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About Kobymaru

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    Sr. Spacecraft Engineer

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  1. I have to admit that I haven't seen this kind of issue yet. However, you are running Trajecotires 1.6.6 with KSP 1.2.2, when the most recent versions are Trajectories 1.6.8 and KSP 1.3.0. It doesn't make much sense to debug old versions, I'm afraid, so please try to reproduce this when you update and then report the issue again.
  2. Hey, @cybutek and @Padishar (Or whoever has merge permissions), I just implement distance&heading readouts for targeted vessels/waypoints. If you could take a look at the Pull Request and give Feedback, that would be awesome!
  3. Hi, could you please lock the following thread: I know it's technically not my thread, but I've been in contact with @Youen who has kindly already redirected the first and last post to my own thread. That would be much appreciated!
  4. And finally, we can do things like these: I hope this really helps with numeric debugging.
  5. Excuse my ignorance, I still don't quite understand it. In terms of game objects as parts with a rigidbody, colliders and mass, what is the "AssemblyLine", what is the "hatch", what is the "docked kit container", how does the kit container become docked, and where does it come from? I think this is one of those times where it might better to abstract/roleplay. Sure, the Kit can theoretically be bigger than the AssemblyLine part, but we can all pretend that they build the part outside of the AssemblyLine part, and only when it's finished, do we actually see it. In a sense, that's what we do with the DIY-kits, don't we? We pretend that the Kerbals are working on them for days/weeks, but we only see that in the menus. Only when they are done do we get to see the result. And the actual vessel is also bigger than the DIY kit, isn't it? So in a sense, an AssemblyYard part would just be an intermediary part for safety and aesthetics reasons? I don't have an opinion on aesthetics, but I think if the user can pick a spawn point, it's the users responsibility to pick one where things don't horribly collide. But that's just my opinion. Alright, let's not wake the Kraken But don't we risk waking him anyway each time we create Parts/Vessels out of thin air?
  6. I like it, but I have questions. First, where does the Kit Spawn when in Orbit? Does it spawn attached to part with PartModule KitAssemblyLine? Second, did I understand correctly that on the surface, you want to first spawn an AssemblyYard vessel, which then spawns a DIY kit? Why the indirection? Why not just spawn the kit right there instead of the AssemblyYard? Third, I think it would be easier and more consitent, if there were as few distinctions between Surface/Orbit as possible. Admittedly, it's kind of weird to spawn DIY kits in free-Floating space in a random location (because pointing with a 2D mouse in 3D space is not really feasible), but on the other hand, why not? See my previous post.
  7. From a GC-only perspective, I'm afraid don't have an answer for you. From a personal perspective, where I use MKS, KIS and KAS, I would do one of the following: Take a MKS PAL rover, pick up the box with either the magnetic coupler or with the Claw, drive it where it needs to go and release it there If the Box is small, use a Kerbal to pick it up, put it in his KIS inventory, walk to the destination and put it back on the ground. If the Box is big&heavy, drive a rover close, put a few Kerbals close, use one Kerbal to attach it to the rover, drive the rover to the destination and detach the box Take a rover with big KIS container, drive up to the box, put it in the container, drive to the destination, and unload it there Just inflate it at the spawn point, and use the vessels own propulsion system to drive to the destination Admittedly, only the last point is viable if you want to be completely independent from other Mods.
  8. By the way, how is the in-Situ DIY-Kit creation coming along? Because I have to admit that once you get the hang of things, there's not a whole lot of difference between shipping a DIY-Kit and just shipping the original vessel. Same Launch, Transfer, Insertion, Landing, ... the mass and size savings are not that attractive. Making things *from scratch* would make it a lot more attractive. I know it shouldn't come "free", but I have an MKS base sitting and ready to spit out all kinds of MaterialKits/SpecializedParts/Machinery, that would love to start making new ships
  9. Looking forward to it I'm also relatively fresh, by the way. If you want, I can give you some pointers.
  10. Still kinda hilarious how the major portion of fighter plane diversity goes into "other" and how you guys divide the world in to "america and not america". Cuz let me tell you, people in other countries don't do that.
  11. MiG-15, MiG-21, Su-24 were the old classics, MiG-29, Su-27 and their Modernized versions (like Su-35, MiG-35) are very good machines capable of taking on their western adversaries. Also, if we're counting the F-35, we might as well count the PAK-FA (T-50), no? And while we're at it, where's the Mirage-2000, where's the Saab-Gripen, where's the Harrier, where's the Tornado, where's the Eurofighter? And? Russian planes are used all over the world, so are french. But you still listed only american, and I think that's due to america-centric thinking which is quite common over there
  12. You guys are obviously all wrong. The best fighter plane ever was the MiG-21. Sure, it could not beat the F-22 in BVR or intercept an SR-71, but it's cheap, sturdy, repairable and made for eternity. Sometimes just showing up wins the battle, and with its low maintanenca and flight costs and over 12.000 units produced, the MiG-21 did a lot more showing up than the 195 units of overpriced F-22's Which reminds me, @memes in space why does this poll only have options for American Fighter Jets? There's a plethora of Russian, British, French and Italian Jets too that deserve a mention.
  13. Before posting feature requests or bug reports, please read the FAQ. FAQ It works with stock aerodynamics and FAR If the predicted trajectory seems inaccurate, check that you set the proper entry configuration in the GUI window (prograde or retrograde), and that you keep that orientation all the time It's not possible to predict a trajectory for a future stage, the prediction is made for the current vessel only. Although this is a highly requested feature, it is unfortunately too complicated to implement If you see weird spirals or other crazy lines everywhere, double-check you didn't enable "body-fixed mode" by mistake Reportedly compatible with deadly reentry, if not then please let me know. Reportedly compatible with real solar system, if not then please let me know. Reportedly works with Rescaled Kerbin Parachutes are not simulated (that's usually not a problem if you open it near the ground) Compatible with Blizzy's toolbar (otherwise the icon goes in the stock toolbar) Download On SpaceDock On GitHub Mod description The mod displays trajectory predictions, accounting for atmospheric drag and lift. Works with the stock aerodynamic model, and with Ferram Aerospace Research (FAR). With this mod, you can choose precisely the location where you'll crash. The typical precision is about 6km. Plan Aerobraking maneuvers that can, for example, put you on intersection trajectory with another body (see point 1 about what you can do from there) Keep in mind that this software comes without warranty of any kind, and in particular that it may or may not help you survive, reach a specific target, or anything at all. But it usually helps User manual See your predicted trajectory Open the map view This is it ; trajectory display is enabled by default, you have nothing else to do White is the trajectory in space, red is the trajectory in atmosphere, the red cross is your impact point (that takes the body rotation into account to show the impact point on the terrain, this is useful both for bodies with and without atmosphere) Disable the trajectory display Click on the Trajectories icon in the stock KSP toolbar (or Blizzy's toolbar if it's installed) to display the main UI Click "Display trajectory" to toggle it on/off Click "complete" to toggle display of the complete trajectory (including parts where it is superimposed with the stock KSP trajectory) Set a target point (nav ball guidance) Adjust your velocity so that the red cross is located where you want to go Click "Set current impact as target" to enable the green cross Alternatively, there is a button to set the target on the KSC (works on Kerbin only obviously), or you can enter longitude/latitude Go back in flight view, and notice the two new indicators on the nav ball The square indicator shows where you need to point your craft at if you were exactly following the predicted trajectory The circle indicator is a hint about the direction you should go to adjust your actual trajectory to reach the target (this is not necessarily where you need to point, what's important is the direction between the square and the circle, and the distance between them indicates how far you are from the perfect trajectory) Body-fixed mode Use this toggle to switch between the regular mode (similar to stock KSP orbits), or body-fixed mode. In body-fixed mode, the trajectory is displayed relatively to the body frame, following the body rotation. This mode makes sense for atmospheric or low terrain fly-by, and also to adjust a geostationary orbit. However, for most high orbits, it will just look funny. This can help you keep occupied for those 2-year-long planetary transfers, but try not to burn up all the fuel to see how it can make funny curved lines. Manoeuver nodes You can plan aerobraking or re-entry after manoeuvers, just place your nodes as usual and see the predicted trajectory. Keep in mind that you always place nodes on the stock trajectory, that might be very different from the predicted one, so you may have to place nodes at a point that have an effect somewhere else on the predicted trajectory (especially when planning landing on a body without atmosphere with body-fixed mode). Also, atmospheric prediction can happen only for the body you are currently orbiting, so you can't plan a Kerbin re-entry while you're still arround the Mun. Support and Bugs If you have questions and feedback regarding a current release, feel free to post in this thread. Please post bug reports on the GitHub bug tracker. If you don't know how, don't want to learn or are unsure it's a bug, you can ask in this thread. Contributions This mod is a community project! It was originally written by @Youen and is currently maintained by @Kobymaru. The following people have already contributed to this project (in approximative order of last contribution) Youen (Github neuoy) Caleb9000 (Github CalebJ2) Baleine (Github Baleine82) atomicfury (Github sawyerap) Kerbas_ad_astra (Github Kerbas-ad-astra) Kobymaru (Github fat-lobyte) mic_e (Github mic-e) You want to be part of this list? I am very glad for all contributions of code, if they aid the goal of this Mod. To contribute, clone or fork my Repository on Github, have a go at the code and when you feel that your changes are mature enough to be included, send me a pull request! Also, it would be nice to let me know if you are working on something. And of course if you already contributed but I forgot your name, just tell me. It's always best if you work on your "pet problem" - a bug that needs to be fixed or that you personally want to see implemented. If you don't have one, you could still grab something off the feature wishlist: - Show trajectories in Flight view, like in this video (suggested by T.Lancer) - Longer trajectory plotting - let the user decide how many orbits will be shown (suggested by drtedastro) - Show trajectory after staging (suggested by Elthy, Entropius) - Predict air brakes (suggested by DundraL) For discussions about Mod internals (icky programming stuff and the likes), please head over to the development thread. Change log See the Github releases page This mod is under MIT license, feel free to look at the source code: https://github.com/neuoy/KSPTrajectories For the historic Mod threads, head over here and here.