Shad0wCatcher
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Shad0wCatcher replied to nli2work's topic in KSP1 Mod Development
One of those turbofans looks suspiciously familiar compared to KH2O4 All joking aside those models are stupendous. I REALLY like the look of that little baby cockpit. -
If you check the debris Targa after you circularize with your main craft on the map view it won't disappear unless you get within (then beyond) loading distance while it is in the atmosphere. If the debris has any periapsis at all while it's not the active vehicle it'll go on rails around its orbit like if Kerbin had no atmosphere. Best bet with that stage is to add retro-rockets to push it into a suborbital trajectory.
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Works okay here 024.2; 32 bit OpenGL; everything maxed; I personally had to fiddle with a config file in MKS / OKS to add KSP Interstellar mod to the keeploaded list; but that was just to remove the one error message about the planetary resources textures not being readable.
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[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
It's all_vessel now; versus stack_priority. I.E. it'll pull from any tank and drop into any tank without the need for fuel lines. -
That's the point of limiting to terminal velocity; it's a way of maintaining optimal ascent speed so you don't run into too much atmosphere too quickly and create more drag than you need to by pushing up through it. If you're using the stock drag model it becomes much less important past 7 kM due to the pea soup Kerbin is made of.
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[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Bussard style scoop you mean? I believe the exoatmospheric one functions just as that; but has a height limitation. -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
.....If this is working I'd hate to see broken. I have the KSPI Experimental dated 7/28 installed and with this ORS installed (the game is running right now and my fusion test jet I was using to experiment is currently slide-showing its way down the runway) I'm sitting at approx 1.5-2.5 FPS. That's why I was asking about the 0.0.5 dev release of this with the broken DLL that kills KSPI. With that DLL installed and breaking the experimental KSPI build the game runs smoothly at 58-62 FPS. EDIT: Correction; I downloaded it on 7/28; the build itself is dated 7/27. EDIT 2: For clarification ORS currently in use causing massive framerate loss is from dev release of this 0.0.8 -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Yea I definitely see what you mean about that version breaking KSPI. I don't understand the performance difference between the versions though (and I don't have a decompiler to take the dlls apart to find out installed):/ And I know very much about versioning sadness. Had that for about three hours trying to figure out what was causing the massive performance loss I was experiencing. That's why I'm here now. With the very latest ORS dll (only DLL installed; as that was how I found the problem I'm experiencing in the first place) I'm not exaggerating I'm getting around 2-3 FPS in the flight scene. As soon as I replace that DLL with the 0.0.5 release version I get 60. Is that something that you dropped in the code that's affecting only KSPI? Or did it basically break ORS entirely and that's where the performance difference lies? I ask because I haven't tested whether or not resource extraction work(s)(ed) at all as I haven't gotten far enough along to get anything set up on another planet. Hell before I posted here when I saw 0.0.8 released I literally just finished getting the game running at playable framerates and came here specifically to ask this. I just got sidetracked fast-tracking the bugs with the new release for a minute. -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
That explains the sounds at least. Simple fixes are always a bonus. I edited my last post. 0.0.5 of Karbonite had the 1.1.1.0 version of the ORS DLL. It may just be a versioning error but with the difference in performance I'm not so sure. -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Oh no firespitter is installed. Unless the 7.x dev DLL has been updated since 7/26. Going through my mod download archive now (everything is dated when it was pulled so shouldn't be too difficult to find; unless I flubbed and read something that wasn't there; in which case something rather drastic changed between two versions that's causing a massive massive performance hit which seems odd). EDIT: Found it. Your 0.0.5 dev release of this. Also just tried the 07/27 release of the unofficial KSPI's ORS dll (believe that's the official ORS release that's packaged with it [though I have the official one also]) and it works like a dog. If you no longer have it I can zip it up and put it on my dropbox if you want to decompile / do a differential check to see what changed between it and the newest one you compiled against. My system is really hefty and can run just about anything I can throw at it; so to see that kind of performance difference is rather brutal. -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Which version of ORS did you compile against? I'm showing 1.1.0.0 with 0.0.8 vs 1.1.1.0 (which I had). With the "newer" version the game runs smooth as a baby's rear-end at 40-60 FPS however the (deep) atmospheric scoop doesn't deploy and the radial prop doesn't function (no scoopable air; animations all function with cheats but no thrust is produced) <- Also PEBKAC issue, can disregard with regards to no thrust. With the "older" version my game bogs down to seconds per frame (no NRE spam however) but the engines and scoop function. EDIT: Same issue as BrutalRIP also; no sounds play. Disregard if you read about no thrust. PEBKAC issue; apparently Procedural wings block thrust transforms vs allowing the extra (rather hot) air to flow over the wings to provide lift. EDIT2: Second crash with same exact stacktrace. Apologies for the size of the logfile. Compressed to 154 KB. Uncompressed 14,000 KB. Couple errors relating to TextureReplacer not liking my modified MKS_ORS.cfg (which specifically includes KSPI to avoid the texture not readable it's throwing...). Also Distant Object Enhancement throws a couple errors with regards to sunflare. Crash occurred while on the runway; craft had not yet fully settled (due to low framerates) -> Revert to VAB. Game crashed immediately afterward. Dropbox Link -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Shad0wCatcher replied to Arsonide's topic in KSP1 Mod Releases
RPL Tweak Pack / Realistic Progression Lite and KSPI both have custom trees. RPL changes science amounts by a ton as well as changing names / locations of techs. KSPI just adds new nodes. I can just about guarantee RPL is the culprit here. -
12 gigs of ram (all of my desktop's ram) along with 17 gigs of pagefile. I don't have a gamedata at the moment (I'm on my laptop); but it was rather hefty. It also failed when I updated to 024.2 so I've had to start basically from scratch. (full resolution; 1920x1080. Full clutter; literally all graphics options maxed; running on DX9; no ActiveTextureManagement [i REALLY wanted full resolution] and openGL failed to load with the modset; almost all of Kamuchi's list; minus a few miscellaneous items; but adding B9 / D12 expansion; KSP Reniassance Compilation; Kethane; KSP Interstellar's unofficial update; RoverDude's mods [minus the asteroids]). Game ran smoothly (60+ FPS) apart from the awful bug of not being able to reliably right-click parts. Hardware as follows: AMD 810 BE (oc'd to 3.2 from 2.6 on air); 12 gigs of Corsair XMS; twin Raptor HDDs (74 gigs) in RAID0 (OS drive). A 600 gig Raptor used for storage (and KSP; decently fast read times for a hefty gamedata folder). 2x nVidia 570 GTXs.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Shad0wCatcher replied to ferram4's topic in KSP1 Mod Releases
Regarding adding control surfaces at the bottom; keep their max deflection very low (0.5-2 degrees maximum; this isn't a jet flying horizontally; you're looking for a parabolic arc). This is especially true if you're using autopilot software.- 14,073 replies
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Oh my. Are we able to go plaid?
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Shad0wCatcher replied to Ippo's topic in KSP1 Mod Releases
I'm just sitting here thinking about poor Bill corkscrewing down to his death or flatspinning at mach 3. This should be awesome. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
Shad0wCatcher replied to Ippo's topic in KSP1 Mod Releases
Congrats on the release! -
Kerbal Construction Time/StageRecovery Dev Thread
Shad0wCatcher replied to magico13's topic in KSP1 Mod Development
Not sure on costs magico, I haven't played long enough to get a solid feel for average income (the big missions are 150-200k funds though from what I saw; that is the exploratory missions to the different bodies past the Mun and Minmus). Update on the funkiness I'm getting though; it seems that Kerbals have been experimenting with cloning. Jeb's getting cloned somehow; which opens the possible culprit up to Final Frontier and KSP Renaissance Compilation; as they both affect Kerbals. I *can* recover the craft so long as there are no Kerbals inside. I also get all the science of the recovered craft if (for example) I take out the Kerbal from the craft; have them take all the science from the pod, and then recover the craft from the tracking station (admittedly I have not tested in-flight switching back to the empty pod then recovering). However the Kerbal is still present on EVA (while also showing available for mission in KCT, and I can add them to vessels). I can't make any promises about a logfile anytime soon unless I get called in to work (currently roaming with 100 MB of download / upload capacity). Mind you all this is on x64 and the error log is extensive with EVE (clouds) and many many other NREs. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
Sounds like a goodly amount of work ahead. Thank you for the effort Raptor, not sure if I thanked you for this already; but if so, thank you again! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Shad0wCatcher replied to ferram4's topic in KSP1 Mod Releases
@Kolago .......40 m/s squared is 4 g's of acceleration. that's WAY TOO HIGH. Are you even watching your G meter? If it moves out of the green while you're in the lower atmosphere you're either going to flip or rip your rocket apart with aerodynamic forces. EDIT: Ninja'd more nicely by NathanKell- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Shad0wCatcher replied to ferram4's topic in KSP1 Mod Releases
@Traches looks like your fins are too small for the size of the rocket you're flying. Can't tell from how far zoomed out it is as to the size of the rocket body compared to the control surfaces. @thylordroot You have to make sure you aren't running too much TWR as going too fast will cause a ton of drag on top of your vessel. My rule of thumb for surface TWR is 1.2-1.6 at launch and no more than an ending TWR of 3. Anything faster and you'll cause too much drag loss. Anything less and you're losing too much to atmospheric drag to be decently efficient. Also make sure you start your gravity turn very early (anywhere from just past the tower with shuttle analogues up to 691 meters if I'm using MJ for ascent). Also make sure your center of lift is well below center of mass to give you a solid amount of stability. Also if you know your upper stage will be inherently unstable (due to wide fairings producing a large amount of drag; use your first stage that has control surfaces to loft the rest of the rocket higher; see below for further information on that) As an example: My typical two-stage to low kerbin orbit puts a payload in position to circularize on its own anywhere from 75-100 kM. I'll go over TWRs and D/V totals shortly. This should give an idea as to what I look for when I'm building rockets. First stage is around 1800-2500 D/V depending on payload size / mass etc. My typical burn time for the first stage without boosters is anywhere from 2:15 (two minutes 15 seconds) to 2:30. With SRBs mounted the burn time stays the same for the main engine; but the SRBs can vary wildly; I just look to end them with the main stage TWR above 1.2. My OCD dictates that they be a nice number but that is just for orderly purposes and has no bearing on functionality. My upper stage starts off anywhere from 1.00 to 1.4 TWR; I sometimes run less depending on my flight profile. If I run a more vertical ascent I can more easily get away with a sub 1.0 TWR and still get into orbit so long as my apoapsis is high enough to get above 1.0 TWR before reaching it; that's more based on experience and I'm sure there's mathematical formula to allow prediction of that; I just fly by the seat of my pants in that regard. Upper stage due to DRE and FAR typically starts off between 20-30 kM depending on ascent profile and takes the craft to my final apoapsis. If I run a three stage engine the first stage can go as low as 1500 D/V; I'm looking to loft the rest of the craft far enough away from the space center that when I decouple the first stage it lands in ocean east of KSP. The second stage pushes it out of the atmosphere and the third stage is used for circulizing and transfer.- 14,073 replies
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