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mikemcdonald83

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    Curious George

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  1. Hi. This is one of my favorite mods, but I'm having some trouble. Everything works fine, except trying to rendezvous from KSC launch pad. Rendezvous works if I'm already in orbit, but when I try it from the ground, it immediately stages while saying "Waiting for Launch Window." Then it just goes straight up at full throttle, never staging boosters or changing from "Waiting for Launch Window." Any idea what the problem could be? tia
  2. I did the opposite, and got the latest version on github. 3.4.0.0. It didn't work for me. Got the 3.4.2 version you linked and it's fine.
  3. How do I display the craft description in flight? By description, I mean the text you can enter in the input field under the name in the VAB. I usually put my action groups and other useful info in that box, but I can never seem to find it when I need it in flight. Is there a mod? Am I just not looking in the right place? TIA
  4. No really good reason. It's at a good distance to reach the Kerbin moons with the new early relays. Also, with the other ground stations turned off, I have it set up to where there is only one relay directly over KSC, and the others have to act as relays. Still, it's all cosmetic and for fun setting it up. Thanks for all the tips, btw, everyone. Also, this tool is amazing. I really wish I had known about this when I was trying to do all the darkness time calculations manually for RT.
  5. I figured as much since there's no way to add back everything. If anyone could recreate this bug, it would narrow it down. To recreate it on my end, all I have to do is create two nodes, change between them, and then toggle the window on and off with 'P'.
  6. Hi. Thanks so much for the quick 1.2pre update and for the mod in general. Way more useful than Precise Node. I'm glad you forked it. Just a couple things about this pre-release. a) The UT text box doesn't let me enter anything. I tried many different focuses. b) The UT box never changes its display value. It takes the value of wherever I place the node, but does not update after that. I tried Orbit+, manually dragging, and regular UT increments. All with hotkeys and clicks. c) The Orbit+ button works, but not the Orbit- button. d) Whenever the Precise Maneuver window pops up after creating a node, it is in a minimized form that only shows the Node Pager. In order to see the rest of the inputs, I have to toggle one of the options in the settings. Clicking on the minimized window and manually changing the node does not open it. The hotkeys are still able to change the node while minimized, but obviously I can't see what's changing in the window. All-in-all, it's still the greatest. Thanks again. edit: After a complete game restart; b, c, and d have all resolved themselves. First-launch bug? I wish I had tried that before posting. My bad. I still can't enter anything into the UT field. But, that doesn't really bother me much. edit2: I was able to reproduce all these bugs by selecting a node from the pager. UT doesn't update, pops up minimized, and Orbit- grayed out again. If more than one node exists, the top < and > buttons no longer work, and I can't select another node from the drop down.
  7. Oh yeah. haha. I think I actually used the 5h59m17s or thereabouts from the KER readout. I was at a 2863.3km circular orbit. So whatever that period is. Which now I can figure out thanks to @DrLicor.
  8. I did, and I really appreciate it. Been using it since available. I wish I knew anything about mods so I could try to rig KAC to work.
  9. Oh yeah. I feel your pain. I finally got frustrated with no-save because I realized how sloppy I was when I could just save scum. One thing I did do was rescue Kerbals from LKO for days and days. It was a good way to get cash and kerbalpower. Tourism also helped a lot with cash. I'm not sure how difficulty affects those types of contracts except for the no-save part. My plan, when 1.2 becomes stable, is to start a new hardcore career and use the tips in here. I really like the idea of testing to-be-crewed vehicles with a probe body first. Maybe just make a prefab storage bay with a probe core and a few batteries I can easily slap on to any rocket design. DroneCore mk1. Man, this game get's me stoked about the weirdest things.
  10. Thanks a lot for the info @DrLicor. That single launch idea is really cool. Plus it'll add the extra challenge of packing a whole constellation on my early-career rockets. I also copied your spreadsheet into docs. So I can use this to find the altitude for a given period. But, couldn't you also solve for T and get the period for a given altitude? It's been a long time since I've tried to factor anything, but this looks like a fun excuse.
  11. So I have used RemoteTech for a long time, but now that I'm trying out 1.2 I've decided to learn how to mathematically align my communication satellite constellations. Basically, if anyone can tell me if this is the "standard/not overly complicated" way of doing this, I'd really appreciate it. I tried searching the forums, and I apologize if I've missed other threads with this same topic. Also, this is my first topic, so sorry if it's offensive in any way. My plan was to launch 3 ComSats into stationary orbits around Kerbin. 360 degrees / 3 satellites gives me a phase angle (angle between satellites) of 120 degrees. I am using Kerbal Engineer to see my phase angles and orbit periods. I launched my ComSat1 into a Keosynchronous orbit at 2863.3km with 0 inclination. Good to go. I launch my ComSat2 into the same orbit, but its phase angle is 220 degrees, where an optimal phase angle would be either 240 degrees or 120 degrees. 240 degrees was closer, so I decided to shoot for that. Since I wanted to change the phase angle precisely without any guesswork, my goal was to make only 2 burns with ComSat2 to allow ComSat1 to catch up a bit (20 degrees.) Since 20 degrees is 5.55% of 360 degrees, I figured that if I made a single orbit 5.55% longer, the trailing satellite would catch up. 5.55% of 6 hours is ~18m53s. I burned ComSat2 until its period was 6h18m53s. I then completed exactly one orbit, and burned again to lower the Apoapsis back to 2863.3km with a period of ~6hrs. To my great surprise, it actually worked. Whenever something goes well in this game I assume it was an accident, coincidence or over-complicated. Can someone please tell me I'm a good boy, or explain how to do it better or simpler? I really want to understand orbital mechanics better, and that's why I'm interested. TIA
  12. If this mod is no longer being updated, you might consider checking out Precise Maneuver. It was a fork/complete rewrite of this mod, with a bunch of cool new features. It's not working for 1.2 right now, but the author, @Morse is very active and really receptive to feature ideas. He says 1.2 prerelease is in the works. I hope I'm not breaking any rules by mentioning this, but I have nothing to do with either mod and Precise Node's last commit was on May 2. Just looking for a node solution and wanted to share.
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