Search the Community
Showing results for tags 'totm jan 2022'.
Pictured above, the current (as of Dec 2020) mockup of my end goals for this project. Construction of the custom desk is complete! It just needs electrical work! I've been working on this project on and off since around June of 2015... I initially first appeared on Page 6 of the Simpit Repository where I showed off some really nice hardware I'd collected for the project. The goal is to create a controller using real instruments to provide readouts of orbital data, temperature, fuel, electricity, and other critical values. The controller will have joysticks and toggle switches and other controls to command the in game vessel. I'm using this project as an opportunity to force myself to learn C programming, and as a furthering of my electronics hobby. While this thread has a LONG way to go to catch up with my progress, I'll work on it over time. INSTRUMENT PANEL PROGRESS STATUS DESIGN HARDWARE SOFTWARE Assembly: Completion % 100% = Difficulty••• Completion % 100% = Difficulty••• Completion % 100% = Difficulty••• Analog Resource Meters 0% • Vertical Velocity Meter 90% • 0% • Radar Altimeter Tape Meter 80% • 0% • DSKY Numeric Readouts 10% • DSKY Units Readouts: ------- ------- ------- Diode ROMs ------- Address Decoders 75% • 25% • 0% •/• DSKY Annunciators 90% • 75% • 0% • DSKY Keypad 90% • 90% • 0% • Delta V Carriage Meter 25% • 0% • 0% • Navball Controller: ------- ------- ------- 400Hz Sine Gen ------- 115vac Amplifier ------- Synchro Emus 25% • 0% • 5% • AUX Data Display 25% • 0% • 0% • Velocity Readout 95% • 0% • Attitude Rate Meters 50% • 0% • 0% • Bezels 10% • 0% • ------- CONTROLLER PROGRESS STATUS Not yet officially started, but many individual components and designs have been established, including the support frame. The control panel, fortunately, is a much simpler build electronics wise. It's mostly machining panels and mounting hardware. Solder all the bits together, add some communication to the instrument panel's main controller, and that's it! Part of why this has taken so long, is it's not only a learning process, but I've split my time with other projects. My custom mechanical keyboard was built to work with this Kerbal controller build, and will actually slot into the controller! The number pad magnetically detaches, so when my keyboard tray is extended, I have full use of the extended keyboard, but with the tray pushed in, I can set the number pad aside, and use only the core keyboard! This is the button that started it all. I was inspired by how AWESOME this button looked, and how big and red and "Aborty" it could potentially be! The Instrument panel enclosure is a re-purposed Harris Stereo 5 console that was saved from the local AM radio station. You can see several instruments here. On the right is my analog vertical velocity meter, and in the middle, my FDAI. The Flight Director-Attitude Indicator, more commonly known around these parts as a navball, is a real awesome find! I'm in the process of building a controller for it, but that is a daunting task... It requires nine 28 volt amplitude modulated sinusoidal outputs that are controlled by multiplying DACs, and a 115 volt sinusoidal reference source to provide both power and synchronization for all the 9 other signals. This is the keypad I made for my "DSKY", inspired by the DSKY (DiSplay KeYboard) of the Apollo Guidance Computer (AGC). It normally lights green, but can flash red if there is an alarm condition... Such as the "I'm about to pop like an overheated popcorn kernel" condition. My throttle lever (as well as the keys for my DSKY keypad) were salvaged from an old video effects controller board. I have a LOT of these relegendable, backlit push buttons, in two different sizes. My analog meters are inspired by the edgewise meters used in the Apollo Command Module, Lunar Module, and Space Shuttle. I'm taking the extra effort to print proper scales that use the Futura typeface that NASA used, and follow an overall design that visually resembles the Apollo instruments. Likewise, Tape Meters were also used as instruments on Apollo, and even more so in the first revision of the Space Shuttle, before the glass cockpit upgrades. Tape meters have a long tape on spools. The numbers scroll passed a stationary pointer, the opposite of what an analog meter does, where the pointer moves over a fixed scale. This allows very large scales to be depicted, limited only by tape length. The meter I have will be reprinted with numbers corresponding to the radar altimeter. This is the complete DSKY. I'm currently working on it, and getting it to the point where I can control all the LEDs right now. Current progress has all the large numeric LEDs controlled by MAX7219 controller chips, and the small 7 segment display and one of the three alphanumeric displays is currently functional. https://www.youtube.com/watch?v=8Cwm_xQZsFo https://www.youtube.com/watch?v=LwXZKIfvEkI https://www.youtube.com/watch?v=1Wlv3oyobcg Flashy, isn't it! I've been making diode ROMs to decode characters for some of the LEDs. These cost me literally nothing but time to make, and they satisfy my interest in basic digital circuits. I also rather find I enjoy three dimensional free form circuitry! So yeah... I'm enjoying this part! In all honesty, I really should have started this post back then! I was just collecting parts back in those days, and always said I'd start a dedicated thread when I began assembling things... The Simpit Repository is now up to 23 pages at the moment I'm typing this... It just grew to incredible proportions, and a few times I felt a little bad for dominating the thread with build posts (that really belonged here), but at the same time, I knew my work was showing other people how to do things, and keeping the Repository frequently in the lime light. It just grew to a size that felt too big to abandon, and too big to move the content. I'm starting this post, because I think this build HAS started moving at an accelerated pace, and It should have a dedicated place. I'll build this post up gradually, to cover not only the new content, but to consolidate the content I posted in the Simpit Repository here as well, so the entire build process is properly detailed. I had debated whether I should move content (remove from the Simpit Repository, and replace it here), but I think that'd be unfair to those who replied or were inspired by that content. I'll eventually consolidate everything here, but I'll leave my old posts at the Repository alone. as for new posts, I'll still post at the repository, but I'll no longer post massive multi-image mega build posts... I'll keep my posts there a bit more basic, and put the details all in this post. I'll still offer my knowledge to answer questions people have at the repository. That won't change. It's just silly that I've taken THIS LONG...
Downloads: Tech Tree Github | Kerbalism Support Github Useful Links: Mod Support | Planet Pack Support | Bug Reports Tech Tree Dependencies: B9PartSwitch, Bluedog Design Bureau, Community Resource Pack, Module Manager Kerbalism Support Dependencies: All above, plus KerbalismCore and HarmonyKSP Recommended Mods: See Mod Support Introduction I've been a KSP player for quite a while now, and have used a large amount of mods since I first started. There's been a lot of amazing tech trees released so far - CTT, Kiwi Tech Tree, Tetrix, and more, but for whatever reason none of them "clicked" for me. Part of this was due to the fact the Bluedog Design Bureau, one of my favorite mods, wasn't supported by most, and the rest was just due to differences in how I felt part unlocks should be balanced. For a while I just would fix this by writing custom patches for the already existing trees, but eventually, this past September, I decided it would be easier to just solve my concerns once and for all by creating my very own tree. Now, four months later, here we are! The Skyhawk Science System has been careful curated to support most of the current popular mods in a way which allows for a realistic, but still fun progression from sounding rockets to interstellar starships, and also, adds in a few mechanics to both increase realism and provide some interesting choices for players. What do I Get? Frequently Asked Questions: Bug Reporting: Credits: Licensing:
The KSP forum moderator's team presents the Threads of the Month January 2022 Edition Hello to all of you celebrating the arrival of another year! It's hard to believe it is already the first day of 2022. But before I forget, I'd like to congratulate @The Aziz for authoring the thread, "Kerbal Space Program 2 Knowledge Repository" - the 2021 Thread of the year. If you haven't seen the 2021 Thread of the Year thread, you can click here. And now, for something completely regular for the Thread of the Month: It's already January, 2022. It is hard to believe that another year is already here. We are now 22 years into the 21st century. And no, I did not make a mistake - and I know this as an historian. The Gregorian calendar does not consider a 0 year as the start of the cycle. So, the 21st Century began with 2001! A lot happened, both good and bad, in 2021. But it is all in the past now. All we can do is to raise a glass, give a toast, and hope for the best for the opportunities that 2022 will bring! For those out there who like the nerdy parts of the TOTM: To continue a thing I started in May (2021) about the forum and new members as a way to answer the fears some folks had about the forum dying. In December, there were 332 new forum accounts created (an increase of 26 from November). Of those, 136 have actively posted content (defined as having at least one post). This means that roughly 40.9% of the new user accounts are actively participating on the forum (while the number of new accounts is up, the number of active new accounts is down by 0.9% ). If you're interested in seeing the new members to our forum, you can click here! Note: Next month, I will be changing the metric I use to measure the active account conversion. Currently, I consider an account as "actively posting" as long as a new user creates an account and makes one post. This month, I used both criteria. The older criteria, shown above will not be used in February's Thread of the Month. The new criteria will only consider a new forum member active once they have met the requirements to no longer be queued. Expect the conversion from new account to active account to drop dramatically, as you will see below. Using the new metric, we have 21 new forum members (defined as no longer having their comments queued) within the community. This means, out of the 332 new forum accounts created, 6.32% are actively participating in the forums.* Now, without further delay, I present to you the threads of the month for January: General community threads of the month: This category features a thread that adds to the community and doesn't fit in the game support/game mod categories. This month, we have one nomination for this category. Ever want to do more than just fly your laptop or computer desk into orbit? Would you prefer something more realistic, like sitting in a more stylized version of a command pod based on an Apollo command module? Then this thread is for you? Sure, it is an older thread, but a few of our forum members have brought it to our attention. @richfiles has done a great job of providing schematics, complete with a parts list, and some how-to images tossed in. It's great seeing how far many in our family of dedicated gamers will go for the ultimate KSP experience. Game Support/Game Mod of the Month: This category features either help with the game (stock or modded), or a mod (or mods) which adds to the quality of life game play of Kerbal Space Program. This month, we have two threads in this category: One of the things that makes me proud to be a member of this gaming community is demonstrated in this thread. Since the mid-1990s, I've belonged to a variety of online gaming communities; some of them good and some of them not-so-good. One thing that continues to amaze me about our community is the helpfulness of both our older and younger members. In this thread, @Noobi asks for help with the game. But what earns this thread the thread of the month in this category is the community effort of the contributors - @Scarecrow71, @Lisias, @ColdJ, @Staticalliam7, @Kapitalizing Every Word, @Proxbi Kerman and, @AtomicTech for having the patience and knowledge to help @Noobi get the game working again. So, in all honesty, this thread of the month belongs to those who took the time who helped get the game working again! The second thread in this category reworks the tech tree, something we all have grumbled and complained about at some point. In this version of the tech tree by @CessnaSkyhawk, the entire tech tree has been realigned and re-balanced to @CessnaSkyhawk's style of play (and many of you agree with the vision). The OP's introduction describes it perfectly: If you're looking on a fresh and exciting way to play a career or science play-through of Kerbal Space Program, then maybe give this mod a try! Forum Member Created Challenges and Missions: For the past few years, we have seen a lot of really good missions and challenges threads created that expand our fun with the game and presses our skills, creativity, and sometimes, luck, beyond what we get accustomed to. Let's face it, we all have our go-to design basics, our go-to Kermen, and even our go-to vehicles we like to use. So sometimes a good challenge can cause us to think of another way to achieve our goals. This month, there were no nominations for this category. Fan-fiction, Mission Reports, and Kerbal Space Program-inspired Creative Thread of the Month: This category features a thread (or threads) which while is not directly Kerbal Space Program related, may be a creative work, fan-fiction, or other presentation which is related to the game. For this month, we have two threads in this category. This month, there were no nominations for this category Honorable mention: Each month we get so many good nominations to choose from. Sometimes it's a challenge to choose which threads are going to receive the honor of being the Thread of the Month. But because not every thread nominated each month can be selected, there are always those that become honorable mentions. The honorable mentions for this month is: Fun Fact Thread (previously fun fact for the day, not limited to 1 per day anymore) by @Hyperspace Industries The honorable mention for this month may not have made the Thread of The Month, but if you think it might be worthy of another opportunity, please renominate it! Congratulations to all the winners of the Thread of the Month for January! We'd like to thank @Lisias, @Chemp, @Superfluous J, @Kuiper_Beltand the members of the moderation team and staff who nominated this month's contenders. Thank you so much for helping us identify noteworthy threads for this month! And this month, I want to extend a heartfelt thank you to @UomoCapra for allowing me to serve as a member of the KSP moderation team and for the other endeavors he has given me an opportunity to be involved. Oh, and since I was asked to ping the community manager in the TOTMs... (this began in October, @KSP Star, you've been pinged - again!) TO NOMINATE A THREAD FOR CONSIDERATION: If you find a thread you feel should be considered for next month's thread of the month, then use the "report comment" feature (the three dots on the upper right corner of the comment box) to report the comment. Please put in the text field of the report post "Nomination for thread of the month" and we will do the rest! You can always nominate more than one thread, too. In case you missed last month's threads of the month, you can click here. If you haven't seen the 2021 Thread of the Year, you can click here. *(Explanation coming soon)
Already fixed (maybe) When i start up kerbal it works perfecly, but when i am in editor gpu is at 40% usage and cpu 30% which is normal When i hit launch and go to simulation/playing mode my gpu rises to 60% usage and cpu is still 30%, but then when i start to fly (plane or rocket) my gpu goes to 96-99% usage and cpu to 35% and then my gpu just straight up crashes Before there were no problems but randomly this started happening idk what to do (before gpu was at max 55% when flying at hight speeds near ground) what i know - My gpu is 63 celcius when playing so its not overheating and cpu is 55c and ram is at 50% - I restored to older Nvidia driver and it still crashes - I tried to lower graphics, it decreased gpu usage but still it crashed - All other games working perfectly, just ksp - When gpu crashes i still hear sound of the game but all my pc fans ramp up to max idk why, then i have to restart my pc - Done fresh install and tried multiple graphical settings, no difference Specks - Ksp graphics are at nearly lowest and no mods - Asus rog strix RTX 2060 super - Amd ryzen 5 3600 (3.6ghz) - 16GB ram (3200mhz) - Asus rog strix B450-F GAMING motherboard - Game installed on samsung SSD - Windows 10 (21H1) newest updates installed Thank you for helping From Freezing cold Finland player. log (google drive) https://drive.google.com/file/d/1i0Wdfdyj3hk61Dsa6bBT6U4J0OClAi73/view?usp=sharing