hobblygobbly
Member
Anyone else experiencing slower performance than usual with 1.0?
"amazing new features to KSP such as an overhauled aerodynamics system, re-entry heat"
So what are the specifics on this, can I expect that I'll need to aim my craft in such a way as to make sure that the heat resistant sides of the craft are the ones taking the brunt of re-entry in order to survive? Will re-entries that are too steep kill me too?
Realistic re-entry has been one of my more requested additions to the game since back when I played the demo in '12, though I suppose if worst comes to worst there's always a mod that'll do what I want instead.
"amazing new features to KSP such as an overhauled aerodynamics system, re-entry heat"
So what are the specifics on this, can I expect that I'll need to aim my craft in such a way as to make sure that the heat resistant sides of the craft are the ones taking the brunt of re-entry in order to survive? Will re-entries that are too steep kill me too?
Realistic re-entry has been one of my more requested additions to the game since back when I played the demo in '12, though I suppose if worst comes to worst there's always a mod that'll do what I want instead.
Anyone else experiencing slower performance than usual with 1.0?
I don't know, I actually love the tech tree progression. I started a new career on normal skill last night and I've not had any issues yet. I mean sure some of my contracts are not possible to complete just now but I'm just saving them for later, no biggie. Maybe its not an issue on normal?
Will have to reinstall and check out the new features. Has Squad said anything about multiplayer recently? Once that's functional and you can rendezvous with player stations to refuel etc it'll be pretty amazing. I know there have been mods for that but they've been super janky.
Fantastic.In fact they have! They have been surprisingly vocal about their ambition to add multiplayer to KSP. They have mentioned it in their recent Reddit AMA, on their FB page, and on twitter. It seems other than fixing bugs and balancing 1.0, it is one of their focus for what's on the horizon.
No, the opposite. The game loads so much faster and my frame rate has been rock solid. I am using the exact same rig I have always played KSP on as well.
So what am I doing wrong? My ships explode while reaching a certain height
So CAN you try your old ships you built before this update
Yes, if they were built with stock parts in .90. Results may vary based on what I observed during several twitch streams where people where trying out .90 ships in 1.0. Some .90 planes flew even better in 1.0, some were a complete disaster. Surprisingly it didn't seem to necessarily be a component of complexity. This one dudes shuttle flew like a dream where as a really simple jet fighter was wonky.
No, the opposite. The game loads so much faster and my frame rate has been rock solid. I am using the exact same rig I have always played KSP on as well.
Now I can finally dig into the campaign.
How does science collection work in the early stages? I shot up one rocket with a goo pod on it, and it returned with 5 science. I upgraded to the bigger booster engines, and I just shot up a rocket with 6 goo pods on it and it made it almost into space. The vehicle landed on land, and everything exploded except for the fuel tanks and command capsule, so 5 of the goo pods survived at recovery. I got zero science from this? What?
Kerbal EVA reports are the bread and butter of making early science. The goo pods quickly have diminishing returns. You really only need to use them once or twice at major mile stone locations to get new science. You can see how much remaining science you can milk out of each area/scenario/biome by clicking the science archives button in the top left when viewing the science tech tree. If the bar is full from a location with the goo canister, you won't ever get more science from that location. By taking your Kerbals around various places, you can EVA, take an EVA report, store it back in your capsule, and keep doing so to build up a lot of different EVA reports (which are worth science) and then bring them back home or transmit them. You either have to fully recover the vessel or science bays that are storing your research data or transmit it back.
Personally, I don't know the ins and outs of maximizing science as I have been putting off career mode until 1.0. I have picked up bits here and there, and EVAs are the easiest way to get lots of early science.
Ah, ok. Can I EVA when my rocket is not orbiting? Will my kerbal fall off it if it's in slight freefall? Do I need any more tech to get science from EVAs, or can I just do it at the very start?
Exit the command pod on the launchpad. Walk around. The space center itself has quite many locations to study...
Or roll around the pod with a Goo canister and make experiments.
Pretty sure these worked at some point, dunno about now.
Science gathering is another thing i don't really care for in KSP. Reputation and funds are largely automatic things... yet science requires a lot of manual clicking. How odd, considering science is one of the strategic resources...
Grindy and boring, as it is.
I'd prefer a system where simply having instruments with a rocket gives it ability to gather science points, points you get when you transmit the results or recover the craft.
Oh, and transmitters. I still don't get how they're supposed to work, transmission efficiency and whatever. I've kept just recovering my crafts rather than even bother with transmissions.
Yeah, something like that would be nice.Maybe it'd be nice if you could just "program" the experiments to trigger on specific conditions. Like, run a goo experiment at certain altitude or something.
I know the science bays were overhauled in 1.0. They now will generate a steady stream of science, opposed to just super charging existing experiments. I haven't had the chance to try them yet. Would make Mun bases with them much more meaningful.
Any performance updates? This ran like shit on my laptop so i uninstalled it.
That is, until you realize you can just open your now seemingly indestructible parachutes before reentry and get to the ground without a scratch, alas.Yes, re-entry can be deadly now if you come in too fast or at the wrong orientation or without a heat shield. I exploded several crafts last night while experimenting. I love it, adds a new tension to re-entry that was sorely missing before.
But there is one thing holding me back, besides my own stupidity, how do I increase the max hight of my rockets?
You need to upgrade the launch pad. Right click on it from the Space Center overview and hit the upgrade button.
That is, until you realize you can just open your now seemingly indestructible parachutes before reentry and get to the ground without a scratch, alas.
That is, until you realize you can just open your now seemingly indestructible parachutes before reentry and get to the ground without a scratch, alas.
I have been assuming that that is a bug which is why I have tried not to rely on it too much, but yeah it has made reentry much less deadly. Not that it matters too much as I am still trying to figure out how to get into orbit reliably.
On the other hand, some of the contracts may be bugged? For starters, I didn't get the orbit one for this stunt (maybe the game wants me to orbit a little more correctly), but the second problem is that I didn't get the contract for the long booster rocket, even though I activated them at the correct height and correct speed; all the items appeared checked midflight, but after a while they became unchecked and I never got the contract int the end.
Anyone knows what's up?
Scott Manley to the rescue!
In short, tilt slightly almost immediately after takeoff, follow the prograde marker, aiming to be at ~45 degrees at 10 km up. Once you break 70km apoapsis, kill the engines and circularize as normal. Do not point your ship much outside of the prograde marker or it's easy to spin out of control. It's actually easier to get into space now than before since it's ~1000 less dV, you just have to unlearn some old habits.
..
That is, until you realize you can just open your now seemingly indestructible parachutes before reentry and get to the ground without a scratch, alas.
I have been assuming that that is a bug which is why I have tried not to rely on it too much, but yeah it has made reentry much less deadly. Not that it matters too much as I am still trying to figure out how to get into orbit reliably.
Yeah, this needs a fix.
I'm eagerly waiting for parachute + heat shield CoM fixes.
They mentioned they are hard at work on the first hotfix, which I imagine is going to address the parachutes and heat shield CoM. After discovering the OP use of parachutes, I am trying to use them normally in anticipation of the fix..
God damn, I need to completely change my launch profile in 1.0. Traditionally I was only starting to begin my gravity turn to 45 degrees at 10Km, not being at 45 already at 10Km! With the new aero I was delaying my turn even later, but it looks like I should be doing it way sooner. Thanks for the heads up. I have been wasting so much deltaV..
So wow, I've not noticed any bugs with parachutes yet. I always open mine around 15K ft after re-entry, are they working too high up or something?
Note: Flowerchild was the first to find this, so he gets the credit. I just decided to make a thread so everyone could find it easier.
Go to your KSP folder and follow this address: GameData/Squad/Parts/Aero/HeatShield
Here you will find HeatShield1.cfg, HeatShield2.cfg, and Heatshield3.cfg. (don't mess with the .mu files)
Open up each CFG using notepad or whatever you use, and hit ctrl+F to open the search function, and type "physics" and hit enter. It will take you to a line that reads "PhysicsSignificance = 1"
Change the 1 to a 0, for each heatshield cfg, and your heatshields will now add their mass to your craft the right way! Meaning that instead of just adding it's mass to the parent part, it will now add its mass right where it is, which means it will shift the CoM when you place it.
Which means a pod with a heatshield on it will now reenter without SAS or any fighting, it will naturally point retrograde now!
Here is another way of fixing it, using ModuleManager.
Quote Originally Posted by Ignath View Post
Anyone who's already using Module Manager can also make a heatshield_fix.cfg that contains this:
@PART[HeatShield*]
{
@PhysicsSignificance = 0
}
Again, thanks to Flowerchild for finding this, and ignath for letting me know about the module manager patch. Enjoy reentering!
Congrats! Solid looking lander you have there too. I see you decided to go against first Mun landing tradition and kept all of your legs intact and your lander upright.
Finally landed on the Mun, for the glory of all NeoGaf
Now to see if I have the DeltaV to get back....
No, the opposite. The game loads so much faster and my frame rate has been rock solid. I am using the exact same rig I have always played KSP on as well.