Kerbal Space Program

My KSP has slowed right down again, pauses on lift off, yellow timer whenever i dock more than 2 ships together.. frustrating.

Overlag. How has this performance drop come about?
Straight after upgrading to 0.21 or 0.21.1? Or within days of creating a new persistance file in either Build?
Granted builds 0.21 or 0.21.1 are much poorer performance wise (slower loading at every scene) an its frustraiting as hell even for me with SSD's; When compared too 0.20.2.

Back to my questions:
If ksp was significantly slower in simulation, immediately after upgrading* too 0.21.1.
Its likely your system specification.

But if the slow down occured days after upgrading* its possible there game is suffering NAN errors.
(Caused usually by debris, in orbits they should be at.)

* Players of 0.21 or 0.21.1! Its highly recommended that players should start fresh with a new save (Persistance file). Due to the new builds not working very will with old craft files, persistance files, mods.
 
I did a full fresh install of windows 7 onto a ssd (new pc) then 0.21.0 came out the same day so I got a clean install of KSP as well. Worked great at first, then this week started slowing down. Maybe I'll delete the debris.
 
Pff, if you use that you can't justify this response whenever you dock something.

[utube]c7IvRqHaUAk[/youtube]

Seriously though that mod does look incredibly helpful.

ha-ha its just frustrating.

for anyone who doesn't know what it looks like.

once you get close enough and select a docking port it pops up

4v2a.png
 
Pff, if you use that you can't justify this response whenever you dock something.


Seriously though that mod does look incredibly helpful.

If you've managed to perform a manual docking a few times, then there's nowt wrong with using a mod from then on. I mean, you've proven you can do it, so the mod is just a convenience.
 
Nerusy, if you're having problems with fuel i would suggest making the lander as light as possible. Quite often I will have a small fuel tank and two of those small red radial engines as my final engines in space (or one of the in line versions of that engine if it is a really light craft). on my very light crafts just changing from the standard docking port to the tiny one can give me several hundred more m/s of delta-v.

If that fails just add a million rockets and struts below what you have already :p

Yeah my supposed moon landing stage was so heavy most of it had to be used getting to the moon, so I had to read up on asparagus rockets, added 6 orange tanks and then some, strutted everything everywhere and now been to Mun and safely back and Minmus and safely back (with tons of fuel left) eyeing Duna or Eve now! :D

Game is amazing so far and I haven't even started the whole orbital space stations probes and buggies/rovers!
 
just out of interest, how heavy was the craft once it was in kerbin orbit Nerusy?

And of the two i would definitely choose Duna. Eve has almost twice the gravity of kerbin and its atmosphere is five times thicker than kerbin. you need ~11500m/s of delta-v to get into orbit from eve after a landing, compared to ~4500m/s for kerbin. i have tried several times to get a manned craft to land on eve and then get back to kerbin again but i have always had some small thing go wrong, like the landing parachutes breaking off of the craft. The main problem is getting a craft with the delta-v you need into orbit. I think the lowest weight craft i could make to do the job needed me to get ~350 tonnes into orbit (roughly equivalent to getting 10 of the big orange fuel tanks into orbit without using any of their fuel)

Duna on the other hand has a weaker gravity than kerbin and a thinner atmosphere, meaning you only need ~1500m/s delta-v to get from duna's surface into orbit, a much more reasonable number. i think duna's orbit is also at the same angle as kerbin, which makes things easier
 
Do atmospheric engines work on eve?

Been ages since ii went to eve.

Edit - no, no oxygen.

Correct. however, the Kethane jet engine does work on eve so i'll probably use that for my next attempt since i cant transfer my 0.20.2 rocket to 0.21 (KW-Rocketry hasnt been updated). if all else fails then i'll use one of the balloon mods
 
Anyone have the firespitter pack?
Am I being totally dumb, I can't work out how much power these electric motors take and how that related to electrical producers like solar panels.

Currently mapping kerbal for kethane.

I see kethane has an electrical generator.
 
I really want to play this but it looks so complicated.

It's not that complicated, just need to learn the basics, from youtube. Then just build on it when you get problems.

There's lots of delta maps, calculators and guides these day.

Need to learn how to use nav ball and change orbits and install Engineer for deltaV values in the VAB
 
just out of interest, how heavy was the craft once it was in kerbin orbit Nerusy?

No idea by now, I doubt it was the weight, I probably waste a lot of fuel being inefficient with how I get into orbits and trajectories.

you need ~11500m/s of delta-v to get into orbit from eve after a landing, compared to ~4500m/s for kerbin.

:eek: jesus! I have hard enough times getting into orbit from Kerbin.

I only just found out about ISP, so I take it everybody is using the LV-N once in orbit? I used Poodle and LV-T45, so was about 2 times less efficient than I could have been.

Have you guys managed to land and get back to Kerbin from Eve? Seem like crazy impossible task.
 
Any idea why mine is playing up. Not played much really. But now trying it out, and it seems to not want to click stuff to build. Its as if its crashed. It turns green but I cant add move or launch.

I have deleted the folder in steam and reinstall. So far so good.
 
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No idea by now, I doubt it was the weight, I probably waste a lot of fuel being inefficient with how I get into orbits and trajectories.

I only just found out about ISP, so I take it everybody is using the LV-N once in orbit? I used Poodle and LV-T45, so was about 2 times less efficient than I could have been.

For space engines I generally use stuff from mods since there are lots of engines that bridge the gap between the efficiency of the nuclear engine and all the others which have a good efficiency in space (~350-420isp) but they are lighter and give more power than the nuclear one. I sometimes use the little red radial engines for space engines too if the craft is light because the reduced weight can make things a lot more efficient in the really light upper stages

:eek: jesus! I have hard enough times getting into orbit from Kerbin.

Have you guys managed to land and get back to Kerbin from Eve? Seem like crazy impossible task.

Like i said before, i sent a craft that was capable of doing the job to eve, but it crash landed because my parachutes were badly placed and it landed upside down (landing a ~200 tonne lander isn't fun). I would give it another go but 2FPS on initial ascent isnt fun

I dont have a screenshot of my eve ship to hand, but i do have a screenshot of the ship one version before I got something i was happy with. The lander (top bit) was changed a huge amount, but the orbital engines and space engines stayed broadly the same.

The tanks at the bottom are from KW-Rocketry and are ~2.5x the size of the vanilla jumbo orange tank (fuel wise). beneath them are griffon XX engines, which are well over 2.5x more powerful than mainsails (force of 3800 i believe):

7VaRl0A.jpg
 
I managed to get two craft within 15km of each other tonight while practising docking. Unfortunately I started to run out of fuel so had to abandon it, I've already lost one Kerbal who will be orbiting forever until I can rescue him.

What do you guys recommend, use my main fuel and rockets or use rcs to get closer?
 
Main rocket till about 200m

Once you get "close" kil your relative speed to zero.
Then point towards the ship and close at about 40m/s and gradually reduce that speed as you get closer together. flip round and point retro grade. And when the pro grade and target indicators start getting to far apart, brake to 0m/s rinse and repeat to about 200m distance, then switch to RCS and keep at about 2m/s and when your really close 0.5m/s
 
With 15km to go i would do a very very small burn at the point where the orbital paths are closest. if the craft you are aiming for is ahead of you then burn make the orbit smaller than your target's orbit by no more than 1000m. if it is behind you then make the orbit bigger than the targets orbit by no more than 1000m. After a few orbits your meeting point should show the crafts being a lot closer. when they are a bit closer then burn to equalise the orbits as close as you can. It should be much easier with RCS from there.

this isnt the quickest method of getting close for a docking, but i found doing it slowly was a lot easier
 
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