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Status Report 1.13


ansaman

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No crashes in the VAB yet for me, although there is one quirky display behavior I find very annoying; Parts placement is hard when you can't see through to the part you're trying to attach to. If you get in too close, the part in the background vanishes. I don't know if it's a consistent distance, just something I found annoying last night while building.

I can see the part -
wx3MMhL.png

 

I can't see the part -
P7ZBB8v.png

 

That's just a small part for demonstration purposes. A larger part totally eclipses the part behind it and it becomes invisible ... can't see where I'm placing. Annoying.

Bah... ok, first crash. Going back to the program after posting in here, the game crashed. Apparently it doesn't like being in the background.

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10 hours ago, Overland said:

...so I just arrived home from work after 2.5 hours commute..my head filled with plans for KSP

I get off my train..5 minutes later get home.. Plant myself.infront of the PC..close steam..dirty steam go away!

Run KSP 64 from exe

And thats how it was for the next few hours..studying truck wheels.. The clicking and snapping of SPH editor..sofened into a melody..the repeated cycle of try..load..repeat..try

Suddenly, the serenity of life on the KTP was shattered.. Windows crashed and clouds of smoke erupted into the air..

My fear rose at the sound of steam messenger.. I saw it was a friend..whos echos of hammering on the desk in frustration grew louder....

While this noise persisted, the clicking of the hard drive..the whine of fans..overheated air pouring from the system case and the hard drive light flickered...it gave life to KSP, a common dance of noise and chaos..

Suddenly..it stopped..

Sure in its arrogance of superiority.. KSP launched via exe had fallen victim to steam..plotting..planning..updating on the body of a living program.. Now dead from the ordeal.. A live update on a live program

As KSP fell victim to steam..so did the KTP, now an alien landscape of shattered mods..warning screens and confusion

 

1.1.3 had replaced 1.1.2..

 

Besides from that..

Awesome :) longer trains better framerate..awesome more so..8 car trains are normal and im happy..

1.1.3 doesnt change the modded wheels I make work. 

Seems 1.1.3 is good for land trains

 

Space? Dunno...dont care :)

 

You get a like for the War of the Worlds references.  I went back and reread your post with Richard Burton's voice in my head.

Edited by MaxxQ
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My personal feedback for 1.1.3:

  • Good: haven't experienced the crash when deleting parts in the VAB/SPH...
  • Bad: ...because I haven't been able to load a craft without KSP crashing.

Back in my cave until 1.1.4 that is...

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1 hour ago, LordFerret said:

No crashes in the VAB yet for me, although there is one quirky display behavior I find very annoying; Parts placement is hard when you can't see through to the part you're trying to attach to. If you get in too close, the part in the background vanishes. I don't know if it's a consistent distance, just something I found annoying last night while building.

I can see the part -
wx3MMhL.png

 

I can't see the part -
P7ZBB8v.png

 

That's just a small part for demonstration purposes. A larger part totally eclipses the part behind it and it becomes invisible ... can't see where I'm placing. Annoying.

Bah... ok, first crash. Going back to the program after posting in here, the game crashed. Apparently it doesn't like being in the background.

Yeah, this is very apparent with fairings and it's getting VERY annoying.

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...that a kilometers-long rope would experience forces in orbit?  That could be legit tidal forces trying to rip this thing apart.

The middle and both ends are at slightly different altitudes -- meaning, different orbits.  The couplers have to forcibly hold it together.  Since it's obviously not completely rigid, energy ought to be wasted in all that flexing, causing the orbit to decay.

Edited by Corona688
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An excellent demonstration of standing waves on a free-ended string! I may have to show this to my physics students.

 

 

3 hours ago, Corona688 said:

That could be legit tidal forces trying to rip this thing apart.

Hmmm... in real life, possibly, but am I remembering correctly that KSP treats every part of a single craft as experiencing the same gravitational acceleration?

 

3 hours ago, Corona688 said:

Since it's obviously not completely rigid, energy ought to be wasted in all that flexing, causing the orbit to decay.

I don't think it would--orbit can only decay if the object experiences an external force other than gravity. Energy loss in this case means the standing wave would gradually die down (and the object would get warmer), but it shouldn't change the speed. (Of course, in KSP merely rotating your craft can cause major changes to your trajectory that shouldn't happen at all in real life, so who knows?)

Edited by AbacusWizard
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6 minutes ago, AbacusWizard said:

Hmmm... in real life, possibly, but am I remembering correctly that KSP treats every part of a single craft as experiencing the same gravitational acceleration?

That's true inside Timewarp, but I think less true outside it.

7 minutes ago, AbacusWizard said:

I don't think it would--orbit can only decay if the object experiences an external force other than gravity.

Orbits definitely decay from tidal effects IRL.  Some places, like Io, generate significant heat from tidal effects too.

Think about it thermodynamically.  Is the resulting heat free energy out of nowhere?  No, it's the result of converting some of an orbit's constant acceleration into heat.

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6 hours ago, MaxxQ said:

You get a like for the War of the Worlds references.  I went back and reread your post with Richard Burton's voice in my head.

Reference win :) took a while.. Was thinking of the album while watching a crane at work do its thing.. Gives me ideas though..not that im going to switch trains for tripods..the two are mortal enemies

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4 hours ago, Astrofox said:

Dude, can I have the craft file for that?

Sure ... https://kerbalx.com/DoctorDavinci/Untitled-Space-Craft

4 hours ago, Corona688 said:

...that a kilometers-long rope would experience forces in orbit?  That could be legit tidal forces trying to rip this thing apart.

The middle and both ends are at slightly different altitudes -- meaning, different orbits.  The couplers have to forcibly hold it together.  Since it's obviously not completely rigid, energy ought to be wasted in all that flexing, causing the orbit to decay.

Methinks IRL you could generate electricity with something like this in orbit if you can manage to design it so that it won't suffer a RUD (Rapid Unplanned Disassembly)

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22 minutes ago, Overland said:

.the two are mortal enemies

Once I read this, I immediately agreed. Trains and tripods are mortal enemies.

I also came to realize that at some level, I always knew this was true.

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27 minutes ago, DoctorDavinci said:

Sure ... https://kerbalx.com/DoctorDavinci/Untitled-Space-Craft

Methinks IRL you could generate electricity with something like this in orbit if you can manage to design it so that it won't suffer a RUD (Rapid Unplanned Disassembly)

It still has to obey conservation laws, though; where's the energy coming from?

 

This might be of interest, though KSP doesn't simulate electromagnetic effects (yet): https://en.wikipedia.org/wiki/Electrodynamic_tether

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31 minutes ago, DoctorDavinci said:

Methinks IRL you could generate electricity with something like this in orbit if you can manage to design it so that it won't suffer a RUD (Rapid Unplanned Disassembly)

But -- !  it's not free energy!  You'd get more energy just by burning the fuel in a power plant!

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Oddly enough I just experienced my first crash just after crashing my newest jet and returning to the space center while some of it was still moving.  Anyway hope that's just a one off and I removed most of my mods (only kept two one that adds indicator lights to various parts and one that retextures the navball the two essential mods for me) and had to start my career over as the update plus a mod ruined my 1.1.2 career (in fact I had to delete both partdatabase.cfg and settings.cfg ;.;  ) -- 1.1.2 was rock solid for me far far longer than this, but we shall see (and I wasn't flying jets in 1.1.2 I just started doing that with my new career).

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