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Galane
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Everything posted by Galane
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Here's a bug. The target selection list defaults to the KSC pad. When I click the Set button next to it I get the popup text Target N/A. I have to click the Set button a second time before it will actually set the KSC pad coordinates. I built a new lander from scratch last night. 1 central Poodle and four T30's. Land Somewhere (with heating 'splosions disabled) got it down safely. Yea! Squad majorly nerfed the Poodle and LV909 darnit! What am I supposed to use for powered landing, a Skipper? (They also made the big Kerbodyne engine weaker than the Mainsail at sea level and in vacuum, while also being much heavier. The stock Learstar now has a TWR less than 1!) I tried the same lander from the same orbit to land at KSC. Landing Guidance decided to incline the orbit to about 45 degrees and increased the Apoapsis to get a Mun encounter. screenshot0 KSP 1.0.2 by g_alan_e, on Flickr Since I mentioned the Learstar... Swap the KR-2L out for a Mainsail and it can fly, but unfortunately MechJeb's differential throttle can't handle it now as it is built. Instead of using the engines on the shuttle to add enough thrust to keep the craft balanced, it cuts their throttle way back and the Mainsail down to next to zero, and proceeds to fly into the ocean. Setting force roll to 180 (in both boxes) doesn't help. That's a stock craft that was barely usable in previous KSP versions (thought I was able to use Ascent Guidance to get it to orbit), now needs a major rework.
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The KR-2L has been severely nerfed. It's weaker and much heavier than the Mainsail. Just try to launch the Learstar. It has an on the pad TWR less than 1, unless the KR-2L is swapped out for a mainsail. Unless that's fixed, the big engine is pretty much useless in a first stage, and not so hot anywhere else, having less thrust and a lot more weight than a Mainsail. The only reason to choose its mass would be if it's a whole lot more efficient at high altitude and in vacuum than a Mainsail. *Makes a note to add a TI (Thrust Improved) KR-2L for ReStock... If only Science (and rocket fuel chemists) could figure out how to overcome the many problems with fuels containing boron. 'Tis nasty stuff. Creates a whole lot of sticky solids which not only make a real filthy exhaust, they manage to glue up the nozzle throat to the point of sometimes choking it off. That causes the combustion chamber pressure to spike and *kaboom* if the fuel flow isn't cut in time. It's been a few decades since anyone has bothered to experiment with boron fuels. Someone needs to invent a coating so slick that boron soot can't stick to it, while also being able to withstand the temperature. Chlorine-Fluorine fuels are *almost* practical. (One such was actually put into use on a pretty large scale, until the storage tanks it wasn't supposed to be able to corrode through began to fail.) Their main issue is handling and containment. Nevermind that some combinations can eat through a few feet of concrete and will react explosively with almost everything... Just need to push the boundaries of materials science. Unfortunately Dioxygen Difluoride (FOOF) will most likely never be useful for anything due to the process of making it requiring temperatures of 700C while the compound will react explosively with pretty much everything, even at liquid helium temperatures. We have all read "Ignition!", right? If only Mono-Hydrazine was real...
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1.0.2 no sound on Win 7 x64. Not Steam.
Galane replied to Galane's topic in KSP1 Technical Support (PC, unmodded installs)
DXdiag claimed absolutely nothing was wrong. I downloaded the web install for DX11 and ran that to reinstall DirectX. Now all the sound works again. Dunno why Microsoft removed the tests from DXdiag that actually test the video and audio. All it does in 11 is tell you information that may not be correct. -
1.0.2 no sound on Win 7 x64. Not Steam.
Galane replied to Galane's topic in KSP1 Technical Support (PC, unmodded installs)
I tried https://support.microsoft.com/en-us/mats/windows_media_player_diagnostic which claimed to have found and fixed several problems but still no sound in KSP and Windows Media Player 12 won't play WAV, OGG, or MP3 yet WAV files play normally for UI events like error messages and when moving volume controls. Something, somehow, somewhere has boogered *something* in the audio on my PC. Updating to the latest Realtek drivers released in April didn't change the problem either. -
Build a probe with one, give it an RTG with a big slug of plutonium wrapped with the latest in Peltier technology, launch conventionally to space then aim where you want to go. Could send an IMAX camera and 4K digital cameras to Mars, film the planet in full color instead of the 1960's methods they still use of a monochrome camera and color filters. With the speeds available to a constant thrust drive it would be feasible to just bring the film and massive digital files back to Earth orbit to be offloaded and transmitted rather than trying to squeeze data slowly across long distance radio links. Or how about using the EM drive to position high speed laser communication relays around the solar system so that probes using the drive would be able to go anywhere and send massive amounts of data back to Earth.
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1.0.2 no sound on Win 7 x64. Not Steam.
Galane replied to Galane's topic in KSP1 Technical Support (PC, unmodded installs)
Deleting the settings.cfg didn't get sound working. I've looked through the stickies and didn't find anything about sound not working. How about a specific pointer to troubleshooting this? -
How about taking over ReStock? With Squad doing an even bigger moving and renaming of files, it will need quite a bit of editing to get it working again. (Same as *every* other release from .23 through .90.) Also there are the new changes for drag and drag shielding and more. Might also need some node position adjusting *again* so some of the compound parts will fit together properly. Some (more) parts will be obsoleted by new stock parts, but there's also the potential to CFG mod many of the new parts to make more sizes. Perhaps upsize that new offset nosecone for Rockomax and Kerbodyne diameter. You could dive right into learning the part CFG format (.90 and earlier and 1.0.x and later) and the only tool you'll need is a text editor. The best way to go about updating ReStock now would be to toss in one part at a time and edit the .cfg to make it work. Once you have a few done then it will be easier to do the rest. The updates I did were mostly a mad rush to find what Squad had moved to where and what/if they'd changed the file names. Once I had the parts showing in inventory again, then I'd look for nodes needing tweaked and in some cases I'd have to write instructions for copying some stock files to new locations because for some reason it doesn't work to reference stock parts in a folder containing more than one part - for example the liquid fuel drop tanks where the fuel fuselage and structural fuselage are in the same folder. If you can figure out a workaround so stock files don't need duplicated by the person installing the mod, that would make it easier to use. So anyone who wants to take over ReStock, just download the .90 version linked in my sig and let me know. Put it on Kerbalstuff when you have it ready to use. Major thanks to PolecatEZ - Restock was the first mod I used, back in .21. P.S. Suggestions for additions to ReStock for 1.0.x, Airbrakes that are not usable for steering, only slowing down, and don't have any contribution to drag or lift when not deployed - like real world air brakes. Copies of all the 'lego' wing panels with no lift and minimal drag, possibly reduced weight so players can go back to sculpting nice looking models of the F-22. Name suggestion, ReStock ReForged.
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One change to landing AP that would be a big help is to have it orient the craft for the initial deorbit burn before warping. That's what maneuver planner does, which is very important for slow turning craft. Landing AP just takes off however the craft is oriented then attempts to rotate after exiting warp. If your craft takes several seconds to rotate it can end up passing the node before doing the burn.
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Right now I barely have time* to squeeze in a bit of KSP now and then. Squad has renamed files and folders and moved them *again* so many of the cfg files will need edited *again*. More stock parts have been added which are very similar to ReStock parts the originator (PolecatEZ) of the mod made and some that I made. One example, the small nosecone with the antennae in stock. Another one is the "space pants" MK2 dual engine adapter. The original ReStock had one of those using three parts scaled and welded together. Another 'tweak' Squad has repeatedly done is fiddling with node locations on some parts, requiring adjustments again and again to some of the composite parts like the fuel drop tanks that are made from scaled down LF fuselage, two MK7 nose cones and a radial decoupler. The first change had the cones separated from the center. I fixed it. Next release had them buried into the center. I fixed it. Next release they were hovering off the ends again and I fixed it again. Same story with the 5-way RCS blocks and some other parts. There is some leftover stuff in the collection to weed out. My plan is/was to redo one part at a time and have only the cfgs for the functional parts in the pack. Something that could be added, copies of many of the wing parts with no lift and low drag so the ability to use wing parts for sculpting nice looking copies of planes like the F-22 Raptor will be possible with the new aero. Then there's the new heating and aero/drag shielding etc. Looking at a few of the 1.0.x part cfg files it's evident Squad did a massive cleanup pass. Old leftover comment lines are gone and formatting is different. If someone is willing to step up, take charge of a mod that needs no programming, no 3D modeling, nothing but a text editor and a copy of KSP, I'll pass it on to you as PolecatEZ passed it to me. *I'm working on things like swapping a 1991 drivetrain into a 1982 GMC truck, converting a JET 9x20 metal lathe to CNC, refitting a large knee mill with modern CNC control, refurbishing a couple of antique metal lathes, casting plastic parts for classic cars which is my main business, life in general and all the other irons I have in various fires. Gaming, sadly, is wayyyy down the list. I haven't even launched Armada Online in months. Lucky is me if I have time for a few games of Windows Solitaire.
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I put four airbrakes on a lander on top of a rocket to test to see if when deployed they'd increase drag for landing on Kerbin. Whyfor? To see if that would reduce the fuel required to land. The problem is that the airbrakes cause a huge shift in center of lift, requiring enough fins on the bottom end to outfit a fleet of 1959 Cadillacs. Consider airbrakes on real aircraft. They're made to be flush with the surrounding surface so they don't cause drag when retracted. Can the CFG for that part be edited to make them produce zero lift all the time and zero drag unless deployed? It would be nice to see this fixed as a hotfix not requiring a full re-download.
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Old NASA black and white Old-NASA-BW by g_alan_e, on Flickr Old NASA color Old-NASA-color by g_alan_e, on Flickr NASA stripe as used on the X-15 and other experimental vehicles Nasa-old-fin by g_alan_e, on Flickr NASA "worm" NASA-worm by g_alan_e, on Flickr NACA wings NACA by g_alan_e, on Flickr Larger version of the NASA "meatball" NASA-color by g_alan_e, on Flickr Nassau
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That would be an interesting option, simulate fuel burning turbopumps to move the fuel around.
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Build 440 is better at landing. Using the same craft, it didn't do the flipping back and forth with erroneous "corrections" or drastic changes to the orbit. Still went quite a ways long past KSP. That could be due to the lander needing a redesign to somehow pack in some more fuel so it won't run out at about 500 meters. Might also need something to increase drag. I'll try some of those deployable air brakes. Alan Aerospace Recycling and Packaging is determined to continue its tradition on not relying on flimsy cloth for landings.
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Tonight I had it almost nearly doing successful landings using land somewhere instead of trying to land at a target. The issue is having enough fuel and thrust to slow down enough to avoid too fast of an impact. May have to resort to using parachutes... The lander atop these two rockets can *almost* land from a 71KM Kerbin orbit using Land Somewhere. That just aligns for the deorbit burn and burns. No turning back and forth, no corrections, no wild things like trying to reverse to a retrograde orbit or drastic changes in inclination. http://partsbyemc.com/pub/two-step-lander.zip They're a pair of old rockets, slightly modified to make them launchable in KSP 1.0. An all rocket SSTO and the same design modified with staging. I did the SSTO just to see if I could do it. That lander design (with vastly different boosters and transfer vehicles) has been to Mun, Minmus, Duna and Ike. They have a low enough TWR that terminal velocity and heating while launching isn't a problem.
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Same ship as before, http://pastebin.com/Q0BC0rtM with build 438. Taking note that the default ascent profile "Saner default ascent profile for 1.0" has been changed, I deleted the auto generated MechJeb cfg files. Odd thing, the turn start altitude, shape etc are all exactly the same as with build 435. That rocket launches exactly the same as with build 435. TV limit doesn't appear to work and it gets going so fast that through the gravity turn it's going up sideways for a bit, like skidding around a turn. Perhaps some tail fins might keep the turn under control. Corrective steering didn't seem to make a difference. That log thing. http://www.partsbyemc.com/output_log.zip Landings on Kerbin? Still a no-go. Starts way too late, does a massive burn, undeshoots the target then flops back and forth doing "corrections". Sometimes it gets the blue mark near the red target but by then it's overflying the target. How about simplifying the problem? Instead of attempting to account for all the new aero effects with varying angles and how parts now shield one another from drag, project a perfect, tail first landing trajectory from the space/atmo intersect. Next step, use all the control authority the craft has to attempt to hold the attitude to stay on that trajectory. If it yaws off due to aerodynamic force, (bleep)it, it's gonna crash same as a real one would in that situation. Needs moar reaction wheels and RCS! Simplify the drag modeling MechJeb does. Start from a plane at the bottom of the craft, perpendicular to its axis, and project upwards to calculate the cross sectional area. Do math with that and the air density gradient. You're looking for optimal. If the rocket is built to where it can stay at optimal orientation with MechJeb at the controls, it should land intact and close to target. If the rocket doesn't have enough control power to keep itself at optimal orientation, the landing will be sub optimal or *splat*, same as a real tail first landing rocket would be. It doesn't have to be MagicJeb, able to save any craft that hasn't broken apart from tumbling out of control. Another way to look at the problem. The design of bullets. People who design the shapes of bullets don't care what happens aerodynamically after one tumbles. If it tumbles, the shape and/or mass distribution was sub-optimal. Their problem is designing bullet shapes to keep them from tumbling. KSP's new aero model is just going to force people to design more stable rockets for landing on bodies with atmosphere. MechJeb doesn't need to be able to safely bring down unstable rockets. "Aerodynamic forces exceeded available control authority. Rocket tumbled out of control and crashed."
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Yet again I manage to break landing guidance. KSP 1.0 no mods except MechJeb dev build 435. Sandbox game with normal difficulty settings. I launched this http://pastebin.com/Q0BC0rtM to 100 KM orbit with Ascent Guidance then attempted to land at the pad. First attempt I left the Kerbodyne engine and tank on, figuring it would do the high deorbit burn then I could drop it. Uhhh, no. MechJeb attempted to *reverse orbit direction* actually came to a stop and started going retrograde before I aborted the auto land. So after dropping the empty I tried Land Somewhere - falling almost straight down. Ran out of fuel because it wasn't using atmosphere drag at all to slow down. Second attempt I dropped the big tank before starting to land. What's this? It won't even begin to attempt to land? No auto warping, no high deorbit burn? Land Somewhere got it to start so with the lander on the way down I tried the autopilot again. Nope, not working. I let it freefall a while with SASS holding it retrograde, intending to save some fuel for Land Somewhere to do a suicide burn but the new Aero forced it around to prograde and *splat* into the ocean. (Had 4 or 5 explosions in the hot zone but saw no missing parts right before impact.) I'll try starting a new sandbox game with heating set to off and see what happens. Also looks like the new aero is going to make landings on bodies with atmo a lot harder, even without heating on. Not only will I be abandoning the save and all the missions I've been working on since .21, looks like I'll be building all new and different craft, at least for going back to Duna and Eve. Oh, terminal velocity limiter in Ascent guidance, not working on this rocket. Got lots of shockwave and just a start of heating before getting above the lower atmosphere. Without TV limit it even flies up sideways for a bit in the turn, doesn't break apart and no wobbles so Kerbal Joint Reinforcement may no longer be needed.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Galane replied to benjee10's topic in KSP1 Mod Releases
I've seen the movie and these ships look very nice. One (of several) gigantically huge plot black hole in the movie. The Ranger shuttles can lift themselves to orbit from a planet with considerably higher gravity than Earth, so WTH did it need to use a big booster rocket to launch from Earth? For nerds/geeks/Sci-Fi fans of a certain age, naming a shuttle Ranger will always bring to mind . -
I installed the latest KSP, had a look at the changelog and the yet again majorly altered folder structure and names for parts. I'm going to have to edit most or all of the ReStock cfg files again. It also looks like some (more) parts will be deprecated. Though in compensation I may be able to work up some more re-cfg-urations of stock parts. So what I've "done" in KSP today is surveyed the task before me to continue having the ReStock parts pack working as much as possible.
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[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
Galane replied to Starwaster's topic in KSP1 Mod Releases
Looks like from the KSP 1.0 changelog that Stock Drag Fix is obsolete... -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
If 1.0 is the end for Kethane, then I definitely will be starting a new save, after nursing the same save along from .21 through .90, with Kethane extracting and refining equipment on Mun, Minmus, Ike, Eve and orbiting Gilly. I've tons of fuel orbiting Kerbin, Mun and Minmus and tapped none of it around the moons to go anywhere. My Duna and Eve missions left directly from Kerbin. ISTR emptying one Kerbin orbiting fuel depot then deorbiting it due to it being useless, too much bother to refill. -
This mod is on my watch list for 1.0 updates.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
You may have too many, or too few, launch clamps. Could be the same with struts. Hit F3 after physics stabilization is done and see if there's any failures shown. What happens to your rocket when it loads without KJR? Big splosion? Broken joints? Try running some struts from the launch clamps to the rocket. I've never tried that, but I tend not to build launch pad crushing rockets. How high above the pad is the lowest point of your rocket? Unless you have a mod that inflicts 'splash damage' from exhaust, get it down to almost touching the pad to minimize pre-launch sway.- 2,647 replies
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