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Everything posted by Starwaster
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Yes this works with KSP 1.1.3 CKAN, maybe. When I have time to look into it.- 125 replies
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Tokamak Industries Refurbished Parts - Dev thread
Starwaster replied to Tokamak's topic in KSP1 Mod Development
Right, that's what CSG is. Every 3D modeling program has it even if they call it something else. -
Tokamak Industries Refurbished Parts - Dev thread
Starwaster replied to Tokamak's topic in KSP1 Mod Development
@Tokamak basically those are degenerate polygons and they are always trouble. Have problems with CSG? Check for polys with edge issues with edges where 2 or more points overlap or multiple polys with multiple overlapping edges. I've even seen people warn new modelers off of CSG (in any modeler software) because few people understand how to troubleshoot for such issues. (Actually it's easy and CSG isn't scary at all) -
Updated Boiloff Mitigation Mod for RSS/RO/RP-0
Starwaster replied to MaxL_1023's topic in KSP1 Mods Discussions
I didn't realize rice stank.- 3 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
d I'll take a look at your problem when I have time. Probably sometime this evening. (5:30AM right now) However, the output_log.txt file in your download doesn't match with your issue as it was recorded when neither Realism Overhault or Real Chute were installed. It's not going to be of use in troubleshooting. Need an output_log.txt file that matches with your current installation. Also, ModuleManager.configcache would be handy too. -
Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
The stock radiators are configured in RO to provide cryogenic cooling but I don't really know how well they perform at that function or how many radiators are needed for adequate cooling. IRL, active cooling is not enough and passive measures are needed which takes the form of insulation, both SOFI and MLI. No tanks that I know of for Real Fuels simulate insulation. Heat Pumps does because one of the parameters you can pass through will reduce the conduction rate between the exterior and interior (of any tank the HP part is providing cooling for). IRL the goal would be to bring heat penetration down to tens of watts instead of tens or hundreds of kilowatts. Some of the posts on the previous page deal with that subject.- 125 replies
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Just out of curiosity, did you try 32k or are you that confident that it just doesn't support it? (assuming you have a card that can handle it) I've seen some pages that indicate it can handle 32k but I don't know how reliable they are. One was someone's project page and they could just be mistaken.
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Ok, re: all this talk about high res textures. Unity 5 might support absurdly high resolutions but make sure that you have a video card that can actually support those resolutions as 3D textures. For these 16k/32k textures you're talking about you're probably going to want something like a 1080. (speaking of Nvidia, no idea what Radeon card would be necessary) Finally, let's say you do get your high res 16k texture and it looks gorgeous in orbit. Back down on the planet you're still looking at the same terrain detail unless you have a good high res height map and even then there's still limitations because of the upscaling. Just some caveats to consider.
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Check out the following post. It lists the fields used by ModuleHeatPump and explains what they do. You should probably remove the stock radiator modules from those parts if you're changing them to use this plugin.- 125 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
@siliconworm @King Something Most likely what happened is this: A decision was made and implemented to do a mass renaming of parts by prepending OPT_ to all OPT parts. After some discussion on the matter it was decided not to do the mass renaming after all and action was taken to reverse the previous change via another mass renaming. The way in which this was done probably resulted in an accidental renaming of parts that had previously/always started with opt_. (note that in the actual part file it is underscores but in the save files those underscores are periods / dots. You can fix your preexisting save files by removing the opt. and change opt.stabilizer.a to stabilizer.a) -
Well you could always use the handy dandy DRE menu (picture of lovely sexy cat as an added value bonus). Either increase the crew g exponent or decrease the crew g limit. It's set to a really high number. You could also increase the kill chance but that requires config editing; I don't think the menu has it. The kill chance for RO is a base of 1% per frame modified by how long the crew has been over limit. (the math on that part is a little complex and I forget how it works except to say that given sufficient time it works its way up to 100% if the g force conditions stay high)
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Looking at this a little more to put things into perspective, let's break down your reentry. During reentry you reached 10 g at MET 30:00 and maxed out the meter at 30:12 MET 30:00 - 10 g MET 30:12 - 15 g MET 30:?? - 19 g MET 30:22 - g < 15 g (forces are dropping now rapidly) MET 30:36 - 10 g MET 30:51 - 5 g IRL crew would probably experience LOC briefly (which we don't model or simulate) but with no lasting damage. Even if they'd needed to manually deploy the chute for some reason, they probably would have recovered consciousness and enough of their mental faculties to intervene. But the important bit is that they would probably would not have died which is really the only thing that DRE handles here.
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I'm not really seeing anything 'obviously wrong' in the video. I think the problem is this: Realism Overhaul expectations. In Reality, humans are more tolerant to g forces than most people realize. We used to get quite a few complaints about crew dying on short suborbital flights when using Realism Overhaul and what I realized was that RO needed its own set of g force parameters for crew. Stock Kerbin reentries are much shorter in duration and g forces inflicted are typically lower than than what you'd get on an Earth reentry. A LOT lower. So you should expect g force damage on crew to be a lot more forgiving when using Realism Overhaul. I crafted those parameters myself very carefully using 10 g as the calibration point such that DRE will not start checking for crew death for at least 1 minute at 10 g. And because of random determination, the precise point at which a crew member dies is going to be a bit longer. And it should be longer given that the tolerance durations were derived from loss of consciousness data which is another reason that the RO configurations have to be more tolerant than for stock, which needs to be a lot more gamey. It may not look it, but it's actually much less tolerant as you pass 10 g. At 19 g the limit is reached after seconds rather than minutes. IRL, humans have survived that kind of g force for minutes without LOC. Durations in KSP must be measured at the MET clock rather than player time because the physics engine clock may be slower. (every time your MET clock turns yellow or red, physics time will be slower than usual) I'll leave you with this excerpt about human endurance in g force testing. And these are for untrained humans. A trained human with an anti-g suit should be expected to withstand high g. Earlier experiments reveal that untrained humans were able to stand 17 g eyeballs-in for several minutes without losing consciousness. This is in comparison to 12 g eyeballs-out. The record human tolerance of horizontal axis G force is held by acceleration pioneer John Stapp. He is known to have endured a peak "eyeballs-out" force of 46.2 times the force of gravity. This has proved that the human body is capable of this tolerance of Horizontal Axis G Force. Stapp was to live another 45 years to age 89, but his vision suffered lifelong damage due to these tests." http://www.gforces.net/human-tolerance-horizontal.html
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Well we had 3 days water saved up (which is a LOT of water because I live at a cat sanctuary and we use lots of water for drinking water for us and the cats and for cleaning purposes. On day 3 we were starting to get worried so we carried all our empty containers to someone's house to restock water, charge my iPhone and take SHOWERS! (well water, so no electricity = no pump = no water = no showers) When we got back home we saw some Talquin workers in the area so on a whim I turned on our outside faucet and WATER!
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Ok that's your approach speed, what about your vertical speed since that's what you're concerned about? Also, if this is a big plane (and it sounds like it might be if you're skidding off the runway after touching down at such a low speed?) then you should really think about drag chutes. If you're using the stock chutes then that means attaching big enough chutes to slow the plane down and triggering them manually. Or use Real Chute which lets you configure actual drag chutes that deploy on touchdown. If using FAR, set up flaps and deploy them when approaching the runway. In stock you can do the same with any control surface but I question whether they serve as well as real flaps would. (flaps increase lift and drag)
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More precisely it is used to modify anything that was declared as a node in a cfg file. Parts, Resources, etc. Planets: Only for certain mods that add new planets. Stock KSP doesn't do planets that way so you couldn't use MM to modify such planets. It does all this before the config nodes are actually processed by KSP.
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Day 3 without power. Probably worst electric company ever so... Who knows. Our local infrastructure is intact so no idea. Even up nearest main road lines are up and lights are on.
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Ok, so tropical storm Hermine is bearing down on me (maybe hurricane by the time it arrives) so any support requests will probably have to wait for a few days if I lose power.
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@torchard96 Might be that heat shield doesn't have a rescaled drag cube. Lots of RO's parts that have been rescaled also rescale the drag cubes in the RO configs. But some don't and I don't know why that is. I'd bring it up in the RO thread because whether or not parts thermally occlude one another is handled by stock code and is based on their drag cubes. DRE doesn't touch on that at all.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
The only FX I see doing that are some ring FX that stay confined to the engine exhaust area. It kind of looks like they're supposed to do that to achieve a certain effect. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
Haven't had a chance to look at this yet. Been busy all day. We've got a tropical storm about to hit us. Maybe hurricane status by the time it gets here. -
It may well be that your craft is just too heavy but there's definitely some issues with several of the 42 heat shields you have installed there. As in they're configured for stock instead of a scaled up universe. That includes the procedural heat shields. DRE has some fallback configs but they only work for RSS because ir relies on the mod's folder name to determine if it should apply itself.
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