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Bit Fiddler

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Everything posted by Bit Fiddler

  1. yes you can save 3 (or any number really) flight plans... first big question is "are all of them at KSC main base? or are you using some other runway?"
  2. An empty file.... KramaxAutoPilotPlansDefault { Kerbin { <------------------------------------------------------ INSERT COPIED TREXT HERE } } and no you can keep those 3 and add new WP in front or behind. just keep in mind the things I said about the WP do not get them too close horizontally nor to far vertically from each other. and if you want to have multiple flight plans you can do that as well KramaxAutoPilotPlansDefault { Kerbin { <------------------------------------------------------ INSERT COPIED TEXT HERE <------------------------------------------------------ INSERT COPIED TEXT(2) HERE } } EDIT: Also I just realized I lied a bit. when talking about the glide slope... just dividing the change in altitude by the change in horizontal distance is not actually "degrees" for your glide slope. this is the "tangent" of the glide slope and a bit more math is required to get the degrees. I was trying to over simplify it and forgot this step. the formula is actually like this... WP1 | A | |___________________________________________ WP2 D you then divide A(altitude) by D(distance) ensuring both numbers are measured in the same units (meters). this is equal to the Tangent of the angle we want. so now you have A/D=TANX where X is your glide slope. so you need to do this math on your calculator. but as a quick and dirty TAN(3) = 0.052 and TAN(5) = 0.087 so keep your slope (A/D) between these 2 numbers.
  3. hmm I added the entire directory not just mdb files... but this may be overkill. EDIT: oh never mind you said mdb AND directory. I missed that bit.
  4. well this WP list thing is not really programming at all... so this is much easier to deal with. I have never personally made a Flight plan for Kramax, I have just looked at it long enough to get an idea of how it is done.... it sounds like you have done the correct steps. so maybe this will let you see where you went wrong. before I begin I am sorry for the size of this post but I will not use the spoiler so it is easier to see... this is the entry in the file for "KSC ILS 09" we will use it as a template to make a new one so we will modify it a bit. all the changes are marked in red. the last few waypoints "IAF, FAF, flare, STOP" I have not edited as I do not want to do the math to make a good final approach for this example. but we will talk about it later in this post. so first select this section shown here and copy it to your clipboard. FlightPlan { planet = Kerbin name = TEST description = TEST WayPoints { WayPoint { Vertical = true lat = -0.0485981 lon = -82.25 alt = 12000 name = TEST1 } WayPoint { Vertical = true lat = -0.0485981 lon = -81.25 alt = 10000 name = TEST2 } WayPoint { Vertical = true lat = -0.0485981 lon = -79.25 alt = 6500 name = TEST3 } WayPoint { Vertical = true IAF = true lat = -0.0485981 lon = -77.25 alt = 2500 name = KSC 09 IAF } WayPoint { Vertical = true FAF = true lat = -0.0485981 lon = -76.1 alt = 1000 name = KSC 09 FAF } WayPoint { Vertical = true RW = true lat = -0.0485981 lon = -74.7359549847328 alt = 97 name = KSC RW09 FLARE } WayPoint { Vertical = true Stop = true lat = -0.050185 lon = -74.4947394 alt = 67 name = KSC RW09 STOP } } } now that you have this copied we will insert it into the file located here... "KSP\GameData\KramaxAutoPilot\Extras\FlightPlans.cfg" this may be slightly different on your system depending on where you have KSP installed. but it should be fairly obvious. at the top of the file you will see this... KramaxAutoPilotPlansDefault { Kerbin { FlightPlan { planet = Kerbin name = Area 110011 04 description = Area 110011 04 WayPoints { you can see how this entry has the keyword Flightplan and then the { followed by some text... these brackets "{","}" mark a "block" and must be in pairs. "{" = open the block and "}"= close the block. keeping them paired is crucial as this defines the parts of the file. so be sure when you copied the text above you got all of the brackets. as well as the word "flightplan" now we will paste the copied tex itn this file at this point... KramaxAutoPilotPlansDefault { Kerbin { <--------------------------------------------------------- INSERT COPIED TEXT HERE FlightPlan { planet = Kerbin name = Area 110011 04 description = Area 110011 04 WayPoints { At this time you will have a new entry in your flight plan list named "TEST" that is exactly the same as the "KSC ILS 09" flight plan. now for the interesting bits. if you copy the "NAME, LAT, LON, and Altitude" into WP manager for all of these WPs you will be able to select them as visible in WP manager and have a visual on what the flight plan actually looks like. to make a new flight plan to your design modify ONLY the waypoints named "TEST1", "TEST2", and "TEST3" you can fly an airplane to a location and tell WP manager to save the current location as a WP so you can read the LAT, LON, and Altitude for these from the WP list in WP manager. make some path that you wish to fly but for ease of learning keep them fairly close to KSC. for instance fly to the Island Airstrip at an altitude of 10,000 meter and save this spot. next fly due west until you are near the mountains and save another WP at 8,000 meter then fly north a bit so you are lined up with the runway at KSC and save another WP at 6,000 meter. you can then copy these LAT,LON,ALT to the WPs you pasted named "TEST1" "TEST2" "TEST3". this will now change the Flight plan to the new one you just made. if you then select this plan named "TEST" from the list of available plans you can set the AP to follow it. it should indeed fly to the island, then head west to the mountains, then turn north until lined up with the runway, and finally turn back to the east and land. The last few WP on the list are SPECIAL and must be treated a bit differently. if you are making a new flight plan for a runway that has one in the list already it is easiest to just copy the last few waypoints IAF, FAF, FLARE, STOP exactly as they appear on the example flight plan for the runway. as these define the final approach and have special meaning to the AP, they have some additional requirement. for example, you will notice the IAF WP has an entry in the file specifying "IAF=true" this must be there, you can't just name a WP as IAF and have it work... these special WPs control your throttle settings as you get near the runway as well as tell the airplane when to flare just before making contact with the ground. and then when to apply the brakes as we are at the "stopping" point. these also should be in a very specific ratio of altitude to distance from the runway. this is known as a "glide slope". most times a glide slope of 3 to 5 degrees is ideal. this is where the math and a bit of brain power comes in. you need to be sure this slope as you draw a line connecting these last WPs is a line that is 3 to 5 degrees from "ground level". this ensures you do not come in too steep and hit the ground very hard. just in case this is not clear if you take the change in altitude from one point to the next and divide it buy the horizontal distance between the same two points you should have a number like 0.03 (3 degree) or 0.05 (5 degree). To be extra safe you should also ensure that all WP from IAF to FLARE maintain the same glide slope. next you need to ensure that these last few WP also are inline with the exact center of the runway. so again a bit of math may be needed if the runway is not exactly north to south or east to west. however if it is one of these exact cardinal directions you can just copy the latitude or longitude as required from the centerline to each of the WPs in question. this is crucial to keep the aircraft nice and level as it gets close to the runway. you do not want the airplane to be banking in the final few seconds to turn and head toward a new WP so keeping them exactly in line with the center of the runway is very Important. the next issue you need to deal with is the WP named FLARE. this needs to be high enough above the runway to allow the aircraft time to pitch up and bleed off some speed, but not so high that after this happens it has a long way to fall back to the ground. ideally you would flare in such a way that your vertical speed is zero at the exact instant of making contact with the runway but this will never happen so you have to come up with a happy compromise. if you are tailoring this flight plan for a specific airplane you can get quite close but in practical use it will just be an arbitrary number that works for most situations. this will be something like 15 to 30 meters above the runway. bigger or faster airplanes will want more altitude for the flare while smaller or slower airplanes can use a lower flare. as you can see in our example here the flare is set at 30 meters above the runway. this is probably a good value for any flight plans you make. this flare point should also be above the runway. do not put the flare before the pavement starts, place it a fair distance into the runway so any aircraft that come in a bit low do not hit the dirt. and finally the STOP WP. this needs to be a ways down the runway from the flare point to give the aircraft something to aim at to keep it centered on the runway during the last few moments of flight after the flare, and then during braking after it is on the ground. the distance is probably not too important just so long as it is not too close to the flare point. and in fact, making it be the very end of the runway opposite the flare may be your best bet. as you can see if your runway has a flight plan already made, just copying the special WPs from that flight plan can save you a big hassle on the math etc. to get a good final approach setup. thus all you need to do is get the inbound points to get you roughly lined up and traveling in the right direction to get you to the final 4. then the only issue you need to deal with is to try and make your WPs you create not be exceedingly close to the IAF point (or each other) horizontally, nor exceedingly higher than the IAF point (or each other) in altitude so you do not have sudden pitch or heading changes on your flight plan. I hope this helps you with your dreams of making a flight plan, and again I am sorry for the length of this post but it was quite a bit of information to cover.
  5. I just went into defender on my win10 system and added an exception to the scan locations. I run KSP from a directory on my SSD so I added this directory to the exception list. now anything I add to the KSP play directory will not be scanned. this is a bit dangerous obviously as I need to be sure I do not place any malware in there by mistake. but it does get defender to stop complaining abut things in my KSP directory.
  6. lol I have wanted WP manager and Kramax to share their WP database ever since I first saw them... but here is your procedure.... 1) fly to a spot that you want as a WP. and tell WP manager to save your current location. 2) go to the next point and repeat. 3) once you have all your points saved, open "KSP\GameData\KramaxAutoPilot\Extras" and enter WP values in with the proper formatting for Kramax. you can look in there to see the information you need. it will require a bit of brain power on your part to get them all in correctly but it Is not too bad. 4) restart KSP and your new flight plan should be in the list for you to choose from. However, be warned, this list will not scroll properly yet, so if it is too long yours may be off the bottom and not visible. 5) ask @linuxgurugamer to make an automated system to pull WP manager WP list into a Kramax format some how.... a) Pay him for his time and it may help the process... b ) learn to code and submit changes to him to merge in. c) pay/bribe someone else to do this and submit for merger. all joking aside it is not too bad to manually take a WP manager list and convert it to Kramax format. I would suggest looking at an easy one... ( "KSC ILS 27" or "KSC ILS 09") enter the WP data into WP manager so you can see the WPs in game and get a visual on what a flight path is actually doing. this will help you with the manual calculations you will need to make to convert your arbitrary WPs you saved in flight to make them nice and smooth for a good descent profile.
  7. not a very helpful reply in any case, as it may take hundreds of hours of testing to find that one instance it does not work. therefore, if others have done this work already, there is no reason to have another person do it again. if this was the case every time a car manufacturer wanted to build a new car they would go and reinvent the wheel. no need to get rude just because you can hide behind the anonymity of the internet. after all, that is the reason Web forums were invented... for people to ask questions, and get answers, so they do not need to waste their time doing all the research themselves. may as well just ask for the forums to taken offline and replaced with download links to the mods and nothing else
  8. have you looked at scrapyard support? it is a mod helper that will track a part for the entire life of the specific part so you can reuse it, as well as how many times that part type has been used over all to allow for these to affect reliability and or cost etc.
  9. hmm... i had just come here to check if this mod was updated to 1.4.x, and i looks to me like it is only updated to work on 1.1.3. is this true? or will it indeed work on in 1.3.x and or 1.4.x? i see comments saying 1.3.1 is ok and up on the dev server... is this a "stable" build or is it risky to use this?
  10. ah ok, i had stopped installing CCC as i was thinking it was just adding in the colored ends. i did not realize it had moved on to bigger and better things
  11. so to clarify, we need to install FTP and Color Coded Canisters to get the full effect of texturing on the tanks?
  12. solution is easy... we know the rotational speed of the planets and moons etc. so this can be factored into the calculations. Granted i do not know the formula of the top of my head but i am sure with a little looking this will not be too hard to fix. With this in mind however i have thought of something else. why not allow this feature to set longitude, and latitude, and maybe even altitude? so we could set an exact WP to be our Ap after 1 orbit, it could come in handy for setting up some of those odd orbits that contracts require. or an extension of this may be to select the contract orbit in some way, and tell MJ to just match it in the most fuel efficient way. this would need to be a late tech tree unlock to make it not be so OP. but it would be nice when grinding out some cash later in the game by doing all those contracts. it would sure make it easier to complete the mission and collect the money.
  13. trying to set up a geosynchronous orbit above a specific point on Kerbin. I get to the correct altitude and I am stationary, then I need to move to a point above the specified spot. I use the maneuver planner option of "Change Surface Longitude of Apsis" and enter the longitude of the desired WP. I let this execute, and then use maneuver planner to "Circularize - at the next Ap." However... I am not above the specified WP when this is complete. Am I doing something wrong? or is this just not working correctly?
  14. I was coming here to comment on the Veteran status as well. It seems to me Vet status is tracked in Vanilla KSP. it would be nice if this mod just used the vanilla KSP vet status as well, so other mods that modify and/or read this value all play together? Specifically that "Earn your stripes" mod is what I was looing at as well, as it adds a great deal to the RP aspect of KSP. I have it set to strip all vet status and make every Kerbal earn this status with in game actions. Therefore, it would be nice if USI-LS just read this value there, so I do not have to remember to modify the list as Kerbals rank up to Vet.
  15. @tag says go to that entry in the .cfg file. so you at "AT" that "tag" and then do something... as in change the entry in the file to something else. thus @ is "Edit an existing tag" and yes this needs to be fixed in this mod's .cfg file as these errors will prevent MM from making the cache file. the problem is that the .cfg as it is written is telling MM to do something at 2 different times. "FOR" and "AFTER" this is what causes the error. the lines need to be edited so that there is only one directive that stipulates "when" this entry is run. now just removing the :FOR[BIBv] is probably the correct action. but you must be carful when doing this as if you get the ordering wrong it may break a mod. however, I think for BIB , yes you are safe removing the :FOR directive. to be more exact it may need to read :for[BIBV]:NEEDS[BackInBlack] as this is the "Vens" addon to BIB it should ensure BIB is installed before it makes the changes.
  16. yes... this is why I asked about this mod. it seems a logical place to put the replacement. lol I could have just asked @linuxgurugamer to also add the dynamic deflection mod to his list I guess... but I think it would be better if this mod just included that function as it really would be better if it integrated with the AP in a seamless way... or if he wanted to take up the reins of that mod too then maybe do both just port the code into the Kramax mod so it does it all , and have the "light" version that is just the deflection portion. I was just asking as it seems to me that the Kramax mod is not doing any sort of deflection changes, as my space planes need to have me constantly tweak their deflection values to keep them stable as I launch and climb to orbit.
  17. well unfortunately my GPU is having problems.... but I will once I get my laptop working again, or buy a new one.
  18. I hope to get them all balanced and finish this up soon. however my GPU is having over heat issues and shutting my computer down every time I launch any sort of 3D rendering application (KSP). so I am in the process of refurbishing this laptop, or buying a new one. but one of these two will need to happen before I continuew this project. however, to the best of my knowledge, the "resource containers" version of the hex cans are working 100% and it is only the bits like air intakes and jet engines etc. that still need work. Therefore, if you are only using the resource containers, it should be just fine. EDIT: Laptop is fixed, and i am working now to bring this up to 1.4.x standards. however since it was relying on Configurable Containers, this is causing a hold up. I will look into using the other tank switching mods out there, so it can work no matter which of these you prefer to use. Also i am looking at using the native KSP texture switcher for this now... however in looking at it, i have decided i want to redo some of the modeling. This brings me to a point where i am at a loss. I will need to figure out how to import models from Blender into Unity, and then into KSP. so this will be a bit of a learning curve. For now i will just press on with them as is, and try to learn this import process later.
  19. Right, that is my point, this mod needs this mechanic as well... assuming it is not in heresomewhere, and I just cant find it.
  20. I have the same issue as @lunchlady55 I was sort of shocked to see this was a dependency for the visual pack... but what ever, it unloads itself at main menu so it will not change the operation of the game in any way.. however now I do not get loading screens. the tips seem to work ok but the only image is the black screen with the white "Squad" logo. it just endlessly fades in and out. I have looked in the settings and the options to include default images is checked, so I am not sure where to go next. EDIT: Well to fix the boredom I put a bunch of pictures in the screen shot directory... and now it does not show the squad logo, but it rather it has picked one of the pictures from that directory, and is repeatedly fading it in and out. so still only 1 picture cycling during load.
  21. there was another life support / Kerbal fitness sort of mod out there. maybe keep fit or something like that. anyway, it had not only the idea of home sick, loneliness, etc. but it also took into account personality of individual Kerbals mixing with the others... so for instance on a long trip you would not want to sent Keelie with Konnie because they do not get along and their performance may suffer. But if Keelie goes with Val not only do they get along but they really like one another and get bonuses to their activities. this may be over simplifying the idea and I do not recall which mod it was to direct attention to it. but I was wondering if it was something might be incorporated into the USI family of mods. on the surface it sounded interesting, but it may just overly complicate matters.
  22. so not having used this mod yet this comment may be way out in left field.... but I did just delete my 1.3.1 career and am starting over to include this.... however, the idea of event cards is new to me, but it sounds like they will be interesting. my question was if you could hook them into the Final Frontier mod, and award ribbons for the events... not sure what these event cards will do or say mind you, but if they are special enough to warrant a game mechanic change they may be special enough to warrant a ribbon in Final Frontier. EDIT: oh and a second though are these event cards an API other mods may hook into? for instance could I create a contract that would then trigger an event card? or could I make random events in my mod and tie them into your system? as I say I may be not only out of the ball park but I may be playing the wrong sport entirely. I am off to RTFM while KSP loads. EDIT2: Am I missing something? or is there no way to store a recovered craft for later use? for instance... I build an SSTO, launch it to my station for a supply run, then return and land at KSP. how can I then save this for reuse without having to go and spend another 2 or 3 hundred days or what ever building a new one every time? if this is not possible we really need this added. when recovering a craft we need the option to "Recover for cash" or "Recover to storage" so we can choose to get the cash value back as it works now, or recover this as a reusable vehicle and just store it for a speedy re-launch at a later date. maybe still let it go into integration for refit, which will replace worn parts and take 1 or 2 days, or re-launch as is with the worn parts from previous missions. if this mechanic exists already I do not see a way to make it happen...
  23. is this still available? all the DL links I see for it are no longer working.
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