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Everything posted by ThreePounds
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
Time to drop some praise again. Who did the Biome names? Outstanding. My fingers twitch to finally play some more GPP and my head spins trying to imagine what these cool places could be *clap* … *clap* … *clap* … but how am I gonna translate this …- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
What has been the inspiration behind the name Hox? For all the other bodies it's not hard to find the inspiration in Greco-Roman mythology and Gauss is clearly a reference to Carl Friedrich Gauss (Gauß in German - translated accordingly) but Hox is the odd one out. I won't change the names of the planets - just do minor adjustments to them.- 7,349 replies
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That's a pity because my second monitor died a few weeks ago and it's already on the landfill otherwise I could have tested this for you.
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I like the way you did it. It's actually pretty close to what I do. I usually have two MA files. One for the mission planning and one for the actually execution of the mission that I update to the current vessel state. It can be a bit tedious to run the optimizer after I have reached a major mission mile stone or after a manoeuvre (sometimes several times) but doing so ensures that I am still on the correct course for complex trajectories. I have never seen that issue. The window keeps updating causing the icon in the task bar to turn to the highlight colour and flash every time it does so but since it updates so quickly it's more like a steady highlight colour. It doesn't steal focus though and doesn't come to the foreground so I can continue writing this post for example while I run a MFMS job just to test this for you. I'm using Windows 10 Professional.
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From this post. I'm using the pre release but haven't run into bugs and it fixes some issues that I had related to the MA so give it a try. If it still doesn't work, upload the file again and I'll have another look. But the way you describe it is the exact way I did it so I have no clue what's different.
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I'm using 1.5.8. That might be the reason. You should be able to reproduce this by yourself though.
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@drhay53 Looking at your MA file, I noticed that indeed something is very wrong with the orbit that the optimizer has given you. This is way too aggressive and surely not what the fly-by finder had in mind. It's always important to actually look at the trajectories to figure out what's going on. KSPTOT is a powerful tool that will do all the maths for you, but it's also very, very dumb and the thinking is still on you We have to fix this. Your initial orbit looks good. However, like I stated previously, I'm going to put 354.5° as initial Arg. of Pe just to make sure the TEI burn happens at the correct angle. I set the eccentricity to 0.005 just to make it something non-zero (probably just superstition ) On the coast event, I set true anomaly to 0° and the bounds to -2.5 and 2.5. I'm fairly confident that the burn happens at Periapsis (True anomaly there is 0°), so this will bring the optimizer pretty close to the solution I want. How exactly out TEI looks like is difficult to say. We can't rely on the print out from the fly-by finder because that had a very different initial orbit. First up, I set the radial component to 0 and deactivate optimization on it - as previously said I'm quite confident we have the correct angle so no need for radial burns. Normal is really the same deal - there shouldn't be a huge component as we already have the inclination we need. I set the value to 0 and bounds to -200 to 200. Most important is now the prograde component. I assume it's more than 1,000m/s and less than 1,300m/s. So I set those as bounds and the value as 1,010m/s (an educated guess based on the orbital print out). Now it's time to move on to the optimizer. The way you left it looks good to me so I'll just run it. And almost immediately I get the orbit I wanted. It's a few days off but that can probably be fixed with a little bit more fiddling. Here's your file back! https://drive.google.com/file/d/0B6KLmRpYz5AlV0NTSk1Vc1prVmM/view?usp=sharing Moral of the story: Make sure your initial set up is as close to the desired orbit as possible and make sure your constraints aren't too wild - make them as tight as possible. The optimizer will go off on a wild goose chase if you let it.
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Can you upload the mission architect file? I'm having trouble following. Maybe I can give you more valuable information we're looking at the same thing.
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Yes. That's what I meant. Months? That's a almost a multiple of the transfer duration. If the burn is too aggressive then the optimizer homed in on a very suboptimal solution. I'm this case it's best to completely reset it and let it find another one. Try going back to the departure burn calculations and set your initial orbit in the mission architect accordingly. It should have the same RAAN, Inclination and Arg. of Pe. Make the margin on the "the coast to true anomaly event" -5,5 and set the contains on the transfer burn as closely as you can. It's fiddly I know but that's how the tool is. You aren't doing anything wrong fundamently I think. I also find that the optimizer doesnt like the UT constraint too much. Once it found an orbit it's hard to make it adjust the timing in my experience.
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I think that particular element of the tutorial is no longer useful in the newest version. Ignore the argument of Periapse of the initial orbit and do one of these options 1) Set the argument of Periapse according to the value of the hyperbolic transfer orbit you get from the "computer departure orbit" option in the pork chop plotter or 2) don't set the augment of periapsis and make the margin for the true anomaly -180,360 Both should work
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
I don't see performance issues and I am using a woefully underpowered and ancient machine. The only difference is the long load time. Both for starting the game and switching between flight scenes. Just starting GPP takes about 5 min for me and it's already on my SSD.- 7,349 replies
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Arg. Of Pe is only defined for eccentric orbits. Did you make sure the orbit is not circular?
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[1.3.0] Automated Static File Localizer BETA (0.1.0)
ThreePounds replied to Nils277's topic in KSP1 Mod Releases
Sorry for sending you on a wild goose chase. He included those for reference I believe. They aren't really doing anything. While we are on that subject. If I localize the strings in the KSPedia for GPP, would you compile it for me? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
Pardon my English, but shouldn't it be "Gullies"? Oh, nvm. It's an alternative form.- 7,349 replies
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[Most 1.12.x] Near Future Technologies (August 26)
ThreePounds replied to Nertea's topic in KSP1 Mod Releases
Why not make one and share it with us? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
As a German, this is slightly concerning.- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
Where can I find the source files for those? Or are they ARR? EDIT: I see that there is a branch for them in the github repo. But I have no clue what the hell I am looking at. Looks like I would really have to recompile to whole thing to translate it. EDIT2: But that won't automatically set the appropriate KSPedia version. Looks like to make this work properly, @Poodmund would have to add localization support to the KSPedia. Is that an option? I found this mod has a localized KSPedia so maybe you can have a look how it's done?- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
How does one localize the KSPedia of GPP? I think I have seen other mods made localization aliases (#LOCxxx...) available for those - or I am dreaming? Do I have to compile them myself?- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
I've been thinking about this too. But as long as the radiators are much hotter than the environment, the laws of thermodynamics aren't violated. It's basically like a fridge.- 7,349 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ThreePounds replied to cybutek's topic in KSP1 Mod Releases
go to the VAB and search for the settings. IIRC, you'll find two panels that control the part and facility upgrade requirement. -
Thank you so much for writing the localization helper. It really makes my life easier as I don't have to look for work around when testing my mod translations and I can test the grammar parser inside the game. EDIT: Hm... I have trouble getting it to work. Here is what I did: Install Action Group Manager (current public release) Install Localizer Helper edit language.cfg to contain "de-de" edited settings.cfg to contain "LANGUAGE = de-de" installed "de-de.cfg" (from my own HD) into \GameData\AquilaEnterprises\ActionGroupManager\Localization\ launched KSP_x64.exe Result: Action Group Manager remains in it's original English version Expected Result: AGM is now translated into German What am I doing wrong? EDIT2: Strangely enough, the language seems to be set as evidenced by this single translation. It just ignores the mod localization completely.
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Welcome to the forums! Yes. It's working fine with 1.3. Be sure to grab the release from LGG though. https://github.com/linuxgurugamer/RCSBuildAid/releases
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
ThreePounds replied to Alshain's topic in KSP1 Mod Releases
@Alshain Do you mind sharing the plugin you've used to set the language to German? I could really use it for debugging purposes. I have found a guide that tells me how to compile a small *.dll but I don't have a c# ide sitting around currently and it'll take me a long time to fiddle around just for a few lines of code. I'd be so happy if you could help. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
That's fair enough I suppose. What my initial idea was and what I have based my translation on until now, is that the reader of those messages has gone a bit mad from the ceaseless radiation pelting his tiny green head for months on end and has started to give his instruments names and treat them like his associates.- 7,349 replies
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