Cartz
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To be fair chris, its more about tweaking the engines to have sane amounts of dV, and tweaking the fuel tanks to carry reasonable amounts of fuel compared to their dry mass. The parts don't need to be any bigger, they just need to be more realistically configured. The biggest challenge imo is better drag modelling... With planets being so much bigger, and aerobraking having so much more atmosphere available to it, the flaws in the drag model will become much more apparent. I do hope that someday somebody does this so that we can get an idea of what the scale of spaceflight is really like.
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To the OP: I don't think you should wait for Intel to introduce a new line of processors if your only interest is KSP. According to all rumors, Intel is having a hell of a time with 14nm Broadwell chips and will likely be releasing a Haswell Refresh to run on the 9 series chipsets currently coming down the pipe. This likely won't happen till Q2 2014 (so 6 months or more away)... Older (current) Haswell chips won't run on the refreshed 9 chipset, so you will be locking yourself out of an upgrade path, however the %age performance increase from one series to the next is fairly insignificant anyways, and the chip you buy today will likely only be bested in the 5-10% range by the offerings out next year. I think the most powerful i5 is likely where you'll want to be going (4760k I think?), get a nice big air cooler that isn't too intrusive like the Noctua NH-U14S and at least 8gb of ram. Pair it with a decent graphics card like a radeon 5850 for now. With the new consoles dropping soon, I'm willing to bet we're going to see a monstrous improvement in GFX cards like we did with the 8800s after the 360 and ps3 launched. Doesn't make sense to buy a high roller offering now when whats coming down the pipe will be a class ahead. I speak from experience here, as I bought a 7900GTX and regretted it within 6 months. EDIT: WHY IS THE FORUM REMOVING ALL OF MY PARAGRAPHS AND FORMATTING?
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It 100% can be done, I've done it many times. What it takes is a lot of patience in tweaking your nodes. What you want to do is burn out of Kerbin's SOI during a normal transfer window, following a node setup to give you an intercept. Tweak it to get the periapsis reasonably close, but as long as you have the intercept you're golden. Once you exit Kerbin's SOI, plan a maneouver node at the ascending or descending node (whichever is closest) and tweak that node until your periapsis is quite small, if it disappears alltogether, gratz, you're on a collision course. If you can't quite get it there/don't have the patience to get it there you can do a final correction burn when you're 10d or so from a Duna intercept, just make that periapsis disappear and you're Duna bound. That said, even with a near perfect initial interception burn, Duna is going to come screaming up behind you at over 1km/s and at that speed, the atmosphere won't slow you down much before you lithobrake. Your best bet for the cheapest Duna insertion is to aim for a Periapsis of 7-10km, this will keep you above most of the terrain and allow you to use the thicker parts of Duna's atmosphere to slow you down for longer. If you burn just long enough to close your orbit, repeated passes through the atmosphere will bleed off enough speed for you to reach a desired apoapsis. EDIT: seems that the forum is dropping all of my formatting... I apologize for the wall of text.
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I find the hardest part of learning to intercept/dock is sifting through the reams of misinformation out there, from 'experts' that have docked once. Some folks in this thread have it right, others not so much. Heres an easy recipe for an intercept. 1. Launch target vehicle to 150km orbit, make it as circular as possible. 2. Launch docking vehicle to 75km orbit, again, circularizing makes it easy. 3. Make target vehicle your target, plot a maneouver at an ascending or descending node, burn anti-normal or normal (purple indicators) until ascending and descending nodes are 0.0 4. Plot transfers up to 150km, note the distance between vessels at closest approach. Your ship in the lower orbit will 'catch up' with the ship in higher orbit over time. so use time acceleration until that burn up to 150km has a < 500m approach. When the time comes, burn on up to 150km. 5. Switch your velocity indicator to 'target mode' and burn retrograde when you're at closest approach until relative velocity is 0. 6. You should now have a nearly identical orbit to your target, although you may need to fine tune a little bit, you should be set to dock. Every intercept, no matter the orbit, is a two step process imo. 1. Match target orbital plane 2. Match target orbital altitude and velocity As a few others have said, once you're within a few km of your target, through the map views and the shape of your orbit out the window. If you simply ensure that you're heading towards your target, when you get there and null your relative veolcity your orbits will nearly match. To the OP, in your images, it looks like you have a craft that has a periapsis lower and an apoapsis higher than your target's orbit. That makes plotting an intercept a lot more difficult because your vehicles velocity changes as you orbit. Circularizing helps because it ensures constant velocity and a more predictable intercept timing.
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My first Munar landing was actually intended to be an Apollo 8 style orbit, but using free return trajectory. With no RCS on board, and barely enough fuel to get there and back on a free return, I set out. Unfortunately at burn's end, I had a Munar periapsis jiggling wildly in the 200-500m territory, and my encounter was to result in a gravity assist instead of free return. I didn't know enough about the game to get out and push. The rocket skipped like a stone off the surface of the Mun, killing all aboard yet launching some debris back into space. In retrospect it was pretty epic.
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Alarming article from Polygon (let's be good to our devs, okay?)
Cartz replied to KevinTMC's topic in KSP1 Discussion
Playing the devil's advocate, is that not perhaps the fault of the game developer as well? In your snipped quote, your source states intelligent ways for beginners to go about joining beginner classes, beginner leagues and instruction tailored for beginners. In the gaming world, a game often has a 'quick match' and a 'server browser', wherein the 'quick match' fires you into a random server anyhow. There is no consideration made for skill levels of the players involved. Players of all skill levels are thrown into the mix together. Imagine if you took the worlds entire population of a sport and more or less randomly selected two teams from that entire population and asked them to compete. That wouldn't be fun for everyone on those teams. The beginners would get manhandled, the intermediates would get frustrated with the beginners and at the same time frustrate the experts. I can see by the end of a few games, how the intermediates and experts would dread getting the beginner players on their team, and might come up with derogatory terms for them. If as much effort was put into effective matchmaking as was put into say, weapon skins or hats, a lot of this prejudice would go away. -
Alarming article from Polygon (let's be good to our devs, okay?)
Cartz replied to KevinTMC's topic in KSP1 Discussion
I'd say in a lot of your examples you're discussing the content of a functioning product. And that's why in my example, Dragon Age, I just ate the cost without saying a word. The game functioned, it delivered the experience it promised, it just wasn't what I wanted. It sounded bad to me, in your words. With Simcity though it was different, the game flat out didn't work for a week, like, I can't even play it. (I.E I can't even open the book because the binding agent used on the spine glued the pages together) Then when I DO get in, I find that the entertainment I'm supposed to derive from it is so broken from its actual intent that it's unusable (i.e. exposing the pages to air caused the book to fade to the point I couldn't read many of the words) I think in cases like that, you DO deserve a refund. Its not like I didn't like the songs on the CD, its like I bought a Music CD, that was advertised as a music CD, it didn't play for 2 weeks and when it did I find out I've recieved a children's book on tape. That's sort of off topic in any event. My point was really about how the people in charge of that release completely ignored the very legitimate and glaringly obvious problems with their product. As a consumer, I felt as if they were thumbing their noses at me saying 'haha we got your money, so now we're just gonna give you the run around until you go away'. In the end, if behaviour like that is tolerated amongst developers and publishers, then we can't be overly shocked if some of our more Cro-magnon gamer brethern express their displeasure in ways that seem natural to them. Also, with your well thought out post, I feel that you've somewhat proven my main point, which is that KSP players are likely a different breed when it comes to this... You think this type of intelligent discussion is going on in the CoD forums? -
Alarming article from Polygon (let's be good to our devs, okay?)
Cartz replied to KevinTMC's topic in KSP1 Discussion
I somehow doubt that KSP attracts the kind of community that exhibits this type of behaviour. I feel like this community is a little more mature and patient than some of the communities that were the topic of that article. I actually was affected by some of the topics in that story (pre-ordered Dragon Age 2: Cut and paste edition and Simcity). However my solution wasn't to hurl obscenities at the developers, it was to in the case of Dragon Age, suck it up and play through what I purchased, and in the case of Simcity, issue a chargeback to my CC. I think the one part of this story that didn't get discussed that needs to be discussed is that game developers can't treat their clients like spoonges to be squeezed dry and then discarded. When the entire Simcity debacle was going on, and I was pursuing my refund, some of the communications that came from Lucy Bradshaw and the rest at EA were so insulting to my intelligence that my blood definitely boiled. Now I didn't act on it, but I will admit I was mad at being treated like a moron. They knew that game was incomplete, fundamentally broken, shipped it as such and then continuted shilling it like some triple A title with just a few launch issues. They completely ignored (at least publically) the multitude of complaints, then tried to buy off peoples silence with an offer of a free game from a pretty thin catalog of last years titles. If she had just come out and said 'we **** the bed, we're sorry, we will make this right' it would have been ok. That apology was far too long in coming. Whoa, sorta went on a rant there. Anyways, I think my point was that gamers can't treat devs like whipping boys, and devs shouldn't treat gamers like morons. -
Use ALT + . (faster) and ALT + , (slower) to adjust physics timewarp.
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Unity is not load balanced particulairily well, so a simple CPU reading does not suffice. Physics can't be offloaded to other cores, its a single thread. That said, assuming a linear increase in cpu usage with physics timewarp your system would hit 80% utilization on 4x physics warp, which is available now, and 100% on 5x physics warp. So even if the optimal case was the realistic case you're looking at a 25% speedup over what is available? In reality I bet if you enable 4x physics warp on that 150 part craft, you redline your physics thread and the game scales back to 3x to 3.5x warp anyways. The devs have, in all likelyhood, provided you with all your system (and most systems) can handle.
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Given that the Unity engine is generally horrible at physics on the scales which KSP requires, increasing the amount of physics calculations would just cause time dilation. As far as I can see 4x timewarp is about the practical limit in KSP.... I don't know of a computer that can handle that without redlining the CPU on anything but the simplest crafts.
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When I realized that keeping your KAS mounted docking port in connector mode: 'undocked' results in your lifter arm actually staying intact after undocking your cargo from the mothership. This made so many dreams a reality.
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Parachute colors, what do they mean?
Cartz replied to Dave Kerbin's topic in KSP1 Gameplay Questions and Tutorials
White is undeployed Cyan is predeployed - it will semi-deploy once the minimum atmospheric pressure requirements are met Yellow is semi-deployed - applies semi-deployed drag Green is fully deployed - applies fully-deployed drag Red is broken/spent. You can repack red chutes by EVAing a kerbal and right clicking on the chute when you're near it. Edit: as far as I know, chutes cannot fail when they fully deploy. If the opening shock is too great, the craft will undergo rapid unplanned disassembly, but the chutes will remain intact. -
Mitigating Parachute shock.
Cartz replied to nhnifong's topic in KSP1 Gameplay Questions and Tutorials
Drogue chutes are specifically designed to solve this problem. If you're really hard pressed, I took it upon myself to duplicate Squad's radial mount parachute, and copy into the duplicate cfg the stats of the drogue chutes. Rename and save in its own directory, and Voila, a radially mounted drogue chute. Really helps with the rapid unplanned disassembly issues if you have a few of these puppies fully deployed 2000m before your mains deploy. I also don't feel it's cheaty because their exclusion feels like an oversight, and the inability in stock to place a drogue anywhere but the top of a part stack seems like artificial difficulty. If you must go stock, lessen your re-entry angle. The more atmosphere you cut through before your chutes open, the slower you'll be going.