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Tollazor

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Everything posted by Tollazor

  1. You Will Not Go To Space Today, is part of a XKCD comic. It explained the workings of a rocket using the 1000 most common English words. http://xkcd.com/1133/
  2. I did an awesome pin-point landing on Mun, with my lander + twin buggy setup. Decoupled the incredibly durable buggies, they just fall from the metal girders and smack into the ground undamaged, even on Kerbal. Wheels remain intact, usually lands upside down. Not to worry, I have a probe core on each buggy so I can enable/disable RCS ports and flip the buggy around to whatever orientation I want. O dear, seems in my last minute redesign on RCS port positions I didn't have symmetry selected... I got 1 rover flipped right way up, Jeb hopped into his seat and enjoyed the ride, the other buggy, not so much. It was a spare anyway. Then when I was about to board my lander to ascend I hit space which was to decouple fuel tanks and my metal girders, for some reason it fired up all the other stages too and the Lander ascended very rapidly. Poor Jeb watched from Mun's surface. Then, realizing he is now unsupervised donned his trademark grin and hopped into the buggy.... You will not be going to Kerbal today.
  3. I have a light rover that as soon as I go to the launch screen it wobbles itself into oblivion, every time.
  4. Currently growing in the cloning vats...
  5. I too say that it should be stock parts only. That removes a lot of potential issues.
  6. My God this is terribly hard. Using the default keys at least. Might have to hook in a proper 8 directional RC controller to get a better chance of claiming bronze. So far my attempts have proven ..... explosive.
  7. Is this mod maker on the Dev team? If he isn't they should really consider him...
  8. I spent days working on a SSTO that actually could get to 120km orbit with fuel left over. After I did I found I had very little use for it. It was good fun though. Learned a lot about the mechanics of the game. I have found my rockets are far better for it too.
  9. I use AVIdemux as my video editor. Does cutting/inserting/re encoding. You can add a separate sound stream into the encoding process for voice overs.
  10. Granted, the robot army being programmed to totally follow your commands to the word killed you after you said in a sarcastic manner, 'God somebody kill me!' in reply to some crappy joke. I wish for the ability to teleport through space and time, at will, without any cost or damage to myself or the surrounding area, appearing exactly where I wanted, taking into account the spin/movement of the all bodies in the universe, without aging according to the distance of time traveled, into an entirely separate body to that which may or may not co-exist in the same space-time that I travel to, whilst retaining any and all equipment that I will to travel with me both internal and external to my body.
  11. Make sure you add an exception for your Kerbal game directory to your anti-virus program, whatever it is. It helped me. Also if your game, try right clicking on the KErbal process and setting its core affinity to 1 core only, and set its priority to high...
  12. Of course this game needs optimization. Do you think John Carmack thought, awww this game will only really run on high end computers. Hell no. He busted his Assembly coding skills and programmed it at the most efficient level of computer programming for many of his important heavy use code. Programming in c++ or whatever is not the most efficient level. Sure you can write code, then optimize that code. Then if you want further optimization you convert it to assembly (not via a compiler, but by hand). Then compile it. Not only that, optimization is a specialty of programming. Someone who is good at writing physics simulations does not mean they are good at optimization. At some point in the lifecycle of KSP it would be wise to get a specialized optimizer to come in and go over their code and sort it out. Unless of course they have someone who is quite good at optimization already. It also show cases the downside of using a 3rd party engine. Unfortunately a lot of base functions used in KSP are written by the Unity people. So optimizing the KSP code will only go so far, as it basically sits above the Unity engine layer, I would think anyway. I'm not sure if KSP developers can change every single aspect of Unity, if they could that would be sweet. Anyway, bottom line is. A game such as KSP would have plenty of room for optimization, just because it runs OK on very high end CPU's doesn't mean it cant run better on lower end CPU's with a bit of loving.
  13. Increasingly it seems the Unity engine was a poor choice for KSP. KSP really needs, at the very least, multi-threading. At the moment I can't recommend this game to non-techie people due to the instability and the poor performance. Most of the instability, it seems, comes from the game being stuck using 32-bit and stuck using a single thread when the majority of chips out there sacrifice raw CPU power for better multi-thread capabilities.
  14. This is excellent and evidently a success, otherwise the students wouldn't be spending their home time learning orbital mechanics. It would be super grand of you if you would supply links to more of the lesson plans and documentation so that I could take it to my children's high school physics teacher and see if I can sell the concept. It is Australia, so hopefully it wouldn't take anything away from you?
  15. I have a vtol lander/bugger that landed beautifully. It drove fairly well too. Unfortunately due to HR oversights, Jebediah was the driver/pilot and whilst fanging it around Mun he managed to flip it over. So he is currently stuck in a lander/buggy on Mun, trapped as the access port is blocked. Not only that, due to Jeb's impatience he attempted to flip it back over using RCS and burned his RCS fuel. Then in frustration he fired off his rockets upside down. After spending a few days contemplating his situation (whilst listen to streamed Queen music from Kerbal) he realized that if he had of taken his time and switch specific engines (rocket and RCS) on/off he probably could have righted it. Now he awaits the rescue craft which will also be a lander/bugger..
  16. I had an issue where I tried to rendezvous with a target and it would be running fine then suddenly hit massive FPS issue and would get worse and worse and worse. No matter what settings I change, it still did it. It was a game-stopper. So I tried something random and it helped immensly. Instead of decoupling and doing my rendezvous, I instead warped x100 for a few orbits. Then I tried my rendezvous and no FPS issues at all.
  17. I read a tip somewhere that the spin of the SAS modules is applied to the part that is the 'control' part. Usually this is the ASAS or Pod. The tip was to place a controllable part at your CoM and at the launch platform right click the part and select 'control from here'. This moves the spin of the sas to be applied at your CoM or very close to it. I tried this by placing a MechJeb part near my CoM and the wobbles seemed to be greatly reduced after I 'control' it from the mechjeb part. Try it out and let us know if it does work, or the tip is just playing with my head.
  18. Nonsense, If your accent isn't glowing red by the time you hit 15,000m then you need MOAR mainsails! That's the Kerbal way!
  19. I read a tip somewhere that mentioned that the center that the gyro spins on is based on the where your 'control' center is. For most people that is where they have the ASAS or Mechjeb attachment. It said to reduce the wobble put a 'controller' part near your CoM. When you go into the launch platform, before launching, right click on the part and select 'control from here'. That should shift the spin to the new control part. I tried this method by putting a MechJeb part on close to the CoM and told it to control from there. It did seem to reduce the wobble by a good amount. It would be better if the part was actually centered on the CoM instead of off to the side like a MechJeb part would be. Try placing your ASAS (or a second one, midway down your ship). After you jettison the stage with the 2nd ASAS in it, control should shift to the next nearest control point, probably your 1st ASAS. Let us know if that helps you or if it was a bogus tip that played mind games on me.
  20. Just to be clear about these things, I didn't build the stuff in the picture. I stole it from a steampunk facebook page that stole it from somewhere else. I thought it was rather apt for this forum
  21. People who shun people that use MechJeb and whatnot are a bit silly. I for one don't have the time to devote to playing this game without Mechjeb doing a bit of Auto-pilot work. Also the learning curve to doing some things is pretty steep and can seriously dampen the enthusiasm to do fun stuff in the game. I used MechJeb to learn how to do some maneuvers and learn to play the game overall, because if you haven't noticed there is very little in the way of solid tutorials for the game. Sure there is a sense of accomplishment for launching, orbiting, intercepting and docking all with your own controls and calculations, however there is also accomplishment for doing far more in the game of which MechJeb can seriously increase the speed of attaining at the cost of a slight loss of accomplishment. I can do simple maths in my head, I can do more complex maths with paper. However, I can do both much, much, much faster using computers, really how is MechJeb any different to using a calculator. To further expand on that, the so called 'purists' who shun MechJeb better not use a calculator for any of their calculations as that isn't pure..
  22. "Seriously sir, MechJeb calculations showed a 100% chance of success. Who could have possibly calculated the space Kraken?" - Thomwise Kerman
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