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ANWRocketMan

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Everything posted by ANWRocketMan

  1. Is there some way to temporarily disable the interaction between KCT and ScrapYard? Both mods work on their own in 1.3 but as soon as both are installed they create MASSIVE log spam (I'd upload my log file after the game crashed but it's 609mb). And it seems frm what I can see it's the interaction between the two that does this. Is there some way to disable this interaction in settings somehow? Until KCT is released officially. I'm using scrapyard for the Untitled Part Failure mod. EDIT: Nevermind, It's not KCT or ScrapYard that is the problem.
  2. I've been using the dev build in 1.3 and have had zero issues so far. Everything seems to be working perfectly.
  3. I don't see it specifically mentioned but the SpaceDock link still has the old v0.50.14 for 1.2.2. The GitHub version works great though.
  4. It would be amazingly useful if we can select/deselect or edit modules to add to the welded part. For example: I make a weldment while having MFT installed. However, I add a structural part that has an MFT module(that I don't use) and although the mass is correctly calculated the MFT module resets the mass to a very low value. Being able to easily delete/edit the module in-game would streamline the process.
  5. I think it's a very simple problem. You have decouplers in Stage 2. The KER staging logic sees "Stage 2"(the values displayed) as what happens after that stage is activated. Since the decouplers eject the fuel tanks(I assume) you lose all that mass before the engine fires. Move the decouplers up a stage and see what happens.
  6. Introduction: I have never done a legit mission to land on Tylo. When I say legit I mean without cheat mods like hyperedit or infinite fuel. I have sent uncrewed orbiters and such but never even landed a probe. I mostly play 64K or RSS when memory allows but I decided to return to a vanilla-like game with very few parts mods. Tools and such are freely allowed. So here we go. My first mission to Tylo. And its expanded and extended operations. Goal: Land Kerbals on Tylo. Create a re-usable transportation and delivery system from Kerbin to Tylo. Create a refuelling station around Tylo. Create re-usable ferry systems between the station and Tylo's surface. Create a surface base on Tylo with mining facilities. The preliminary plan: Design a set of launch vehicles to carry cargo and systems to Kerbin orbit. Design a set of vehicles for transporting cargo between Kerbin and Tylo. Design a lander capable of ferrying a Kerbal or two to the surface. Launch a prototype mission to test systems and procedures. Refine the designs and do location scouting for a surface base. Wing it. Mission I - Construction
  7. Calculating the effects of Coriolis is a little of a challenge. Because you basically have to launch into a slightly different inclination than what you want your final orbit to be. And this inclination depends on not only the final orbit inclination but also on your latitude. I would recommend the author switch to using azimuth as input parameter rather than desired inclination. Or both. You can input one or the other, if you input inclination it automatically does the calculation for azimuth and uses that. Check the orbiter wiki on launch azimuth. Or google images of it. It's fairly easy vector algebra or trigonometry. I've also noticed that it *CAN* launch fairly accurately into inclined orbits. However I noticed two problems, which came to light when I launched into a 83* inclined orbit: It seems to keep pushing the vehicle to the side of the surface vector node(presumably to improve the final inclination). problem is it does this so much that when the rocket stages it flips out and loses control. At some point, especially when you get out of the thick lower atmosphere(>40km or so) the rocket starts wobbling/oscillating VERY badly. In a 40* range up and down. No idea why. When launching into equatorial its mostly fine. I've only seen the wobbling once or twice. In addition, it would be nice to have a setting where above a certain altitude/below a certain pressure, the rocket will not only throttle to keep time to AP but pitch as well. This will be very useful for engines that are not throttle-able or when using SRB's. The tool I found is great for early game as it provides fairly accurate launches and so on, but for late game I stick to MechJeb as it gives me a lot better control over how I launch(espcially with RSS/64K, even considering the problems MechJeb has), albeit less efficient.
  8. I haven't played KSP in a long time(since 0.25), mostly due to RAM issues and so on. Recently I made a modded install that's fully functional and doesn't crash(albeit without some of my preferred mods). Anyway I started a new Science-only game in 64K and this thread follows the progress of it. I will be posting images as if these were real space missions. That means no exterior views unless I'm on EVA with a Kerbal or on the ground on Kerbin(there might be photographers, who knows). I will add additional images of the craft from the VAB and occasionally images from KSP TOT or the map view showing mission plans/trajectories/important encounters. I also use Mechjeb autopilot for launching precisely as I find this much more realistic and enjoyable. Sometimes for non-atmospheric landings I'll use the landing autopilot. Docking and maneuvers I fly myself. I'm not using any visual mods due to RAM restrictions(I only have 4GB in my PC, might expand that within the next couple of months. I tried Scatterer which is beautiful and it worked fine until 2 days ago when it suddenly started lagging the game EXTREMELY for no apparent reason. Missions: Explorer I: First image transmitted from Low Kerbin Orbit using a Kesselblad-500 camera. Explorer II: First image of Kerbin from a "High" elliptical orbit. FarSide-I: FarSide-I ready to launch atop a Napir-IILB rocket. We have lift-off! Night launches are so mesmerizing. Launch success. I love fine-tuning the MechJeb ascent guidance to get me up there as efficiently as possible. Transfer burn and encounter. Note to self: Eject payload radially from the orbit stage as they might crash otherwise. had a very near-miss with the spent stage due to bad planning. Approaching the Mun. The Kesselblad 500 is turning out to be quite a workhorse. Great image of the FarSide of the Mun with Kerbin silhouetted in the background. Gratuitous close-encounter with Minmus on the way out. Seriously, I didn't plan this. I wanted to get some extra science from outside the Kerbin system but unfortunately my technology and antennae are not advanced enough to reach that far yet. Booster Development: Napir-I: 2-Stage SLV with 0.6mT payload to LKO. Napir-IILB: 2-Stage Liquid Fuel Boosted SLV with 1.6mT payload to LKO.
  9. It's a fairly simple problem. it's due to the RAAN and Inclination not matching between the porkchop plotter and the Mission Architect. The initial orbit in MA seems to be perfectly equatorial, meaning you have to do a plane change AND the departure burn. plane changes require a LOT of dV. Make sure the initial orbit in MA has the same values as those you used to compute the departure burn. In fact, calculate the optimal launch before you launch your spacecraft, that way you can launch into the correct orbital plane from the start and save a lot of fuel.
  10. The Wide Angle Camera snaps a shot of almost the entire Kerbol system(thanks to Distant Object Enhancement). From right to left: Duna, Eve, Kerbin, Moho, Dres, Tylo, Laythe(it's right behind Jool but I think it counts), Jool, Bop, Eeloo, Vall. Periapsis at 1,600km, velocity 30km/s. playing with 64K.
  11. Testing out Scatterer mjod and modifying its values for 64K. NavCam after capture at Jool during Tylo encounter in 64K(legitimate probe mission). The Tylo capture messed with the orbit just enough to cause the probe to crash into Jool. Maneuvers necessary. The Wide Angle Camera snaps a shot of almost the entire Kerbol system(thanks to Distant Object Enhancement). From right to left: Duna, Eve, Kerbin, Moho, Dres, Tylo, laythe, Jool, Bop, Eeloo, Vall. Periapsis at 1,600km, velocity 30km/s.
  12. I cannot play stock KSP. I ABSOLUTELY need at least kerbal Engineer and a dV map to fine-tune my spacecraft/rockets. Preferably I play with 64K or RSS since stock Kerbal just feels too small "wrong" somehow. I cannot play without procedural tanks and i strongly dislike the stock procedural fairings.
  13. Yes. I don't have EVE installed. or Interstellar. The only visual mod I have currently is Scatterer.
  14. Exactly the same with me. I've done some testing and if I'm actively buildingm, then testing rockets constantly changing scenes I hit the RAM limit pretty quickly. But if I do one launch, rendezvous and go flying around and don't return to the VAB or Space Centre the RAM usage goes down and stabilizes fairly low. But only until you go back to the VAB or Space Centre at which point it goes up another 300mb to 600mb or so. Not really sure about the Linux. try VSync? I've always found KSP's VSync to be a bit buggy and laggy though. My frame limiter on Linux also didn't work immediately. But the next time I started the game it went down to 60 max.
  15. it doesn't. Just jumps up even further when you load into the a new Space Centre scene from the menu. I have noticed the memory usage going down quite considerably if you spend a lot of time in one scene9such as building for an hour or longer or flying in space for extensive time).
  16. @crparris: I'm not sure how memory allocation differs between Windows and Linux but Linux does free the excess memory that KSP builds up a lot quicker and more efficiently than my Windows install. However, the game loads on Linux with about 1GB more RAM usage. Which pushes it over my system limit(4GB). Even on Windows I 've seen that the game clears out most of its memory usage after some time in the same scene(such as spending an hour or so in space).
  17. Ike's surface seems to be mostly broken. It has these weird black edges and all the terrain within that doesn't exist. You fall right through it and eventually explode. Those dark lines are the borders of the bugged terrain. First picure is just after my kerbal exploded(trying to land in that area). The other areas(such as where the craft is landed) are fine.
  18. I have noticed that GC stutters are a lot less noticeable when I play the game on Linux.
  19. My increase in memory usage is almost linearly scaled with the size of my gameData folder. Problem is, removing one mod of 100mb doesn't appear to make much difference on Windows. parts packs usually do. Although, apparantly, in OpenGL mode the textures are unloaded from RAM once they're sent to the GPU which should reduce your memory footprint(it doesn't anymore, for me). I had no trouble installing the Nvidia drivers on Ubuntu or Lubuntu. Just run the following two commands in a terminal: sudo apt-add-repository ppa:graphics-drivers/ppa This adds the repository with the new up-to-date Nvidia drivers. Then run the following command: sudo apt-get nvidia-340 The "340" part can be changed to "346" or "355" depending on those drivers supporting your GPU. If you have a 700+ series 355 should work fine.
  20. My first station in 64K Kerbal Space program. First module weighs around 22 tonnes. Second module is almost identical, just has the front node removed and extra fuel added for its OMS. It will be used as the Service Module for the station. The station consist of 87 parts. It was my first docking in 64K, second rendezvous. had some trouble with it as I forgot to give the second module balancing RCS thrusters so lining up the dock was fairly difficult and time consuming. p.s. Such an inventive name.
  21. I've found that stock does this too. Most of the memory buildup happens when you change scenes(VAB => flight => space centre => VAB etc.) Without mods there is just a bigger overhead. However, mods do seem to make memory slightly more unstable. You can pinpoint which mods cause it the most by removing them. playing around a bit(doing a lot of scene changes) until the leak stops happening. The last mod you removed might be the problem. However it's probably a combination of a big bunch of plugins and such together. I've recently tried playing KSP on Linux and it seems a LOT more stable. Much smaller memory leak and it seems as if Linux handles all the garbage quite well. game loads in at 2.8GB but barely ever goes above 3.3GB(it reaches this the moment I'm in the Space Centre and remains at 3.1GB for a while, even through scene changes). On Windows my game loaded in at 2GB, Space Centre at 2.5GB and then within 10 scene changes it crashed out of memory.
  22. Any hope of fixing this for use on Linux? I can't build without this anymore, but I need the extra stability/RAM overhead that Linux provides. EDIT: Found that if the part is centered in the window then right-click still works. Small workaround. Not very convenient though.
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