etheoma
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Everything posted by etheoma
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I flew with FAR and Deadly Reentry, the Aerodynamic are not terrible but the heating is stupid, and I'm comparing that with Deadly Reentry, the stock heating is extremely arbitrary when your trying to make a plane SSTO. I was like Oh I'm getting destroyed by shock heating at 12km at 900ms ok lets go up to 22km Oh no I only gained another 100 maybe 200ms before my ship explodes even though there is MUCH less air at 22km.
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ERRR... no non plane SSTO's are unrealistic because you would need a ultra high ISP thrusting method which also provides enough thrust. Also jet engines can't deliver enough thrust at even medium altitudes to lift a rocket. And considering the RAPIER engine is basically a SABRE Engine yes you should be able to relatively easily get up a payload or low kerbin orbit. And how the new heating works is super stupid, Oh look I can go 800m/s at 1km with an unshielded vessel but at 18 - 20km where there is less than 1/4 the air I can only go 900 - 1000ms with an unshielded vessel. That makes absolutely no sense 1/4 the air mean roughly 1/4 the shock heating because there is 1/4 the air bombarding your ship at any given speed. And no my problem isn't the trust of the engines its about the scaling of the shock heating which is extremely arbitrary. And I'm someone who uses FAR and Deadly Reentry so I don't have a problem with a challenge but I have a problem with arbitrary mechanics which make no sense.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
I know the current test version is well obviously a test version and is at its very best only meant to work with the base game if that but will the release version be compatible with tweak scales?- 14,073 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
etheoma replied to bac9's topic in KSP1 Mod Development
Everything will work with new FAR infact because the aerodynamic model is based of the surface area you could use a Structural panel as a wing and modded part as long as its flat and long will act as a wing... it may not be a particularly good wing if its too heavy or shaped incorrectly but it will act as wing non the less. Body lift should be really really good in NuFAR considering it takes the area of the body into acount and gives it just as much lift for area as a wing as long as. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
Well considering Squad them selfs have said that U5 does not necessarily mean a stable 64 bit client and far from it in fact... Ehhhh no offence but trust squad one that one. And I did correct my self on the physics, the last time I looked over the specs of U5 was in mid 2014 so hands up my bad. But I corrected my self before I saw your comment so I would like that to be noted.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
KSP is already multithreaded the problem is that the phyic's is not multi threaded which is like the biggest bottleneck EVER for this game considering KSP is a physics based game. and ferrem in his last post said that FAR runs on its own thread as is, I don't know if unity5 would allow him to use more than 1 thread for the hole of FAR though. And it hasn't been stated the the phyic's engine for Unity will become multi threaded in U5, which is the bottleneck and any other threading is kinda superfluous to KSP, you could probably free up another maybe 10% of the physics thread by multi threading some of the other stuff, further more even just a 64 bit client probably wont come with U5 because its a problem with getting at deeper functionality in Unity that has prevented a stable 64 bit client which probably wont change in U5, so I'm not all that excited. You can prove that KSP is multithreaded because if you only give it access to 1 thread the music and some other things become Skippy which I wanted to limit it to 1 core because I could turn you the turbo boost on my CPU when only 1 core is being utilized to like 4.5Ghz 4.3 - 4.2 when 2 cores are active which is most likely because there are still background operation's. Edit; Sorry my bad yes the physics engine has been slated to be made multi threaded, so yay and given optimization made in the physics which is more what I heard it would be we might even get 4x performance on a average PC of today, U5 will not necessary mean a 64 bit stable client on windows though. And yeah being able to delegate some of the physics to GPGPU would have been nice, but ehhh.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
Would be nice if you could create a hole new process which is addressed separately from KSP in the RAM and just communicates with the KSP client because most people have oddals of spare memory its just the limitation of the KSP client which is the problem, I understand implementing it would be far far far far far far far more difficult so its not a feasible solution because you would basically have to completely overhaul the hole KSP client but you could go nuts with a lot of mods if there was a way to communicate with KSP without being addressed within the processes memory addresses. Although as Ferrem said the problem isn't really memory its also the time it would take to process the information, but if you were overhauling the KSP client to such a degree building a 4 threaded - 8 threaded voxel processing module would be easy in comparison, which would accelerate voxel processing on 4 - 8 core machines by almost that amount. I know I'm completely in dream land, because it would probably be more efficient to just build the game from the ground up using a more malleable engine than unity and just build a game that can utilize 4 threads effectively as well as being able to utilize CUDA/OpenCL for phyic's and obviously 64 bit. Again obviously dream land but what a dream. Also CUDA/OpenCL would be brilliant for this kind of processing, because of the granular nature of the of voxels which can be highly parallelized which is the prerequisite for anything you want to do in CUDA/OpenCL but again complete dream but nice dream.- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
etheoma replied to Starwaster's topic in KSP1 Mod Releases
Maybe "Deadly Ferrem Entry Aerodynamics Research" bit of a mouth full but making the acronym "Deadly F.E.A.R." or "D-FEAR" is worth it. Kind of like Strategic Homeland Intervention, Enforcement and Logistics Division. but no having modular... mods... is better because you can create the game you want because someone might not... Oh wait the default heating sucks and its there now so I suppose you might as well combined the two. Although the stock aerodynamics are not terrible now in some respects and are a lot more forgiving so someone might want to just use Deadly Re-entry.- 5,917 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
etheoma replied to bac9's topic in KSP1 Mod Development
I was just thinking all this needed was the abilty to put fuel in the wings but you already did it... also you allowed mono prop liquid fuel Oxidizer and LFO which is above and beyond great work. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
Is nuFAR Ferrems way of say OH YEAH!!! to squads new aero dynamics? XD Its like Squad almost caught up to him then he just turned on the afterburners and was like... errrr BYE!!! Really I don't know why they haven't employed Farrem at this point... They probably have tried I suppose. Although all the noobies would be scared away from the game if farrem were allowed free rain over the stock game. Although building a perfectly balanced craft with KSPI reactors is going to be much harder now as I was just sticking them to the side and encaing them in fairings with the decoupler's disabled which is kind of a hack but it wont work now because it would increase the area there for it would increase the drag.- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
etheoma replied to Starwaster's topic in KSP1 Mod Releases
No no no no... no no No NO NOOO!!! the stock solution s*** b*** worse than the old stock aerodynamics's vs FAR yeah the aerodynamics where there but they were horrible, just nasty. 1.0 Deadly Re-entry update needed, this is how much the stock heating sucks you can go at 800ms close to the ground but 18 22k up to only go 900 - 1000ms when there is a less than 1/4 the air which makes NO SENSE what so ever. See theres this slight thing called physics and commen sense 1/4 the air hitting your ship at any given speed should create less roughly loosely 1/4 the heating not 9/10th it can be easily itterated on by squad, and if sqaud has made it easy to mod it should be realityish easy comparing to trying to deactivate everything and put the old DR ontop which did have some problems with cargo bays, fairing and occlusion in general, which don't exist in the model squad made. Basically all he has to do I would think, I don't claim to know but the basics for the new heating system seem sound so they can work within the existing model for heating just changing the heating at different levels based on air density, ambient temp etc.- 5,917 replies
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Its neither fun, intuitive or realistic you mean, on an actual space ship they have readouts for known hots spots and definitely the cabin and probably the cockpit as a hole. - - - Updated - - - But the point is there should be a stock warning system that's like super obvious... Deadly reentry made it super super obvious when a sound effect particle effects temp readout's for every part and heat indicators when things were getting dangerous... I think the heating has been a total flop when it can't even compete with a mod on realism fun or intuitively. Well except for the fact that it broke the mod so yeh... I suppose on that metric it wins kinda by default but I don't think that really counts.
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Ok i enjoyed the adding of heating but it seems little stupid... I can go 800ms at 1000m to 2000m but I can only go 900ms at 18km when theres less than 1/4 the air... Do you physics bro.. or common sense even. less air hitting your craft at a given speed will mean less heating it doesn't have to be exactly liner but like being off by that much makes no sense, either make it so you have to travel less fast down low or make it so the heat is less aggressive higher up. Also the non inclusion of heating indicators for AT LEAST the cockpit is a massive oversight, also the cockpits should have active heat shielding, this problem more comes with space planes and rockets are fine the way they are mostly because the fairings act as a heatshield and have a 2400 max temp, and the arcing of a Rocket is a lot different than a space plane. Although I think all of the engines need nerfing now for rocket, just thrust not so much DeltaV although they could do with a little nerfing in deltaV just in the higher thrust engines, solid rocket fuel should keep its deltV because its under used anyway because of the OPness of KSP liquid engines TWR and pure thrust. Once deadly reentry is updated I am so moving back over to that, although for aerodynamics I think they hit a happy medium between being intuitive and being fun, ill probably move back over to FAR when its updated but the stock aerodynamics are good, I just like the difficulty of FAR, but I can wait quite a while for FAR because the stock aerodynamics are good enough.
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Just wanted to leave another post about my previous post considering more test would hopfully save you at least some time, I also tierd putting them at the back of the craft like the tail planes which are made out of the same part just resized. Because before they were in the cargo bay and it could have been a conflict there, but no it wasn't I put the wings near where the tail planes were and they exploded again 400ms before the rest of the plane exploded because I wanted to compare heat resistence... Its a shame there isn't a heat readout on each part like Deadly Reentry, because for some reason or an other it could be getting hotter faster, and not have a lower heat tolerance but :s there isn't. Which is also just super annoying as a game mechanic because there is just NO warning so your plane just blows up suddenly out of no where. which when your keeping your eyes on the speed and rate of assent etc and a big bag just suddenly happens when your wearing head phones gives you quite the scare. Also the heating for KSP seems stupid and arbitrary like I can go 800ms down near the ground but I can only go like 900 - 1000 ms at 18 - 20km up... WHAT... I know default game problems not the place for it... BUT WHAT!!! Also they need to add active heat shielding to the cockpits.
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I know its not a final release but I'm just doing a bug report when you resacle wings it seems to decrease its heat tolerance a very significant factor, I don't know if its true for other parts as well. I was using it on a plane to lunch a solid rocket booster with a payload and I needed small wings to fit it inside the cargohold but everytime I open the cargo hold the wings vaporize and I'm using the same wings as tail plains so they shouldn't be overheating. PS: just for clarification the tail plane on the plane are not rescaled. Although it was an abject failure anyways I slowed down to 500ms at 22km and lunched it but I didn't have enough deltaV even if I had the extra 300 - 400ms of velocity from flight XD
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No its completely broken as far as I can see, module manger has not disabiled it as it still had the options to remove tanks etc but getting up the console is broken it's not much of a supprise considering we have moved into the official release because a lot of stuff behind the scenes has changed as Beta is for bug fixing and optimization mostly which you can see from the system resources utilization alone that there has been a lot of stuff done under the hood. This one if he has started already will probably take some time to fix I highly doubt a simply re-compile will suffice, however from now on any updates really shouldn't break nearly every single mod fingers crossed. Well simple part mod which add new parts are usually fine between releases but anything which add something that taps deeper in than just adding a part with the default mechanics has broken every update, But I would assume they wouldn't do any more deep stuff to KSP anymore, adding new modules and maybe getting a stable 64 bit build will probably be the extent of it. Maybe weather and other things like that but that shouldn't really break any mods apart from the beatification and visual realism mods, which are nice but they are not integral to game play which now I find things like Modular fuels are, because of silly missing things from the base game like pure liquid fuel mk2 adapters etc. Also Modular fuels helps to make mods play together nicely.
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
etheoma replied to SIT89's topic in KSP1 Mod Releases
Ah that wasn't the problem I was having anyway it seems to work now when I change the root part so w.e. as long as it works I don't particularly care. Thanks for trying to help anyway. And the update you did fixed it because I tired changing the root part before so you helped anyway. -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
etheoma replied to SIT89's topic in KSP1 Mod Releases
I'm hitting a wall here every time I try and do a lunch from a plane it keeps registering the solid rocket booster as the main mission part. How can I fix this or will I not be able to use fairing and attach the probe node to the ship I know that will fix it but not being able to use fairings with FAR and deadly reentry is a problem in an of its self. And is kind of unrealistic... Isn't RMRS suppost to be limited to controllable parts to stop this kind of thing from happening, or is that the Stage Recovery mod hummm. also having the ejection force pushing it fowards helps counteract the drag which would make it smash into the back of the plane. further more it just makes structural sense to link the biggest most solid part of the rocket to the plane so if possible fix pleas. -
I don't think Active texture management was working properly when I last used it because it only took like 1 - 2 minutes to do the compression, still got some savings but I wonder how much I will be able to pack in with the basic compression... Glad I overclocked my 3570k to 4.5Ghz and put KSP on my SSD because other wise this would be taking forever and an age... Although I have a faster older smaller SSD which I'm using as a scratch disk and I'm kinda wishing I had put it on that for doing to compression still I'm getting 85 - 95% CPU utilization so its not far off.
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Ah sorry Thought there was a problem must have been opening 64bit version... I swear I was opening the 32bit version though... Only problem I had was MFT just being completely abcent though so must just be wrong.
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Ok before you go I have 2 things as well and I'm going to use capitals because you didn't listen the first 3 times I HAVE TRIED 20~ TIMES WITHOUT TIME ACCLERATION. I mainly did it with time acceleration to shorten the video without having to do post editing. Second And to that point if you were trying to say that Frac SL Density scales with the sea level air density you would be right to a point but it is only at MAX 3.6 times the density of the same Frac SL density on kerbin which I left a over 10x safety margins in Frac SL densities so its a moot point. You see that it shows near 30 Frac SL density which means that it does not scale from 1 at sea level if your right that its 90 times kerbin atmos then it means that at best taking the frac SL density at 10km even is only 3 times out, and that's being kind considering I'm 10km up. And when did I say that it wasn't only a problem with my instillation, Conflicts etc.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
erm the Frac SL density when you get down to the surface on a very big hill is 27.7... if it is 110 times the air density of kerbin then that mean the Frac SL desnity is different from on kerbin by 3.9711... I flew on kerbin though an Frac SL density of 0.010 at 8k ms so I should be able to fly though eve at 0.002 I am getting ripped apart at 0.000 or 0.00049 <. I'm also on what could basically be called a mountain so the Frac SL Desnity is not even out by 3.97x of kerbin atmos give the rise in desnity as you go down goes up exponentially its probably more like 2 x or 3x off. Also give that the atmos also dissipates exponentially also given that I think its like 85 - 90 were the Frac SL Density reaches 0.001 which im pretty sure as I said is rounded from 0.00049 at 105km like the actual denisty is probably also more in the regions of 0.0001 to 0.0005 So where as I said 0.002 should be a safeish destiny I was more like as I said in 0.0001 0.0005 which is a safety margin of 4 - 20 times. Also wile taking off 0.0005 from the what should have been save and also probably giving 2x 3x how far the Frac SL Desnity is off from what will show up on kerbin . So its more like I was being anywhere from 5 to 40x saver than I needed to be. Futher more I am also getting kicks to my craft in Duna's atmos which is thiner. Its not ripping apart my craft but it is spinning me out. Heres caft I managed to get down a little lower with infinite fuel things out the side are to make my centre of drag up top so I would land with the engine facing down. Note Frac SL density is near 30 10km up- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
One second I'm pretty sure the Frac SL Density uses kerbin sea level as reference isn't it?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
etheoma replied to ferram4's topic in KSP1 Mod Releases
MORE QUESTIONS MISTER!!! FAR does apply them like a curve right so as I pass from one entry to the next say 0 - 2km it doesn't just change instantly when I get to 2km because if not I can just break up them up into further gradations, if it already does that automatically then I'm screwed. Well it only seems to be ripping apart the new Mk2 parts porbably do to weak connections between the parts. I'm am breaking up in the atmos at like 105 - 92km at 7200ms to 6000ms in RSS Eve which is less than 0.001 frac SL density with aerodynamic failures disabled but I'm not even getting the high dynamic pressure warning anyway. And even with high dynamic pressure warning your not likely to break up by the joints on something breaking usually. unless your in like kerbin sea level atmos travelling at 400ms and then you pancake. And I am able to go though Kerbins atmos at over 10 times the air density and I will be fine as long as I don't go crazy with the AOT And there is no real way to slow down much more because the air densities are so low that not even a bunch of aerobreaks wont do it... Also I dislike using aerobreaks up that high at those velocities because its not realistic in the slightest. Also I keep getting random kicks which will always push my craft to the left and slightly up. Even when using B9 parts which have stronger connections in general. I know its probably a problem with RSS because I wasn't having these problems before but people in the forum keep telling me I'm going to fast when I know full well at those speeds and air densities you shouldn't be falling apart especially with air-dynamic failures disabled and an angle of attack not exceeding 20 degrees and usually more like 5 - 10 degrees. TL;DR Basically what I need from you is to tell me no 7200/ms is too fast in a atmos of 0.001< frac SL density ridiculous speeds stop being stupid or say they should be fine so I can get some help on the RSS forum, because one of the dev's is refusing to help because he says that I'm going to fast even though I have shown him that on RSS kerbin you can go WAY WAY WAY beyond what I was doing on Eve. Thank you for for your help I hope...- 14,073 replies
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