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Pirke

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Everything posted by Pirke

  1. I'm playing on hard with FAR, DRE and real chutes, and I'm loving the challenge! No Kerbal died so far So far Jeb has been lucky... Reentry G forces almost got him. And watching half of the radial chutes burn off wasn't helping either. The other half failed due to the speed being too high to deploy. Still he was able to jettison everything below the pod and deploy the single emergency chute, it saved the day!
  2. I just started a new career, hadn't played since 0.23 or so, and this 0.90 is fun! Got FAR + procedural fairings installed as well, I like it Hard mode, just did my first 2 flights to get the to orbit contract unlocked. Now I'm thinking of going to the moon on my 3rd flight, even though I can't EVA yet. I like how I'm actually way to low on cash and can't do stuff because I haven't upgraded any buildings. I ignore all low paying (money/science) missions, as that's totally not helpful in progressing. And every launch costs money, and every failure is a permanent death for a Kerbal. Jeb says: Bring it on! I might even install deadly reentry, that'll make it extra challenging
  3. I'm still waiting for the mission "orbit the sun while at a minimum distance of 100km of any spacecraft"
  4. My mods are all not working...
  5. Thank you google for finding this good post! Exactly my question, I had no clue how to show debris in the map view.
  6. Thanks Do I also get credit for landing on Mun (can be verified in the screenshots)? Or am I asking too much of you?
  7. The decoupling was only added to provide a Kerbal without having to spawn a different vehicle... and decoupling doesn't happen "in flight" but on the runway I thought a shotgun chair was more fun than a regular cockpit. It flies perfectly with a cockpit and can get to the Mun+Minmus and back, but then the name "Shotgun Hawk" would be a bit silly
  8. 60 degrees elliptical 1000km / 500km seems to work very good for me. About 21 medium scanners on my probe and it can scan Eve in less than 2 to 3 minutes at 1000x timewarp (or did I do 10000x? not sure...) with 95% coverage excluding the poles (not interested in them). Except from the fact that it looks silly to put 21 scanners on a probe, and it needing a bit more fuel to maneuver, it works fine.
  9. More focussed on resource mining and processing instead of only sending satellites into space, but yes that's the direction I like
  10. Ah now I get it. When there are other resources besides Kethane this will become more interesting. A mod I was thinking of was actually giving you a starting budget from which you can buy your ship components, and you have to bring back Refined Ore or whatever to sell back at KSC. Refinement can be done at KSC ground level, in space, whatever. Try to make money that way by starting small to get a basic income and then expanding. The most valuable resources are of course far away in the solar system. It gives more purpose to the game than just go everywhere and see everything explode Especially if the kerbals can be given trivial tasks to do (planned feature), like "go to orbit and dock with refining station". That would require less micromanagement and lets you focus on the big map if you choose so.
  11. Is this a backwards compatible fix? I'm about to launch my Grand Tour using Kethane for refueling along the way. If it's not backwards compatible I'll wait 2 days... And what do you mean with "supports multiple input and output resources" ? I already activate liq fuel, ox and monoprop at the same time and that seems to work fine.
  12. +1 for changing/assinging action groups in flight and after docking
  13. Software development 101 when dealing with customer error reports: "this has never happened before / i've never seen it do that / that can't happen / must be bad hardware / the planets are wrongly aligned...." Though I completely understand your remark, it is also the single most wrong answer given to actual bug reports lol. Poor customers
  14. I'm going to do a double post as this relates to the combination of Engineer Redux and Kethane: I'm getting a lot of NullReferenceExceptions in the KSP.log when using Kethane jets, possibly due to Engineer Redux. The Build and Flight Engineer info stop showing delta-v calculations when I install a kethane jet. TWR is still available, but with a HUGE lag probably due to all the exception handling going on. Does anobody else see this problem as well using Engineer Redux + Kethane Jet? EDIT: this is the error in the output_log.txt: NullReferenceException: Object reference not set to an instance of an object at Kethane.OrthogonalIntake.FixedUpdate () [0x00000] in <filename unknown>:0 EDIT 2: when modifying the jet part.cfg to use IntakeAir instead of KIntakeAir, the problem disappears. Is this a problem in Kethane Mod, or should the Engineer Redux mod be extended?
  15. I'm getting a lot of NullReferenceExceptions in the KSP.log when using Kethane jets, possibly due to Engineer Redux. The Build and Flight Engineer info stop showing delta-v calculations when I install a kethane jet. TWR is still available, but with a HUGE lag probably due to all the exception handling going on. Does anobody else see this problem as well using Engineer Redux + Kethane Jet? EDIT: this is the error in the output_log.txt: NullReferenceException: Object reference not set to an instance of an object at Kethane.OrthogonalIntake.FixedUpdate () [0x00000] in <filename unknown>:0 EDIT 2: when modifying the jet part.cfg to use IntakeAir instead of KIntakeAir, the problem disappears. Is this a problem in Kethane Mod, or should the Engineer Redux mod be extended?
  16. What does 64 bits have to do with this? 16 bits would be enough, as 2^16 is more than the maximum number of hexagon tiles in 1 grid This is not my issue. My issue is that I don't want to wait real-time and are unable to play Kerbal Space Program for those hours... I work many hours a week and enjoy an evening of KSP to relax. Just having the game running in the background while I'm forced to watch youtube doesn't bring me the joy of time otherwise spent in designing new rockets and see them explode or not. This Kethane mod is greatly enhancing my gameplay experience by making planetary bases and orbital probes actually useful (refueling in a far away system). But I do have a limited real-world time schedule to do it all in... I'll stop now, I think I made my point
  17. Then it will snow and be sunny at the same time! Because of this optimization it is possible to keep track of thousands of ships all over the galaxy during a 10000x timewarp. You simply can't do that without this optimization of having each orbit fixed. There is a reason why many-particle simulations often use timesteps of 0.0000000001 seconds per calculation frame, and it takes a lot of time to calculate each frame (often seconds to hours on a regular PC, depending on the number of particles and forces involved). In these (scientific) simulations a lot of shortcuts are taken as well: only interactions with particles within a max radius are taken into account. The rest is ignored. The outcome is completely different, but "correct enough".
  18. I don't agree: the scanner pulses x times per second, that's why it starts skipping tiles at timewarp: pulse N is before the skipped tile, pulse N+1 is after the skipped tile. It just didn't pulse while over the skipped tile.
  19. But it is NOT an active ship, the game doesn't calculate anything for those: they just have a fixed orbit until activated again. When I'm on an intercept course to Mun and switch to another vessel orbiting Mun, I see the first ship come and go without changing it's nice elliptical orbit. It does not get any influence of Mun.
  20. Yes, but its all FIXED, you calculate it once when an orbit is established/changed (can only happen in real time or physics warp), and simply apply the warped time to the function. It doesn't take a huge amount of RAM to apply a single function, or draw a line on a sphere, especially on this very coarse hexagon grid.
  21. As a side note: apart from this imho big flaw I do like this mod very much! Don't get the wrong impression
  22. Why do all the physics calculations? What you know: - Which ship is where - Which ship has its scanner enabled (at the time of registration to the background mapper and without a turn off event it stays on) - The orbit of the ship (including its surface height over time! so the balance concern of Majiir is not valid in my opinion) - The sphere of influence with its rotational speed All you need to do is plot a line over the surface: calculate the oscillating function based on orbit and rotation speed so that you can simply draw this function on a fixed sphere (move the rotational part to the ship trajectory). It doesn't need to be perfect, and a few in-game days in a few seconds timewarp will allow most bodies to be scanned this way (as long as you don't screw up and choose an equatorial orbit or a nice perfect 4x 90 degree pattern etc). The fun part (for me) is creating the probes, sending them to everywhere, let them do their thing in the background and when I get there with my mining base the planet has been mapped and I can start mining. It will actually be beneficial to have multiple probes as they all work together. What I don't like is the tedious wait because it needs to map it in "semi real time". The above method is a very simple and "correct enough" method and completely in line with all other "correct enough" physics in this game. And a counter argument why I do want to be able to make use of the 10000x timewarp for this: when I travel to other planets I also use timewarp. It's part of the game. Nobody forces me to travel to Jool at max 50x timewarp, so I have to go do other stuff and leave the game running over night(s). Worst gameplay experience ever... I'd rather grind 200 bunny kills for 1xp because that means I'm actually playing. And perhaps they let me have a big BBQ of them
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