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Kerbal Space Program

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Yeah, fuck docking.
Once I was able to do it once, I got mechjeb to do it afterwards.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
jvtqpVo.jpg


a story of unplanned disassembly
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
Does somebody have tips how to test a pure glider? Taking it up 100 kilometer just to see the balance is messed up is kind of tedious.

KSP%202015-06-22%2016-20-54-42.jpg


So far I could always make powered tests from the ground first, until the glider was perfectly controllable, before I started building a booster.

KSP 2015-06-22 18-11-03-95.jpg


But a real glider is tricky. This one behaved very nicely until separation.

KSP 2015-06-22 18-14-00-60.jpg


But without a heavy engine at the back it's hopelessly front heavy. I dont know what could sensibly go at the back to counterbalance the capsule. I could of course attach a second capsule at the back, but that goes against every weight saving principle. Putting payload a the back is also not an option, because obviously that stays in orbit.
 
Self-Ejected

Ulminati

Kamelåså!
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Jun 18, 2010
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20,317
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DiNMRK
Rasterpropmonitor is a thing of beauty. The first time I did a Kerbin->Mun landing->Kerbin mission entirely in IVA and a Mk1 pod was great. I had a SCANsat satellite map out the landing site ahead of time so I knew it was a relatively flat area. But I had forgotten to place external cameras for rasterpropmonitor to give feeds from, so I still went down relatively blind.
 
Self-Ejected

Ulminati

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DiNMRK
1.1 still being worked on. The next major update is meant to get is a bunch of ui upgrades that will risky fuck up all mods. It should also migrate the game onto unity 5.1, so maybe the poor windows plebs will finally get 64bit mode

potatojohn
You have to have 10 kerbals on the station to complete the contract. Just having the room is not enough
 

potatojohn

Arcane
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Jan 2, 2012
Messages
2,646
You have to have 10 kerbals on the station to complete the contract. Just having the room is not enough
Hmm, nope, at least not for this contract. I later sent up three empty crew tanks with a probe body and it completed.

But apparently docking two together doesn't count as one station
 
Self-Ejected

Ulminati

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DiNMRK
weird. It should. What kind of docking port did you use?

Or maybe it's because I usually use KAS to strut things together, which makes them count as one vessel.
 
Self-Ejected

Ulminati

Kamelåså!
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DiNMRK
You could post it on the official forums. Look like a bug regardless. Only way it will get fixed is if someone reports it.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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1.1 still being worked on. The next major update is meant to get is a bunch of ui upgrades that will risky fuck up all mods. It should also migrate the game onto unity 5.1, so maybe the poor windows plebs will finally get 64bit mode

Unless they fix the memory leaks 64bit won't save you. I may not have the best machine to run it, but the game runs fine for hours if I don't scene switch. Once I switch back and forth between ships it will crash eventually.
Also the response times are killing me (has always been like that since 2011). click Start New Game -> wait 3 seconds, Load Saved Game 3 seconds, Select Save 3 seconds, Vehicle Assembly 3, Launch 10 seconds, then wait 3 more until input loop responds and so on. The engine seems to be constantly stuck at the limit.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Tampon Bay
You probably invest thousands into hardware. The game looks like it should use 1-2 Gb but actually uses up 4-6.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Yeah the game has huge performance issues. Sometimes I spend entire missions in the "yellow time" meaning KSP just can't keep up with the physics in real time.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Tampon Bay
Anyway, that's probably the way it is. Even in version 0.11 it was clear that Unity is terrible at resource handling, and once they'd gone that route the rest was already decided.
But I think they should patch the existing memory holes, because they make it worse.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I have a question about what to do with debris that's in stable orbits - how do you handle it? Do you just leave it? Do you "terminate" it? Do you fly a mission and deorbit it manually? Do you design ships so that you never leave parts in stable orbits?

I've been terminating it but I wonder if that's considered to be cheap?
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Apr 21, 2006
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Couldn't you blow it up?

I believe a stage only stays persistent if you put some kind of pod on it, everything else gets removed automatically. But it disturbs me when I have too much stuff going on in the map view (), so I often terminate old stuff manually.
I know you can switch them off but for some reasons the buttons usually don't work, and they also switch off the ongoing mission, which makes them rather useless.

In the end, wether one leaves it in space or not is anyones choice, the chance of a random collision is practically zero. What I do find unrealistic is that probes stay operational forever. I always have stuff around any body in the solar system, so I don't need to refly the missions if I want to see some planet. But I think that's cheap because the hardware would not work forever.
 

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