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Posts posted by Beduino
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+1 to this I'm upvoting they fix it as soon as possible as described in this thread. They can probably do a better job than any mod by improving the base code.
Then we have:
Lower memory footprint
Reduced loading times
More mods+more parts+more fun
Maybe optimize the planets so we can have more, maybe even another star with little memory/performance hit.
Maybe they could even figure out a way to improve performance with increasing part count so we can use even more parts to build larger bases/ships.
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+1 to this I'm upvoting they fix it as soon as possible as described in this thread. They can probably do a better job than any mod by improving the base code.
Then we have:
Lower memory footprint
Reduced loading times
More mods+more parts+more fun
Maybe optimize the planets so we can have more, maybe even another star with little memory/performance hit.
Maybe they could even figure out a way to improve performance with increasing part count so we can use even more parts to build larger bases/ships.
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I was able to get a small concentration of Karborundum (like 0.11% or something) with the solar collector in a eccentric orbit near eve distance in solar orbit.
It fills up the tanks pretty fast then, i thought this would be much harder, that I would need to go down and have barbecue in Kerbol. Is this now the way it's supposed to be?
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Just wanted to note that Mars surface when you approach for landing, either gets Red 255 or it gets dull gray.
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Yeah, just figured the payload was 3 times the mass of what it should be originally; that's why my MSL replica (at least in terms of numbers) didn't have enough delta v for a mars transfer.
Any good tips for aerobraking and landing on Mars? Like what PE altitude?
After a few calculations figured out that the real MSL orbital periapsis was like -3000 km below mars surface.
Feels like im going to crash land, those seven minutes
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Yeah, just figured the payload was 3 times the mass of what it should be originally; that's why my MSL replica (at least in terms of numbers) didn't have enough delta v for a mars transfer.
Any good tips for aerobraking and landing on Mars? Like what PE altitude?
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Is anyone else having trouble with docking ports?
What kind of problems? Seems to work just fine for me.
If you are having a hard time to dock in RO/RSS compared to stock, it's probably a combination of needs more precision instead of having so many rcs thrusters (with the correct type of fuel).
In RSS use only one row of 4 RCS thrusters a bit offset of the COM (like the Apollo CSM) and try to turn off SAS when not needed, after aligning the vessels for instance, then it's just a matter of using the RCS to move forward and dock.
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Ok, so as I initially wrote, this results from the difference in density. The fuel ratios you quote are expressed in terms of mass, while the amount of fuel in ksp is expressed in terms of volume (liters). Since different propellantsv have different densities, the ratio expressed in terms of volume is not the same as one expressed in terms of mass.
Bottom line: everything's correct.
Thanks, after wrapping my mind around that; Made some quick calculations based on the Delta Cryogenic Upper Stage and everything seems to check ok with RO. http://www.spaceflight101.com/delta-iv-heavy.html
Not sure yet why my upper stage seems to be under-performing though, but will try to figure out.
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I have a question regarding some engines having a wrong fuel mixture ratio in RO.
For example, the RL10 http://en.wikipedia.org/wiki/RL10 has as much as 6 oxidizer to fuel ratio, but in RO they consume a lot more hydrogen.
The AIES Delta4 Heavy RS-68A is also wrong.
No wonder I could not get my replica launch vehicles not even as close to real ones, is that a bug or what?
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All my AIES parts are still named non RO! Is that a bug or something? Crap only wanted the RS-68 engine was stock in RO :/
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Updated to RSS 8.3. It fixed the color at least, but now the space center is in a giant crater, and the ground texture is wrong. It seems to be loading the wrong textures.
*Oh and I did do a fresh install of RSS.
You are missing the terrain textures, check the dds loader and the new RSS DDS textures.
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Telemetry break out phase.
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Does NASA not believe in braking orbits? Curious why they keep saying they have to simulate extreme re-entry speeds... In KSP, I just use the upper atmosphere to slow down.
Interesting question.
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35 minutes from splash down
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Did the "heatshield engineer" just say that friction causes the heat build up.
Did he just say a beauty heatshield engineer just say that "friction" causes the "heat" build up. Because that's what i thought. LOL
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crap.. five minutes away and missed the orion separation.
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Australia look up to the west
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They're going for a negative perigee because they want to simulate reentry from high up. It's a compromise.
I see so they are going to "simulate" a even faster/higher reentry.
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Interesting, PE is now below ground. Wonder at what altitude the will aim for reentry.
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So it's a initial orbit near 200km PE / 900km AP and later something like 5000Km Ap boost. Pretty neat.
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I play RSS and Realism Overhaul only and my rockets are usually under/over too because I find it difficult to turn it in-atmosphere without destabilizing the stack. Not sure that's it though. The Space Shuttles, Energia, Soyuz, all of them rotate in the atmosphere though.
If you mean your rocket is wobbly, try this: make your root part the main booster tank.
I believe it is nautical miles. That unit seems to be very common in aviation apparently, and since space flight is a type of "flight", they use the same unit. Don't ask me why they still use it now.Naultical miles, ow man what a unit. Thanks was scratching my head, since SI seems to be more common nowadays.
What is stopping Squad from loading textures on demand?
in KSP1 Suggestions & Development Discussion
Posted
Actually it's not a pain, it's the sane thing to do. Can you imagine half-life loading all the textures and maps into memory?
It should be something available in Unity actually. Judging from the fact that Cities Skyline also uses Unity and suffers the same fate of having mods and is loading everything into memory.
Maybe it's something they improved in Unity5 but im not certain.