more time efficient. Because of this they are mostly heavier weight. So, on the launchpad I prefer a TWR that will propel my rocket near max Q (i.e. reaches nearly exactly speeds to not exceed a fuel-optimal ascent based on atmospheric drag), which is usually around 1.7. As you ascend, you burn propellant and your TWR goes up, giving you more speed to hit max Q. In orbit, I like about 0.5 or greater. I don't enjoy really long burns, so sometimes I slap a few more engines on my rockets to bring my TWR up and lose some delta-V in exchange. Right now, there are no dollar limits on rockets. You can build them as large as you like (or as large as your PC can handle!), so maximizing efficiency isn't a priority. When career mode is released, TWR will become much more important since it will directly impact both cost and efficiency of our rockets.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Krizzen replied to Majiir's topic in KSP1 Mod Releases
Ahh, okay. I'm still on a limb about whether I should manually patch Kethane into my 0.20 install. I also keep my KSP installs relatively clean. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Krizzen replied to Majiir's topic in KSP1 Mod Releases
I have a question about the next version. I haven't dug into the interwebs, but perhaps you just might know the answer. Do you know if the next version of Kethane will break compatibility with the current Kethane mod? i.e. parts might be removed/replaced or changed so the old ones don't work? -
I know these things require details, and I left them all out! Oops! Someone said it might be the cupola (I thought so too), so I eliminated all variables and started a fresh save with a cupola-free craft. Here's the craft file if you want to see it in-game, and here are the reproduction steps: - Start with the rover on the runway - Go just off the runway a few meters so the rover won't be cleared - ESC -> Space Center - Start another mission with the rover - Drive this one back off the runway about 800m from the other rover - ESC -> Space Center -> Tracking Station, select the last rover in the list - Go EVA, hop off and grab any of the parts from the hook bays (any of them will explode) - Switch ships with [ and ] - The part on the Kerbal will explode! - Also, if you drop the part, it will explode I haven't tried anything in orbit yet since I was afraid it would explode. This seems related to the known bug in 0.20. I believe it occurs when you switch ships with [ or ] (doesn't happen via map), and the root cause is when the parts are initialized and "put into orbit". Just my thoughts, it seems like the parts are erroneously accumulating forces from gravity until they are activated. Hope this helps! Oh, and thanks for the *really* awesome mod. I made a space tractor, and it was hilariously awesome.
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I just downloaded v0.3 for KSP 0.20. I'm getting exploding parts when a Kerbal is carrying one of the parts on EVA and I switch crafts with [ or ]. Is this possibly a bug in the mod, or is it caused by the known issue in KSP 0.20 that explodes space stations when switching with [ or ]? EDIT: Also, IVAs don't follow the actual cockpit when plugged in docked mode.
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I had some mod issues. Namely ISA MapSat no longer shows anomalies and has other functionality issues. I had to update my slightly outdated MechJeb; not a bad thing, the new MechJeb is ridiculously good (too good?). Certain Kethane ships and rovers I had on the Mun were underground and would crash the game just as the scene became "live". The new parts imported from KSPX (Skipper, Cupola, and others) indirectly conflicted with my old KSPX ships, that is I see no need to still use the old KSPX equivalent, so I just scrapped those ships completely. Those are all the mods I used, and had problems with them all. Of course, I totally expected problems with mods. So, I resorted to stock 0.20 with just the new MechJeb, CrewManifest (simply awesome mod), and KerbalLiveFeed (it's like KSP MMO style). No problems at all other than forgetting to add Jebediah Kerman to my Eve mission's extra capsule!
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What happened to Hitchhiker IVA? Parts in the Trailer?
Krizzen replied to footman04's topic in KSP1 Discussion
I think it would be awesome to be able to move the navball and controls out of the way in the Cupola, like right-click and select "Toggle Dashboard" or similar. I know Squad has some further plans for IVAs, but I think this would be seriously cool. Perhaps objects like windows and hatches could be operated like this too. -
Here's something I think everyone at Squad should read: Taming the Forum Tiger. It would likely ease tensions they have with the community by giving them perspective from someone who has experienced and managed the endless woes of very, very large gaming communities.
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Keeping probe pointing at the surface
Krizzen replied to Zatie12's topic in KSP1 Gameplay Questions and Tutorials
As far as I know, you can't without some remote control mod or actively controlling the satellite. It can stay pointed toward your orbit normal or anti-normal. It will spin, but stay pointed in those two directions. If you're on a 0 degree inclination, orbiting the equator, you can face directly north or south on the horizon of your nav ball. I believe this is a result of KSP's simplistic physics model during time warp. Anything above 1x and your ship rotation is halted. So, you could always face Kerbin in 1x with just the right rotational speed, but as soon as you time warp, it stops. I'd love to see this addressed in the future.