Kitspace

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About Kitspace

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    Sr. Spacecraft Engineer

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  1. So, at the moment, does Mechjeb use the Atlas Centaur guidance, or the Space Shuttle guidance? Are both of them referred to as PEG? While I see how the Shuttle version should be more accurate, how is that related to how often it bugs out in game? As I said before, it does not seem to be related, to how complicated the task is, or whether it is possible at all. Sometimes, it works perfectly and sometimes refuses to produce the numbers, for the exact same vessel. I somehow doubt that happened a lot in real life, even in the early days Also, the early two axis guidance code, may be a good thing to leave in on purpose, at least as an option, for people, who in one way or another, play career mode, or roleplay historical progression. After all, real Sputnik missions were flown with guidance, much closer to the early Atlas, than to the Shuttle Anyway, why would it refuse to work like that? Maybe, there is a particular action, or pattern of actions, that make it happen somehow? I do not remember having this problem with the earlier versions. Would it help if I post the logs?
  2. Wait, what do you mean, normal releases have a non functional PEG? This week I had at least four PEG launches. I mean successful ones. And I am using a normal release. My problem is that it bugs out sometimes, but it certainly does not only function, but steer much better than me.
  3. Hi Everyone! I am having a rather strange problem with the Powered Explicit Guidance in Mechjeb ascent autopilot. Sometimes, seemingly randomly, the stage analysis window throws NaN, instead of some of the numbers for the stages. When that happens, A, B and pitch become NaN. The time to go reading is sometimes an erratically changing negative number or just another NaN as well. If I launch like this, the guidance mode will never engage, and the autopilot will just stick to prograde indefinitely, after the pitch program. It, usually, tends to happen after reverting a flight, but sometimes, immediately after starting the game, or even creating a completely new save. It does not seem to depend on the vessel or whether it is physically capable of reaching orbit. I should say that I am also running Real Solar System, and the basic mods from the Realism Overhaul pack, but everything seems to work, so not sure, if this could be contributing. What could be causing this? Thank you!
  4. Is it correct that if you disable the stock resource survey system the stock survey parts functionally also become SCANSat?
  5. Hi everyone! Now that all the essential mods, including RSS seem to be updated, what are the plans, regarding Realism overhaul? Looking forward and really can not play without it Thank you!
  6. Kitspace

    [1.4.5] Real Solar System v13.1 [03 Sep 2018]

    The topic title is inconsistent with the new version released - it still has the old version number
  7. We are patiently looking forward to you getting the time for KSP Sure, real life always comes first though, good luck with solving all of your difficulties successfully!
  8. Hi everyone! I just discovered something I would like to ask about. I appreciate @blowfish taking my data into account and taking the steps to adjust the calculated idle thrust of the engines, but I am afraid it, somehow, did not have a significant effect. The numbers above suggest, that static idle thrust should be, from 3-4% of the full rated thrust, for high bypass turbofans, to 7-10% for turbojets without bypass. Currently the stock TF-34 turbofan, for example, develops as much as 7 kilonewtons of idle thrust, which is 17% of its rated 41kN. This appears to be almost the same as before, if I recall the previous test runs correctly. The CF-6 produces over 18 kilonewtons which is almost twice as much as it should do. The CF-6 variants are actually among the engine types that are shown in the Boeing documents. See the first of my three links on page 12. Also KSC seems to be an extremely hot place. As hot as 40 degrees C. That means that engines, of course, do not develop their full thrust, so on standard day, idle thrust is higher than that. I understand that this discussion is a bit dated, but I took a break from kerbal things for a while and just recently came back to building kerbal planes seriously. Maybe there is something overriding the default idle exit pressure value in the engine specific configs? Or some other setting affecting this? Also as most of jet engine nozzles are subsonic, should the pressure at the outlet actually be less than ambient and not more? Thank you!
  9. Any chance you can consider uploading what you have done so far since the last update? It seems like quite a lot of stuff and those teaser screenshots are mouthwatering beyond doubt
  10. I trust you are well? Any news?
  11. Interesting. I guess real life planes also have limitations on speeds for operations of such mechanisms... Sort of like the speed limit with the gear down is higher than while it is in motion quite often... Can not wait for the 1.4 release too!
  12. In the first two documents, each page with the velocity contours contains the thrust value, near the top of the page. And the reference at the page bottom shows for which engine types that page is valid. And I shall take a look at the idle thrust levels in the new version released, should be better now, I think
  13. Sorry, I did not make myself clear enough, I mean when you do that, do your wings not become wobbly and break off, while they are in motion?
  14. Sorry, not sure, what you mean by that? All three links contain numbers on thrust at different throttle settings for the different engine types
  15. I was just reading the thread and I am interested, if you have to keep the lock engaged, how do you change the wing position in flight, without breaking them?