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Warp11

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Everything posted by Warp11

  1. I'll have to try to mess around with the PID settings. I have a probe with only RCS, but quite low RCS thrust relative to its inertia. I usually provide a top vector by doing something like: "lock steering to lookdirup(nextnode:deltav,ship:facing:topvector). Most of the time it gets to its intended orientation just fine but starts going crazy when it's there. Quite often its also only one axis doing it. It also happens sometimes and sometimes not, even on the same vessel.
  2. I'm having a problem with the "lock steering to" command. Sometimes when I use it point at a maneuver node the controls for one or more axis just spasm around wildly, burning through all my precious RCS fuel. It also does not settle down eventually, the control just keeps oscillating quickly. I can't really tell when this happens and when not, so its really difficult to pinpoint the problem. SAS is off :). Is this a known issue? I'm running KSP 1.2.2, RT 1.8.9, kOS 1.1.0 and Realism Overhaul v. 1.0.3.0. MechJeb is also installed. Thanks a lot!
  3. EDIT: Nevermind, it was just some odd setting in MJ, probably crept in with all my messing around. Resetting MJ to default settings helped. Sorry I bothered you. There is another really weird bug I'm getting since yesterday. I'm not sure if its RT related but that's the only thing I messed around with recently so I'll just ask here. If I have RT and MJ installed at the same time every time a craft rotation control input is given to the game the three rotation axis get deactivated on all RCS ports (the actuation toggles get turned off). When the control input is released they turn back on immediately. This happens when the inputs are given by me or stock SAS, RT flight computer and MJ inputs work normally. Translation is not affected either. The strange thing is that it was working fine before I started messing around this week to fix my other problem we discussed above and I can't tell what's changed. I ported the save file from my install without MJ back into the old one and the bug started there as well, even though I did not have trouble before. If I uninstall MJ it goes away, RT version 1.8.6 or 1.8.9.122 don't seem to have an effect. This is really weird and obviously makes the RCS completely useless. If anyone has an idea what the problem might be or how to fix it I'd really appreciate it. Thank you!
  4. For me it is mainly the information, like dV-stats and similar windows. The other thing I'm using heavily are the stability controls (Smart ASS). I can sort of work without those if I really have to, and use the RT computer and Kerbal Engineer, but right now that means switching installs every time I want to do an unmanned moon landing or anything where the delay really matters and I still want to fly manually. So I guess if you can get the MJ controls to react to my inputs with the delay that would be perfect, great would be if I could still use the info windows, and a great start would be if deactivating MJ on the craft would make RT behave properly (because I can do that in flight). I hope this helps you!
  5. In RO every command part has MJ on it by default. I tried deactivating it completely in flight (there is a button to shut down MJ on the part in RO, I don't know how that works in stock), but that didn't seem to change anything. And since there is MJ on all parts I get the issue on every vessel, I just didn't really care before landing on the moon. It was pretty much identical in the old 1.2.2 version and the one you provided Wednesday. Thanks for your help!
  6. Thanks a lot for your quick fix! It's still not working with MechJeb but a couple other annoying bugs have gone away. Thank you!
  7. Is there any solution for those of us who really want to use mechjeb for other crafts on the install or for attitude holding but still want their steering inputs delayed properly? Any settings on MechJeb I can change? I also recall scott manley using mechjeb in his lunar landing video and he definitely had signal delay. EDIT: So I looked around a bit more and it seems you fixed this issue in a later release. I'm still using the RO 1.2.2 install though. I tried playing with the current Remote Tech version but the game crashes while loading. Can the fix for the delay be implemented into a version that is compatible with 1.2.2 RO? Maybe change a few lines somewhere or sth? EDIT 2: So I uninstalled MechJeb and now it works but with the obvious downside of having no MechJeb for dV stats and everything. So the question remains if there is a way to get both to work. Thank you!
  8. I'd like to ask about this as well. On my install steering and throttle are not affected by signal delay, which really is not very realistic. Is this just happening on my install? Is there a way to change it? I'd really like to have my steering inputs delayed properly. Thanks a lot for all your great work on RO!
  9. Thank you! That's exactly the kind of answer I was looking for. Fixed, thanks a lot.
  10. I upgraded from 1.1.3 to 1.2.2 recently and everything is working great except one tiny detail: The pitch/yaw/roll and translation RCS axis toggles don't show up anymore which screws up a lot of my control builds. Does anyone know which mod was doing that and how I can get it back? Thanks a lot!
  11. Sorry to bother you with this, but it looks to me like you ditched the Inventory and the Simulation functionality from the Version used with 1.2.2 RO/RP0 (1.3.5.7). Is that intentional or did you just not get around to updating them yet? Will they come back or do I have to use ScrapYard and KRASH for that? Thx a lot for your hard work!
  12. I need some advice for Venus entrys. I tried one with a 90km periapse, a pretty light craft and a 2m lunar heat shield. It just burned up instantly. So I have some questions: 1. Is a Venus entry possible with a lunar rated heat shield? And if not with what is it possible? 2. Do I need to go in more gradually, maybe with multiple aerobraking passes? 3. Will a Kevlar-Parachute survive? 4. Someone told me that the reentry corridor is 90-105 km periapse. What's you opinion on that? Thanks a lot for any help!
  13. I need some advice for Venus entrys. I tried one with a 90km periapse, a pretty light craft and a 2m lunar heat shield. It just burned up instantly. So I have some questions: 1. Is a Venus entry possible with a lunar rated heat shield? And if not with what is it possible? 2. Do I need to go in more gradually, maybe with multiple aerobraking passes? 3. Will a Kevlar-Parachute survive? 4. Someone told me that the reentry corridor is 90-105 km periapse. What's you opinion on that? Thanks a lot for any help!
  14. I have a problem with my contract system. Since the many Mods of RO and RP-0 might be screwing things up I'm asking here. The game doesn't recognize contract achievement. It gets a lot of milestones but always misses the ones that would finish a contract by getting somewhere, like "reach intended orbit" (if that's timed the clock doesn't even start) or "flyby mars", that sort of thing. I can manually finish contracts in the save file, but that's very annoying. Does anyone have any idea what could be causing this? I'm running KSP 1.1.3, RO 11.3.2, RP-0 0.51, Contract Configurator 1.19.0, Contract parser 4.0, CapCom-Mission Control on the go 2.4 and loads more mods, these were just the ones I thought might be relevant. Thank you very much!
  15. Hey everyone, I could use some advice on reentrys. I used to fly a 70km perigee lifting reentry with the Mk1 Pod from LEO and it worked fine but now I ran out of ablator and burned up. It worked before, but the capsules lift might have changed. What is a good perigee for LEO entrys? (lifting reentry) What is good for the moon? And also what are good Periapses for Mars and Venus entrys? Thanks a lot! I am playing RO in 1.1.3
  16. @Ger_space Thank you! I won't be using 1.2 since I am playing on Realism Overhaul and that's not ready for that but I'll gladly take your addon.
  17. Is there a way to query which biome you're in and/or if you're in space low, high etc? Thanks a lot!
  18. I would just like to take a moment to commend the author(s) of this mod on how they implemented stopping the rotation using SAS and time warp in the new version. It took me a while to figure out what was going on because sometimes the craft would stop rotating when entering time warp and sometimes not. When I realized what was really going on (the ship only stops rotating if you are below a certain angular velocity) I thought that that was brilliant. Because this forces the player to use the fuel to slow the craft down while still keeping the option of getting the ship completely stationary, which would be very hard any other way. Awesome work, you are amazing!
  19. Hello, I'm trying to make a really rough test flight config for the RD-275M, just so there's something there. I just copied the Test flight config from the RD-275 in RD253_Config.cfg, pasted it right underneath and then changed it to RD-275M and changed ratedBurnTime. It is kinda working, the engine did fail after an appropriate amount of time but the Test flight monitoring window keeps flickering between not recognizing the engine and the right data from it. Any ideas whats causing that? The file now looks like this after all the normal engine stuff: @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[RD-253]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = RD-253 ratedBurnTime = 148 ignitionReliabilityStart = 0.928 ignitionReliabilityEnd = 0.999 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.928 cycleReliabilityEnd = 0.995 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[RD-275]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = RD-275 ratedBurnTime = 129 ignitionReliabilityStart = 0.928 ignitionReliabilityEnd = 0.998 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.928 cycleReliabilityEnd = 0.998 techTransfer = RD-253:50 } } //this is what I added @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[RD-275M]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = RD-275M ratedBurnTime = 167 ignitionReliabilityStart = 0.928 ignitionReliabilityEnd = 0.998 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.928 cycleReliabilityEnd = 0.998 techTransfer = RD-253:50 } }
  20. Thank you for that, I was about to reinstall everything one at a time to find out what was going on and kOS would probably been one of the last things I checked. I thought it happened because of the Kerbal Counting thing. Great news, thank you.
  21. Earth just looks so beautiful in 8k textures. I was playing on 2k with half res to keep my memory at 32bit levels before. I love 64bit KSP. Thank all of you so much for these amazing mods.
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