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G'th

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Everything posted by G'th

  1. Indeed it is normal. Just got to learn to take it slow. You really only want to let loose the speed when you know you have a solid flat surface to travel over. Definitely don't travel under warp if you've been doing so. As for how heavy, however heavy whatever you use to launch it wherever you plan on using it lets it be. I have a rover I made for Duna that masses around 20t depending on what I have on its trailer, and most of its mass is concentrated towards the ground, and its over 5m wide. It drives really well even at high speed in low gravity, but even so if you let the speed get out of hand or if you end up making one bad turn (or indeed, hit the random bump) it'll still flip. As for the RCS placement question, that sounds possible but I'm not sure what you're referring to by "RCS wheels" and where you want them pointed.
  2. Depends on where you're driving it. Most places rovers going too fast are going to cause some bad times. The thing you have to realize is that most rovers are absurdly fast even though the metric speedometer doesn't really clue you in on that. You might think 10m/s is slow going but in reality you're going over 30mph at least (or something like that, think I might have the actual conversion off by, a lot Point still stands though). And those wheels in particular can get you going up to 15-20m/s. When it comes to rovers, take it slow. Very slow. Otherwise as soon as you hit a bump in the ground you'll go flying especially on anything that doesn't have at least 1G on the surface. And even then. Getting your COM lower will help, but what'll help even more is to pack even more mass into the rover so it hugs the ground as much as possible. If you want a fast rover, make it a fat one too. But even so, go too fast and you'll still have a bad time.
  3. Can't imagine it hasn't been said, but Outer Planets Mod.
  4. Well, I haven't used KSO in 1.04 but from what it sounds like it just sounds normal. The KSO as it was was balanced against pre-1.0 stats and physics so its naturally going to have more fuel leftover after circularization because it was meant to use around 4500m/s delta-V to get into orbit, and now the dV to get into orbit is somewhere in the neighborhood of 3500m/s. I'd say either remove the extra fuel in the VAB or take it as extra payload that you can send up. And as for Mechjeb, it probably just has issues coping with the offset thrust once it starts lowering the throttle. You could spare yourself that issue by just circularizing yourself. Or, by doing the launch yourself. Presuming KSO flies properly under the new aero, it won't be that hard to fly and ultimately it'll be more fun.
  5. Its RAM. KSPI-E is hugely ram intensive, and you're combining it with several rather large parts packs. Turn on OpenGL and see if you fare better. Also, start culling parts from all the mods you use. I guarantee there's a good bunch of parts you never use that are just wasting space. Instead of all the different tank mods you have, kill the tanks and get Procedural tanks and then get a good set of textures for them.
  6. Huh. This is so strange but back when I started fiddling with them whenever I'd rescale them I wouldn't be able to get the negative values back. It'd just be stuck at 0 and wouldn't budge anywhere. But now it seems to be working fine. Weird. But oh well, it works as intended!
  7. Actually that was me trying to fix them before hand. Before I had this issue they wouldn't actually decouple at all they would decouple but there'd be no ejection force at all. Hmm. I'll try reverting to a negative and see it if it works but I have a feeling I'm just going to hit the no ejection force bug again. (and now that I think about it that may be the actual core issue now xD) EDIT: Gave it a whirl and now I see why I was having the nodecouple force bug in the first place. Any way to make tweakscale play nicely with the negative values? (I like tweaking the smaller fairings to be larger because they look a bit better than the basic 3.75/5m ones, or because I just want two fairing halves in a larger size)
  8. Can't imagine which mod might be doing it, but here's what the cache says is going on with one of the nosecones: I would imagine that may be its the anchored decoupler that's doing it, but i've already tried replacing it and I think it either didn't work or my rather "throw stuff at the wall and see if it works" method didn't quite pan out. (Or both)
  9. Anyone know a fix for the old fairings? Essentially the issue is that instead of ejecting outwards away from the payload they eject in the opposite direction and right into the payload. I've been poking around the config files for them and there doesn't seem to be anything that I would think would be the culprit so I'm hoping someone with a little more knowhow could give me a hand on fixing this. And on that note, any reason why the 5m Expanded fairing nose and walls aren't in the download?
  10. I believe the multiplier applies to the actual total science you return. So in reality you are getting that 6.5x science multiplier, its just you're applying it too early. If you earn 7.5 on Kerbin's surface, you'll earn 6.5x that high above Kerbol.
  11. Much as the title suggests, I thought I'd make this post as a general request for RPM integration for some mods. These mods in particular would, I think, be really beneficial to have in an RPM IVA (Both in terms of Gameplay and Immersion) and if combined with ProbeControlRoom it'd be even better. So without further ado: Ship Manifest (Basic crew, science, and fuel transfers are something really missing in IVAs) RemoteTech2 (The Flight Computer would be amazing to have in IVA as an alternative to MechJeb's Autopilot functions) Chatterer (Basic volume controls, possibly disguised in an immersive way as communications controls) Infernal Robotics VOID/Kerbal Engineer (Much of what these two provide in-flight is already provided in one way or another, but some of the options more specific to these two would be useful info screens to have) Protractor and Precise Node (I think it'll still require a hop to map view for nodes, but a way to go from launch to splashdown and literally never leave IVA or otherwise break the immersion of it would be amazing) Trajectories (Not sure how hard it would be to implement this into the Orbit views, but it would be nice to have some trajectories plotted in IVA) CactEye and Tarsier Space Tech (Meant more for PCR gameplay, it'd be cool when in the control room to be able to control the telescopes in this mod via RPM)
  12. ^ Dumb question, but are you in warp when you do this? I can't imagine short of a mod conflict or just a straight up bug that would require a clean reinstall why that would happen.
  13. As someone who lives in the area, I can give you some better locations. There's two I can recommend that you shouldn't have to pay to get into. If you want to bike, you should be able to get to Jetty Park up in the port if you leave early enough. If you want to use your car, there's also Kars Park across the bridge (the first one going across Banana River). Both sites will give you great views of the launch as they're more or less the closest you'll be able to get to short of getting into the Space Center or somehow the base itself. Sun shouldn't be too big an issue if the rocket launches when its supposed to. The absolute best place though is the Space Center as they specifically have areas set up for the best viewing of the launches. And its well worth the upfront cost to get in. And if you're coming here to see a rocket go up, why not spend the rest of the day at the center? Its a shame I'm working that day because I'd hoped I would be able to come out and see it.
  14. It'd probably be easier to just consider the RSS Kerbalverse just that. A separate universe where only Kerbal evolved other than the vast variety of life Earth actually supported during its existence.
  15. ^ Yeah its pretty easy to recreate. Presuming you have PR enabled, you can simply create any old maneuver node, have the flight comp lock to it and then go into timewarp. Your ship should tumble out of control.
  16. Its orange because the foam insulation for the tank is naturally that color. What you're seeing is essentially as if you saw the side of a metal sign that wasn't painted. It was shown as being painted white during earlier renderings largely because it looked prettier. (or so I think anyway) It was pretty much a given that eventually the paint would be dropped. Also, painting it would be like painting a popcorn ceiling except even more difficult.
  17. ^ Indeed. I do kind of miss the Ares 1 though. Its my favorite basic design in KSP for pure crew launchers.
  18. Well, I'd say its mostly because in those cases the payload likely isn't pushing the launcher to its limit so the relatively small amount of paint would be fine on the fairings. You have to figure that those logos are likely going to weigh far less than painting the entire tank, and if you already have a lot of headroom in your vehicle it probably isn't going to matter. And isn't the primary difference between SLS and Ares V just in the core engines and the second stage?
  19. So, lately I've been poring over material about the Constellation program (among others) and something that occurred to me was the rather high amount of debris that would be ejected somewhat randomly onto the Martian surface. Much of it would come in the form of the aeroshells and the ascent vehicle (I didn't see what they would do with it, but I would imagine deorbit), but even so. It seems strange that for what would likely be several landings you'd end up with over 3x that in debris crashed into the surface. Obviously I can understand that the debris is more or less unavoidable as Constellation was designed, but I'm curious as to what NASA's policy actually is in regards to debris when it comes to places like the Moon, Mars, etc. Do they actively minimize it? Do they try to control where it actually ends up so that potential science! isn't destroyed or otherwise inaccessible? I know during Apollo they initially ejected the S-IVB's out of the system and then moved towards turning them into impactors for seismic readings, so in that case I can see why the debris was acceptable. But for something like Constellation, I'm curious as to the thought process behind why the debris would have been acceptable beyond the simple "not wanting to redesign the entire mission" bit.
  20. I would think given their expendable use (During the Shuttle program that would make sense) now that it wouldn't matter too much. But then again, the Titan boosters were painted like that too so may be I'm underestimating how much the casings can degrade from leaving the factor to launch if left exposed. I did more or less figure that the extra dry mass ultimately didn't matter for a booster like these, though.
  21. ^ I also recomend AIES Aerospace as well as Bluedog Industries. Both have some awesome awesome antennas to cover the gaps in sizes. Anywhoo, not sure if its ever been reported but I did find a rather painful incompatibility between this and Persistent Rotation (and it seems that the issue may result from issues in how both mods work). Essentially when you set the flight computer to control your crafts orientation when combined with the effects of PR it causes the craft to lose control. And from what I can tell this is because the method the flight computer uses to hold orientation doesn't use SAS (and instead seems to be constant control input) and when combined with PR and time warp this results in the craft spinning rapidly out of control. And thats because of how PR works, essentially causing the last movement the flight computer does to carry through time warp. So if the flight computer corrects your craft in an upward motion and you go into timewarp after this, your craft keeps going upward because the flight computer doesn't do any input once you go into warp, and because PR will only keep an SAS enabled craft pointed in any direction during warp you end up with a craft that ends up spinning out of control. (Sorry if this may have gotten muddled, I had some trouble trying to find the phrasing to describe this) A fix for this on the RemoteTech side (that I think would ultimately play better than trying to implement a fix on the PR side) would be to switch the method for orientation over to the one pilots/SAS use in stock. I noticed that as long as I only let the flight computer control my burns I don't end up with this issue, as the stock maneuver hold is more than accurate enough to get good burns out of the flight computer.
  22. They did, but there again I've never really seen a solid booster that was left with natural colors.
  23. I don't think so. I'm pretty sure most rockets at the stage SLS was in were rendered with what looks "pretty" as opposed to what would be functional for the vehicle. That and the SLS is derived from the Shuttle, and its fuel tank was also originally painted white but dropped to natural colors in order to save weight. Rocketry nowadays is more about whats functional than aesthetic. Painting the entire stage like that would be a pointless aesthetic move that would cut into the payload.
  24. I have a humble request. Could someone somewhere pick this up and get it updated for 1.04? I miss this mod
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