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ElWanderer

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  1. This is how I do it: FUNCTION launchSteerUpdate { LOCAL cur_v IS SHIP:VELOCITY:SURFACE. LOCAL new_v IS HEADING(launchBearing(),launchPitch()):VECTOR. LOCAL max_ang IS launchMaxSteer(). // returns different values depending on height/velocity IF VANG(cur_v,new_v) > max_ang { // limits the maximum angle between our surface velocity vector // and where we are aiming to steer SET new_v TO ANGLEAXIS(max_ang,VCRS(cur_v,new_v)) * cur_v. } SET LCH_VEC TO new_v. // LCH_VEC is a global where I store the vector I want to steer to }
  2. This makes me very happy. I guess the work lights will be good for setting up screenshots
  3. 4500m/s for Kerbin orbit is indeed out of date. However, ejection from Kerbin to another body involves adding together two or three numbers: the amount to leave Kerbin's sphere of influence plus the amount to intercept the desired body, plus (potentially) the worst case inclination change value https://m.imgur.com/yO0bQax Personally I would use Alexmoon's transfer planner website to find out how much delta-v is required for the specific transfer you'll be doing. It can vary quite a bit depending on the relative positions of the bodies and whether you need a big inclination change or not.
  4. My current career is the first time I've visited Eeloo, Dres and landed on Moho (rather than flying past it at ludicrous speed). I've not done a return to orbit from Eve's surface, but I'm not sure I have a strong yearning to do that. On the other hand, I've often wanted to install Realism Overhaul/RSS/RP-something, but never had the time (and not sure how well it would run on my PC).
  5. I finally managed to get a good transfer burn to Moho, such that I could circularise with plenty of delta-v leftover. My previous efforts have either missed the planet entirely or flown-by at such velocity that I didn't have enough delta-v to enter orbit. Having made orbit for the first time, I flew over the Mohole for the first time, then landed a probe for the first time. I'm now wondering if I have enough delta-v to do a sub-orbital hop that'd take me into the Mohole itself. That'd be one way to dispose of the lander!
  6. I've done that too many times I wish there was a special stage lock that prevents a heat shield from being uncovered unless you're on a re-entry trajectory.
  7. Just to add that you'd use a ! to negate the check i.e. anything that tries to add in a kOS processor module should be checking that there isn't already one. Something like kos-for-all goes through all parts with the Command module, adding kOSProcessor if there isn't already one. I imagine it would be harder to find examples where the check isn't done properly (if at all).
  8. You left ten days early? That's an age when trying to intercept Moho. If you have tons of delta-v you can get into a phasing orbit (match part of your orbit with Mojo's, then put a manoeuvre node at that point and adjust your orbital period until you meet Moho at that point in some future orbit). I've done this but not very well - my last visit to Moho involved shooting past at 4.3km/s when I only had 3km/s left in the tank. I've heard getting an Eve assist is a good way of saving delta-v.
  9. Warping through a sphere of influence change at too high a time multiplication used to cause all sorts of issues. I know this was partially solved by slowing the warp down to x50 for the transition, but I don't know if the underlying issue was ever tackled.
  10. KSP's delta-v calculation (which defaults to sea-level) says about 700m/s instead of the 4.5km/s that KER is displaying, which also ties in with the Isp and thrust being awful in an atmosphere. The other thing to check is whether the engine needs a lot of time to spool up to full thrust. I usually stage the engine first, then the docking clamps. Admittedly, very few stock engines spool, but it is good practice to avoid dropping launchers onto the pad!
  11. Ah, that's not too helpful. I've just run a simple orbit and back script in v1.10 and didn't encounter any problems.
  12. In Steam, you can "downgrade" to an earlier version that RSS/etc. supports. I think it's the opt-in beta section and you'll probably want v1.8. Once you've downgraded, take a copy of the whole KSP folder in the Steamapps directory. You can then opt back out of the older version in Steam, keep the main install as a clean, up to date, stock version and go to town on the v1.8 (or whatever) copy with as many mods as you dare.
  13. By enlarging the rocket, have you gone over the mass limit for the avionics you are using? "In RP-0, avionics units have a maximum amount of mass they can control." https://github.com/KSP-RO/RP-0/wiki/Procedural-Avionics I would expect RP-1 to be similar.
  14. No one has reported anything as far as I'm aware and there aren't new issues on GitHub: https://github.com/KSP-KOS/KOS/issues However, I don't think anyone can say it works perfectly and there were some statements in the change log for v1.10 that had the potential to cause small breakages. It'd be interesting to know what you've heard.
  15. Yes, ideally. With SAS disengaged, your rocket should just follow surface prograde, which will lower towards the horizon as you go (the Wikipedia page for gravity turn tries to explain this, though I'm not sure it does a great job). It's diverting from surface prograde that will produce aerodynamic effects that could flip the rocket, unless you can counter them. With the right initial turn, you don't need to steer away from prograde at all, or at least until you're high enough that it doesn't matter. Personally, I can't be faffed with getting the right initial turn for each design, so I use gimballed engines to retain control authority (and add small fins to prevent flipping). I am aware this leads to launches that are not as efficient as they could be.
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