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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1488053 times)

Mageziya

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3660 on: February 17, 2013, 03:51:11 pm »

I'm likely going to do this entire thing vanilla.
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Dutchling

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3661 on: February 17, 2013, 03:51:58 pm »

What are the lander struts for?
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10ebbor10

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3662 on: February 17, 2013, 04:12:54 pm »

What are the lander struts for?
Stabilizing, I guess.
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Mageziya

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3663 on: February 17, 2013, 04:54:15 pm »

The origin of the front strut set was to catch the craft as it fell off the tiny ledge of the runway (Surprisingly deadly little spot.). The others came along in later iterations with the intent of water stabilization.

I have no idea if they do anything, I'm too afraid to press 'g'.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

JacenHanLovesLegos

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3664 on: February 17, 2013, 05:07:33 pm »

I doubt anything. Last time I used gears in the water nothing happened, probably because gears have the same CoM (confirmation?) whether they are extended or not. Try quicksaving and doing it.
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sneakey pete

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3665 on: February 18, 2013, 06:20:42 am »

I finally sent a rescue mission to laythe and returned with my 6 kerbals who landed on the surface. Pretty crazy mission all up when you think about it. Flying to the Jool system with the lander and plane, 2 landing, re-orbits and rendezvous, sending another ship to the Jool system, rendezvous with the original ship in orbit around laythe, then flying all the way back to kerbin, capture of the ship and circuliarzation of it on a Low orbit for future reuse.

Edit: some Pictures
Rendezvous with the original mother ship in laythe orbit
Spoiler (click to show/hide)

Saying goodbye to Jool on the way home
Spoiler (click to show/hide)

Saying hello to kerbin!
Spoiler (click to show/hide)

The full team infront of "mockups" of the space plane and lander that landed on Laythe. On the left is Jeb in-front of his SSTO space plane. The next 3 are the pilots of the original mother ship, and the next to the pilots of the rescue mother ship. On the right are bill and bob in-front of their lander that they used to Land on and return from the surface of Laythe with.
Spoiler (click to show/hide)



All in all. while there was a lot of complexity to this mission, there wasn't anything particularly massive about it. Due to the fact that kerbals still require just a pod, with no lfiesupport or food, its pretty easy to send them on long trips. However given the fact I managed to send a SSTO and a Lander along with them on the first, albeit not powerful enough mothership, i'm confident that in future i could design a manned mission to Jool with whatever life support constraints imposed, but i'm not sure i could do one with 2 landers aswell, particularly with the new reentry heat and aerodynamics probably going to make such landing and ascent missions much, much harder in future.

Alternatively, setting up some sort of fuel processing base on Vall might be a good way to allow a smaller transfer craft to be used, and almost unlimited local exploration be done.
« Last Edit: February 18, 2013, 06:40:12 am by sneakey pete »
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Nao

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3666 on: February 18, 2013, 10:00:01 am »

I've seen a video with a "submarine". It took a lot of downward thrust to keep it below water, but it actually went pretty deep. You might be able to make something neutrally buoyant by modding the parts to be extremely heavy but I'm not sure.
Depending on how they implemented it.
I bet you could do something like this with a part like the airship parts but flipping it to negative buoyancy. It works very well for those.
Thanks! I've tested more stock parts and all of them float, and it seems that they float on Eve too :(. So i guess my idea to do stock exploration of Eve's oceans is out of the window :P.
I'll check the airship mod, and if everything else fails, there is hyper-edit with its "submarine" cheat.

As for the floating base, I remember rising and lowering landing gear in water doesn't do anything unfortunately, buoyancy and CoM seem to be constant.
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Fikes

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3667 on: February 19, 2013, 03:03:46 am »

Any advice on getting the game to run better? I have a pretty decent system but get terrible speed and constant sound popping.

GalenEvil

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3668 on: February 19, 2013, 03:17:54 am »

Did you drop your graphical settings down to their minimums yet? I'm not sure what out of game alterations there are other than changing the number of physics updates (which I may be mistaken about) and have no idea how to do them. Not much help but I hopefully, if correct on there being out of game changes, will prompt someone else to fill in the details :)
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3669 on: February 19, 2013, 10:36:34 am »

Only slightly so, the renderer is detached from the main loo and that's it.
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Skyrunner

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3670 on: February 19, 2013, 10:49:17 am »

I thought the renderer was just about sending instructions to the video card. o_O
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3671 on: February 19, 2013, 10:52:49 am »

The graphics card can't do everything, and it can't multithread by itself unless the renderer lets it. So the renderer being multithreaded does speed up rendering with a capable graphics card.

(that, or it was some business with tessellation. Either way, the CPU still has a good deal of say in rendering.)
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sneakey pete

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3672 on: February 20, 2013, 02:34:20 am »

Simple answer: no.

not yet.
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DrPoo

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3673 on: February 20, 2013, 03:32:32 am »

Im happy. For once my KSPing is getting good again.
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alexandertnt

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #3674 on: February 20, 2013, 05:10:06 am »

KSP uses Unity and the Unity API is not thread-safe.

Because with the amount of lag it's producing, it doesn't seem to be. Either that or my processors have burned out.

What are your specs?

Also keep in mind that large rockets with many struts are going to lag badly and thats normal.
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