Keome
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Everything posted by Keome
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I use Ioncross because when I decided to use a life support mod, TAC wasn't as developed.
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Mechjeb has some options you can add. make a custom window, go to the docking tab thing and add the target relative distance and target relative speed (or something like that, not at the system I have KSP installed on) and it will show you the distance to target on all three axis, plus the relative velocity on all three axis.
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1) You can move mods into their own folder. It will not hurt anything as long as the files are in the right folders (Plugins, Spaces, Sounds). I do this to keep the parts mods contained in one folder (NovaPunch, B9) and addons without parts are in their own folder (Kerbal Alarm Clock, Protracter, etc.) ... it makes things a little neater. 2) Parts are loaded by folders alphabetically. Stuff in a folder named A will load before Folder B, and so forth. You can observe this happening by watching the debug window as it loads.
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So, I have this littel problem.
Keome replied to MrKicker's topic in KSP1 Gameplay Questions and Tutorials
Try to setup an rendezvous with a rescue craft. Try to get an encounter with another planet. Use RCS to try to change the orbit. EVA and push (yes it does work). If you want to cheat: ALt-F12, infinite fuel. -
Optimal height for space stations
Keome replied to naxhi24's topic in KSP1 Gameplay Questions and Tutorials
120km. and 240km. are the time warp break points, so 120-240km. will give you 50x time warp, 240km. is 100x time warp. 160km. lowers the graphics detail on Kerbin. So if you want decent time warp (setting up interplanetary missions) the 240km. or greater. If you want decent performance, then above 160km. If you want to make screenshots with Kerbin as a backdrop, under 160km. -
^ ^ ^ Docking Alignment Indicator makes docking a lot easier. ALl you need to do it get close to the target. Line up. Move in and dock. Other tips: Have patience and go easy on the controls. Moving at 0.5 m/s may seem slow when you need to go 100 meters. but keep in mind that in real life, the Space Shuttle docked at around 0.01 meters per second. Set the camera view to Chase (hit the V key a few times). That will orient the spacecraft so that the axis are all aligned for translation using RCS. It makes it a lot easier to tell which way you need to go.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Keome replied to Tiberion's topic in KSP1 Mod Releases
If you have too many mods, you're going to crash, yes. There are a number of threads discussing how to trim parts to reduce the memory use. Assuming you're using NovaPunch + KW Rocketry + B9 which is a common set of mods: Trim all of the excess fuel tanks. Aside from their appearance, they are all nearly identical. Remove all of the fairings and use Procedural Fairings instead. That alone removes 31 parts. Trim down the number of engines. Some of them are identical or nearly identical to stock engines. Also, NovaPunch and KW have the 3.5 and 5 meter engines and some can be removed. I have a large number of mods, NovaPunch, Ioncross, Fustek, and so on. My mods only take up less than 400mb of hard drive space, compared to 700mb for the stock parts, but the mods give me twice the parts that stock does. I also have a full set of parts for just about anything I could ever want to make, and I don't have memory issues and things load fast. -
Mechjeb Kethane Procedural Fairings KAS Kerbal Alarm Clock Protractor Improved MAneuver Node thing (forgot the exact name?) Docking Port Alignment Indicator For parts: KSPX NovaPunch AIES RemoteTech v2 Fustek and Fustek station expansion For the parts, I trimmed them way down. Redundant stuff was deleted. All those extra fuel tanks are gone. AIES and NovaPunch fairings deleted and replaced with Procedural Fairings. Engines that were close to stock were deleted, AIES antennae were deleted since RT 2 has them also. I think I have a nice set of parts plus other useful mods, and the memory usage is much lower. I used to have B9 as well, but I'm more of a rocket guy, so B9 was deleted. When I had it, it was also heavily trimmed down.
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I keep all of the stock parts, and use them as the guide for what parts from mods that I will keep. I have NovaPunch, AIES, Fustek, some other parts mods. All of them were trimmed down. NovPunch and AIES both have fairings. I deleted them and replaced them with Procedural Fairings. Lowered parts count by 31. NovaPunch has some 1.25 meter engines that were nearly identical to stock. Deleted them, kept the LV-T30/45. AIES has some extra probe cores. They are identical in function to the stock ones. Deleted them. I think I have a comprehensive set of parts covering a lot of things, plus mods like Kethane, RemoteTech, Procedural Fairings, Crew Manifest, Kerbal Alarm CLock and so on. In total, the mods use only 1/3 of the space that the stock parts do, and they have twice the parts that come with stock. Trim what you don't need, trim the duplicate parts, and you get better performance.
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I'll throw in my opinion on this: First, I love the look of the new parts, and the addition of the hybrid engines which stock does not have. In stock and the KSPX stock parts expansion, there are three xenon tanks you can use as a guide for your tanks. As long as you're somewhere near these values, then the exact specifics do not matter. PB-X50R holds 400 Xenon. PB-X150 holds 700 Xenon. PB-X300 holds 3000 Xenon. In stock and KSPX, there are two ion engines. Both have a vacuum ISP of 4200. Once again, as long as you're close enough in terms of power, thrust and ISP, then the exact specifics do not matter. The stock PB-ION one requires 6 energy per second to run at full thrust. The KSPX PB-ION2 requires 30 energy per second to run at full power. For the generators, as long as it's not too powerful (like running 10 large ion engines at full thrust) then the specifics again do not matter. I'd rather have one generator that can replace several RTG just to lower part count. And there's also nothing that stops someone from manually editing the .cfg files to adjust the numbers to what they want. Keep up the awesome work! I vote yes for the minor changes.
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Seeking advice for my first space station.
Keome replied to Moencino's topic in KSP1 Gameplay Questions and Tutorials
These two have some wonderfully designed station parts (or Mun base parts, rocket parts, whatever, use your imagination!). Fustek Station Parts Fustek Station Parts Expansion Some tips: It's easier to make the base in separate modules that dock together, much like how real-life stations have been constructed. Go research the ISS and see how it was built piece by piece. Watch your parts count. More parts = more lag. If a part serves no purpose, do not add it. Do not add too many lights. Do not attach battery packs everywhere when the 1k and 4k batteries provide the same capacity with fewer parts. Do not add lots of solar panels. Do not add to many lights. Yes, I repeated that. Lights add to the CPU overhead and create lag. You only need enough lights to illuminate your docking ports. Fustek's parts include lights on some modules that you can use as markers for where your docking ports are. Use those instead off adding more lights ... more lights = more parts. For example, the habitat module has three round lights. The docking module I place on my stations next to it, closer to the command cupola. I only need the three lights on the habitat module to tell me exactly where the docking ports are. My stations have no extra lights beyond what the parts come with. It is not necessary to add lots of docking ports for ships. Trust me. Parts count = lag, you're not going to want to try docking to something with a horrific parts count because you want to fill every docking port. NASA and the ESA have plans for a Moon base capable of supporting six spacecraft at once. The ISS I believe supports a total of four? (I should go look that up) spacecraft. Add what you need, not what you wish you had. -
I use a bunch of mods, but I remove all of the redundant parts. I have no need for lots of fuel tanks, mostly of the same size but from different mods. Same with engines and other parts. If it is just a stock part with a new name or model, it gets removed. If the specs for an engine are close enough to stock parts that there is basically no difference, then the part gets removed. I also don't use 3.5 and 5 meter (or bigger for some mods) parts. I use: KSPX - redundant stuff removed NovaPunch (many parts removed, including fairings and 3.5/5 meter parts, all the extra fuel tanks, removed a few of the 1.25 and 2.5 meter engines because they were similar to stock, removed the yawmaster, Thor and Odin because they were just excessive parts I found I didn't really need. Procedural Fairings - this lets me remove the fairings from NovaPunch, that reduced the parts by a decent number. Fustek Station Parts Expansion - removed the warehouse module since I don't use the orbital construction mod, removed one of the airlocks, the 2.5 meter end ring and something else, I forgot what). Kethane, Crew Manifest, Mechjeb, Kerbal Alarm Clock, Improved Maneuver Node, Docking Alignment Indicator, Ioncross Crew Support, KAS, Protractor, Chatterer, RCS Build Aid, Subassembly Manager. Windows Explorer says I have 275mb of files (835 files in 169 folders) in GameData, not counting the Squad folder. I have looked at other parts packs, but have not found anything I really wanted to keep that was not something that can be replaced with a stock part of one of the existing parts I already have. Parts are either redundant, overpowered or just a different model/texture for the same specs. I believe that I have a good working set of parts for what I want to do, and it's trimmed down, very lightweight and doesn't cause any issues.
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You're exceeding what the physics engine will allow. You're also probably exceeding the memory limit of a 32-bit single-threaded application.
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Add some struts. What's happening is that fuel is used from top down, so the top tank will be empty or nearly empty when you make your turn. More force is needed at the bottom to turn, causing the top to move faster than the bottom due to the mass difference. As it tries to stabilize, the lighter top part will start to wobble and it will snap in the middle, were the RCS tank is.
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Space Dock and framerate issues
Keome replied to HAMsmith's topic in KSP1 Gameplay Questions and Tutorials
One sugggestion ... replace those radial monopropellant tanks with a single larger one. Less part count, more monoprop. You can then use it to top off the tanks on your vehicles that dock with the station. Also, it's a lot easier to manage one tank than four. -
Space Dock and framerate issues
Keome replied to HAMsmith's topic in KSP1 Gameplay Questions and Tutorials
Minimize the lights. Normally I have just enough lights to mark the docking ports so I can line up for docking. Battery packs also make good markers if you want a part that has a double purpose. Battery packs have lights on them. To lower the part count, reduce the number of solar panels. You have those 2x3 panels all over. Unless you're using a mod that has something that requires power (Kethane refinery, Ioncross life support, etc.) then you don't need that many solar panels. Two Gigantor arrays generate about 16 power each per second around Kerbin. That's more than enough power unless you're using mods. I use Ioncross Life Support and one Gigantor array will run the station, plus the lights and the oxygen recyclers with an excess of power. The grid of connectors and docking ports on the left side looks nice, but do you really need that many docking ports? Each one of those girder + connector + docking ports sections adds a lot of parts. Finally, those radial fuel tanks on the grid structure could be replaced with a single larger tank. Aesthetics vs. functionality is always hard. Look at current real-life rocket designs. Everything has to fit inside something with fixed dimensions. There is no room for excess. The same applies to KSP. -
In my experience, Mechjeb's auto-landing can be messed up by things like warping (regular or physical), dropping stages in the middle of the deceleration burn to use a stage with a weaker engine (MJ won't recalculate for the lower thrust) or adjusting the landing coordinates after you click on 'Land at target'.
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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
Keome replied to sumghai's topic in KSP1 Mod Releases
My current station (shown a few posts back) now has ~1200 parts, give or take based on how many ships are currently docked. It runs fairly smoothly as long as I'm not looking at Kerbin. The main trick is to lower the texture size and don't go too crazy with lights everywhere. I run at half textures and there is no visual different between that and full texture size, but the RAM use is about a third less and it's an easier workload for your video card. A total of eight lights (4 symmetrically placed at each end) plus the lights on the FUSTEK parts fully illuminates my station. Lights will kill your fps more than adding an extra 100 parts will. There's also basic building principles to limit part count. Some people love adding battery packs everywhere. Five battery packs provides the same power as a single 4K stack battery. That's four less parts for the same electrical power. Same with those radial monopropellant tanks, people seem to add those all over. #1) they are a pain to fuel because you need to click each one and #2) one of the large monoprop tanks holds 750 monoprop, a radial one holds 40, so 18 radial ones equals one large tank, a difference of 17 parts for the same fuel capacity. Same goes for solar panels. The large Gigantor is equal to nine smaller ones. You can use two Gigantors and two girders, for the same power while using less parts. Struts ... people love to say 'MOAR STRUTS!' when it's really not true or necessary. My Kerbin station is held together by exactly four struts on the girders. An identical one at the Mun has no struts. Struts are parts, and using them to excess will just increase part count. -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
Keome replied to sumghai's topic in KSP1 Mod Releases
You do need to attach docking ports to the hub. There is a part that airlock with room on one end for a docking port. You can EVA from there, or from any other place that normally allows EVA (command module, Hitchhiker can). And yes, Ioncross works fine with the parts. You can even edit the cfg files to add the recycler to the habitat module if you want, it saves you a bit of mass and it's one less part. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Keome replied to yongedevil's topic in KSP1 Mod Releases
To get around the logistics problems, I made a mining rig that has drills and a converter. It lands on a kethane deposit and mines, then converts it to fuel. It's also capable of re-launching and landing on new kethane deposits as needed. A separate tanker comes by to get the fuel and move it to the orbiting station. Using a separate tanker lets me move more fuel at once, since I'm not constantly moving the converter and drill back up to orbit. A third spacecraft handles all Kerbin - Mun/Minmus logistics, it has extra Ioncross oxygen tanks to keep the Kerbals on the station alive. It creates a bit more work with the extra missions that need to be flown, but it also makes it a lot simpler. You only need to min and move fuel when it's needed. -
For my designs that don't have an RTG, I have one or more of the OX-STAT photovoltaic panels placed somewhere. They provide a bit of an electrical charge and the mass is light enough that four of them is almost the same as one solar panel. Usually they are on the stage above the lifter stage and get dropped off when that stage is expended. It keeps enough power going to open the main solar panels.