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etheoma

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Everything posted by etheoma

  1. Ok on RSS I'm having a problem with all my ship having a rapid unplanned disassembly when I try and descend this is with Aerodynamic Failures Disabled Anyways someone was saying in the RSS thread I should try editing the Temp curve values but I have no idea how do to that could anyone tell me how that is done.
  2. Dude really I said I have done it 20 times without it and "Everytime." the same thing had happened with or without time acceleration. And after spending 1 - 3 hours trying to get it down every time I'm not doing it again at regular speed. And went WAY beyond what I was doing on eve 10 times the air density 25% faster and with time acceleration. failing apart at much less extreme circumstances is a bug by any definition. Also I recently overclocked my machine and dw I tested it with prime95 for like 10 hours no bug and also the reduction of part count my timer hardly ever went yellow never mind red which means most of the calculations were being done perfectly you can check out how much was being skipped your self. http://youtu.be/GQkG8LreZCI next week I can do one without time acceleration to just prove the point even futher but can tell you the results are the same I have personally tested it plenty of times on Eves atmos same thing happens Sometimes you can without time acceleration SOMETIMES manage to get down to 18km and then blow up travelling at 20 - 40ms then end up in your pod in space travelling near the speed of light. <--- that is certainly not normal behaviour, Dat da space kraken. Is the space karken part of the real solar system mod because I don't like it XD Also I have another video of a non-phyical accelerated decent already recorded if I really need to upload it as prove. and the curve changed helped now I can get down to 92 before my ship get blown up, Small steps
  3. Dude I have video on the way to show you that you can go though Kerbins atmosphere in 4x physical acceleration at a air density of 0.010 at 8kmps. And as I said I have done this 20 times without phyical acceleration, I was just bored at that point because I had tired 40 times + And in the video when I tired to enter Eves atmos again the Frac desity was less than 0.001 or showing 0.000 which I think means =< 0.00049
  4. I have used multiple ships to try this. Also I have another video encoding at this moment to show you that on kerbin I can fly though air densities of 0.010 at 8kms which is 10 times the air density of which I was flying over EVE and 3kms faster. And also another take of me descending into Eve but a complete take so you can see the ship getting knocked about for no reason where I eventually blow up with a air density of 0.000 so less than 0.001 and probably less than 0.0005 because FAR probably rounds 0.0005 to 0.001
  5. They had to do work on the atmosphere to account for the difference is curvature between stock EVE and real eve and all the other planets.
  6. also you mean the output_log.txt its rather big to put it here 5.51MB of text. well here is a download http://www./view/47j24ewhwiungdl/output_log.txt Yeh don't bother trying to view it in the view just download it doesn't look like Media fire can open .txt... which seems kinda stange to have a viewer and not to be able to view .txt
  7. As I explained the Frac SL density is the density of the air therefore is a major component in what forces will be applied to your craft. A Frac SL density of less than 0.001 is negligible to ripping your craft apart you can pitch your craft to pancaked into the jet stream at 10kms 20kms and you would maybe pull 0.05G maybe 0.5G. I have played with Ferrem for a long time I know its limits, where I was if I were to pancake I probably would pull 5G which is significant but not enough to rip your craft apart with aerodynamic failures disabled. God at the highest I was at when the ship has dissembled in other flights though Eve which is 108-115km above Eve sea level you should be basically able to go though the atmos as fast as you like within limits obviously, but we were talking about speeds you wouldn't think of going into an atoms at like 50kms+ I know this from other planets in stock at similar air densities and yes it shouldn't matter weather its RSS with Ferram or stock with ferrem similar air densities should provide similar results at similar speeds. Obviously the hieghts at which the air densities change are going to be different and at sea level the densities will be lower or higher but it doesn't change the fact that you should get simmliar resualts when your taking about the air densities you are encountering at that moment Its a bug... believe me I have been playing with FAR for at least a year and a half at least 10 hours a week with all types of space planes.
  8. Sorry if I'm testy but I already had people say it was because I was descending to fast when I had specifically said my decent path was REALLY shallow. Eve although I did think it was redundant to say it , I did write a post 10 times longer detailing everything but I cut it down because all the information was in the video. It is always that joint but I have also tried other planes and they all do the same thing, i even tried the B9 medium sized fuselage system same thing happened. And again this has been tested on RSS Kerbin stock Kerbin stock Jool stock Duna stock Eve and it worked on all of them with deadly reetry and ferram with perfect results.
  9. Yeah and no its not heat if you look at my post two before this there is a video of what happens and I have my most heat sensitive parts highlighted at I don't even think they got out of the negatives, also the flight logs show Structural linkage failure not aerodynamic failure or G which also I'm pretty sure G limit blows up parts what happens is the parts fall off after my ship gets hit with a phantom force.
  10. The Frac SL density is 0.001 your wrong, you can descend with aerodynamic failures enabled though a Frac SL density of 0.002 - 0.003 at 5km also aerodynamic faluires were disabled which means I could desend almost as fast as I liked without problem if I disabled Deadly reentry which you can see by the flight log that it was not a G limit Aerodynamic Failure or heat damage. And the point about Stock Jool was that it has a higher density atmos than RSS Eve... Thought that was obvious... Also before now I had been more carful and was getting blown up at 95 - 105km in which the Frac SL density is less than 0.001 in otherwords showing 0.000 which like you can use your reaction wheel to overcome the aerodynamic forces at those densities
  11. Ok so I'm unsure weather I have posted this bug here before I think I accidently put it on the realism overhaul page. Anyway here is my problem http://youtu.be/Y0lSh-oUCRw At around 2:13 my plane starts wobbling around and then disintegrates this is not because my AOT went too high or anything like that also its not Mech Jeb because I just before that descended though the Kerbin atmos with mechjeb MUCH more aggressively. I have updated both FAR and Deadly Reentry to there latest versions and it didn't even improve the problem its made it a little bit worse because as soon as I hit the atmos descending at around 30ms my plane goes crazy for a bit, then settles out instantly. Its not an aerodynamic failure heat or G's that are the problem reason one I know that is because the flight data says its a joint failure second in previous flights I disabled aerodynamic failures turned the heat multiplier to 0 and was descending VERY slowly around 0.5 - 5 ms same thing happens. I know in the video I am using physical acceleration but I did this like 20 times without even though in 1 or 2 attempts out of the 30 - 40 I have done I got lower down into the atmos and even managed to get down to 18km before my plane got completely blown up travelling at around 40ms. Anyways anyone know what I should do to fix this bug, also before installing RSS I could descend into stock Jool and got down to 10-20km without any problems so I know how to decent though I think atmos with DR and FAR, and again I was being more careful here, and also this is a bug with RSS not anything else.
  12. Ah sorry for not replying I kinda gave up because I was getting pissed off even when I get though the first barrier my plane will flip out even though its too stable in kerbin's atomophere from 7500ms 50km or so up down to 80ms for landing at 200m. Same thing happens in Duna's atmosphere I don't break apart part but my space plain is aerodynamically unstable. This is with all fuel at 100% most of the time I did it with hyper edit but then I just did infinite fuel to EVE and I still broke up or flipped out. And its clean breaks no part destruction and the G's don't actually change I noticed actually so its just randomly falling apart when I lot at the mission looked at my max G's were only 1.1G and that was probably from spiralling. rather than the force which ripped the hole plane apart. I'll just try building something more basic just to test that it is a bug with the atmosphere and not the plane. But I spent ages on that plane to make it capable of Lunching from Kerbin and being able to land and take off anywhere apart from Jool and Tyloo Not enough fuel and TWR. And no I'm using DR 6.2.1 Should I be using the Beta doesn't that means its still in testing? And the change log says nothing about fixing those kinds of things. Also I checked it with a MUCH simpler plane using hyper edit so if that is potentially a problem I can manually fly it there with infinite fuel. cba actually flying it there with rocket when I'm only doing a test to fix bugs. Further more I should note that I wasn't having this problem with stock kerbin the centre of lift would not change from Kerbin to other planets. Although I did use part clipping on both planes... I'll try without part clipping.
  13. No actually I'm at 95 - 99km up descending at 2 - 8ms travelling at 6800/ms to 7100/ms that high up nothing should be completely ripping my plane apart at those speeds. This is with aerodynamic failures disabled and deadly re-entry multiplier set to 0 and I'm only encountering 0.1G-0.2G until randomly the G meter spikes into the red out of nowhere when I am only descending at as I said 2 - 8ms so the pressure should not change any where near so drastically. After the spike everything goes back to normal apart from the fact that my ship is in pieces and spiralling out of control. It is almost like I hit an invisible wall and broke through it which also broke my ship. Unless there is an ultrasonic sound barrier I am unaware of.
  14. I don't know weather its a feature or bug but my ship is getting ripped apart in the Eve atmosphere. I'm trying to fly down a SSTO made with interstellar and the new spaceship plus parts and my heating with Deadly re-entry is like -10 - 50 when I start getting random kicks from the atmosphere breaking the joints in my ship. The reason why I ask if its a feature any ship trying to descend to the real Venus would be jolted apart due to the thick sulfur dioxide clouds so as you hit one at 7kmps yeah thats going to be a bad day for you. But it is really annoying and if it is a feature I really really don't like it. Also the atmosphere of Duna and Eve both seem to change the centre of mass to centre of lift because on kerbin throughout the atmosphere at all speeds my ship was just about stable with the ability to push it beyond if you really push it. But now it has to pitch toward the prograde maker rather than away because the centre of mass or centre of lift has changed, probably the centre of lift. Using FAR btw.
  15. Intel Pentium Processor G3258 It wont boost your performance vs a Quad but at £55 and I don't know how much its going for in the US but you can over clock it to 4.7Ghz with load temps of 35 - 40C with a reasonably priced after market cooler. and if you win the batch lottery and get a good to really good chip you can over clock it to 4.9-5Ghz and again its a £55 chip you can burn the f***er in a year and buy another one and repeat that the next year and it will still be cheaper than a Intel Core i5 4690K. Which personally I wouldn't over clock a 4690K for like 2 - 3 years after I bought it because I wouldn't want it to break any sooner because I personally couldn't afford to replace it but £55 I can do that so in single threaded application or even dual threaded applications the G3258 is generally going to be a better performer for me. Oh and the G3258 beats all the AMD chips when overcloaked also obviously you could over cloak the AMD chips also but the cheap once wont over clock so high and the more expensive once are more expensive. I say this having a 3570k and wishing I had waited a year for this chip. So its not like I'm defending it because I have it and want to protect that decision. Its just that it is a really really good chip for the money.
  16. The atlas engines are awesome not only for landing craft but for mid / end stage rockets but the problem is when you try to lift something massive into space they stop being useful due to there size and lack of thrust a 3.75m version would be awesome for a low profile mid / end stage with just a little fuel just to kick you into orbit when using in conjunction with fairings. Just a little request, considering all you would have to do is resize the current model and collision meshes and scale the thrust maybe change the ISP a little, I could do it my self for my self but I think its something that a lot of other people would enjoy and find useful. Like I made a 50% larger HL cargo bay and adapter to carry 3.75m parts plus a little wiggle room for side attachments basically how the regular HL cargo bay works for 2.5m parts, but that isn't so simple to do for you because I assume you would want to create a hole new model for that also its a little ridiculous to have a plane that can fit 3.75m parts further more without using a 64 bit client "which is still a little buggy" or the active compression mod B9 has enough models to try and load into a limited space as is without adding a new cargo bay adapters and fuel tanks.
  17. I don't know weather its FAR or B9 but I'm not having problems with the stock parts I am using the HW21 wings to try and lift a 265t craft at over 200 ms and I'm having problems I emptied all the new tanks etc. And I rebuilt this based off a craft that worked so I'm confused were the HW wings nerfed or something because the lift values are missing so I can't actually tell.
  18. The goal with interstellar was apart from the antimatter and warp engines was realism. The Arc jets plasma engines thermal turbo jets etc are all real concepts which only have engineering challenges to overcome like making reactors small and light enough but with Gas core fission reactors which are a real concept again you can get those kind of energy densities. Admittedly that you could sink so much energy into them without at least diminishing returns in thrust or ISP was more than a little unrealistic but I don't think this has fixed that. This mod is not to create a more realistic mod it is to create a mod that fits in better with stock parts and other mods.
  19. So we are going to do some cost rebalancing right because the 3.75m fusion reactor is retardedly expensive The 62.5cm fission/fusion reactors could probably do with an increase in price though. As well as basically everything but the reactors being stupidly cheap apart from the fuels as argon is pretty darn expensive especially considering the fact that monoprop gets a similar ISP, Suppose I could just change to monoprop because its sooo cheap in comparison to argon. Although tbh though if the idea is to leave argon expensive it should have an extra ability maybe up its thrust and keep the ISP the same.
  20. Errr I'm clicking on the 64bit fix in your sig but no download is happening or anything also the 32 bit one isn't working the link in that post is working just not in your sig and there was no other link for the 64bit fix. [Edit] Dw found another link. Although at the same time you might want to fix the links in your sig.
  21. I only downloaded this the day before yesterday and its been broken twice because Squad can't test properly. 0.24.2 just to fix one thing... Great mod when it was working though even if I didn't want other biomes on other planets the map with where you are pointer is great in and of its self. Thanks and I really hope you can get it recompiled quickly. The only problem I have is that the user interface is a little big, tbh when its in 1980x1080 I assume its fine but I usually play KSP in windowed mode so I can watch videos and stuff so yeah. Something else to think about if you do an iteration but otherwise a great mod, even if its as simple as having the ability to resize the map or have a condensed map view. Although what would be absolutely awesome is if you could integrate the resource map into the the biomes I know its would be inaccurate but just to give an idea at a glimpse. But I assume the last one would be pretty hard, but I would assume maybe incorrectly that then second would be the quite easy with the first being a little harder but still relatively easy to implement. I may be totally incorrect with that but eh, also if you could change the YOU ARE HERE pointer to be the negative of the colour that its imposed upon that would be mega awesome because its often impossible to find the marker quickly because it is a similar colour to the background. A second easier work around could be to have it alternate every second or between one colour and its negative making it easier to spot because its blinking and second easier because its going to be viable every other second no matter the background colour.
  22. I know what the problem is people are only replacing the warpplugin file which in all fairness the main page does say to only replace the warpplugin file. Obviously that is for the official release but I assume people are just following it because no other instruction was given.
  23. I did write another comment then realized the reason why I was only getting 28.9% out of the fusion reactor was because I was using a direct conversion generator, a assume it gets better efficiency but can only deal with so much energy I assume. My bad.
  24. Pleas pleas pleas could you add a reverse controls for the alignment HUD because I'm finding it really difficult to adjust. I will adjust its just that I can't be the only one that finds it unintuitive the way it is.
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