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AndyMt

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Everything posted by AndyMt

  1. That's an excellent idea! That way one could deploy solar panels, antennas etc...
  2. It most likely is related to the filename. " characters are not allowed in filenames. As the filename is partially composed of the vessel name, this is the reason. Of course invalid characters should be removed/replaced so this cannot happen... I'll add this to the list: https://github.com/AndyMt/GravityTurn/issues/49
  3. Actually - for debugging purposes I've added this in kind of a hidden way: while keeping the "Alt" key pressed, click "Previous best settings" . This will reset to defaults and then you can press "First guess" which will end up with what you want :-). It also shows more information in the "Stats" window, most of which might be confusing... As I've stated before I want to redesign the whole UI, but I just don't find the time to do it... anyway - the "reset" button will be there... sometime...
  4. Yes 1.7.6 is the old Version. I've just released 1.7.7 yesterday, don't know if it's on CKAN already...
  5. Ok, then I'll make this an official release. Just have to figure out how to tell CKAN that it's not compatible with 1.3.1 or earlier any more.
  6. I found some additional time today :). So if someone wants to test: https://github.com/AndyMt/GravityTurn/releases/download/1.7.7/GravityTurn_1.7.7.zip It's a pre-release, just recompiled, no changes in functionality. And it won't show up in CKAN.
  7. Thx :). Today I took the effort to install Visual Studio on my new PC and got GT compiled. It seems to work, but I have to do some further testing and go through the whole release process again - of which I forgot most details... it's been a while. Maybe I'll get a release finished end of this week.
  8. Exactly - you can regain control by switching to map view and back as a workaround. Don't know if MechJeb integration works after that. Edit: actually it's by switching to the space center, then back to the vessel via the tracking station. This makes GT terminate and go away...
  9. Just tried the current version of GT in a fresh KSP 1.4 install: unfortunately it needs to be recompiled (at least). Not sure when I have time to look into this, because in the meantime I've changed PC and have to re-install everything... I would also have to merge my dev branch - or just do a new patch branch in GitHub. Anyway - probably a few hours of work. Not sure if it would be better to wait for 1.4.1.
  10. Yes, RO adds even more issues compared to RSS, like no throttling for most engines. That alone makes GT kind of unsuitable... I still have to try MJ's new way of doing launches :-).
  11. Just to add to that: the switch from Surface to Orbit marker in the navball is controlled by GT and so is the pitch to horizontal. It is controlled by the "Pressure Cut Off" parameter. The closer to 0 the higher up this happens. Personally I started to set it to 600 for Kerbin. For RSS size games I'd suggest to set it even higher, or to 0 all together. There is no hard-coded limit in GT in regards to pitch etc. The suggested parameters are all for stock only, they don't make sense for larger scale systems. I occasionally played RSS with GT myself, but it's been a while. What I remember for a 1.5 TWR vehicle is this: Increase the Start parameter to around 100 Turn Angle around 5 Time to AP, both to 60 Pressure Cutoff to 300 or even more towards 0 But as I said: it's been a while...
  12. Hm... maybe the other way around: disable roll on the core stage? Or: try to adjust the amount of gimbal you allow. As I see it the reaction time of the gimbals is too low for the amount GT wants to apply. Until the engines moved enough and back again, the impulse is already too high, so it overshoots. I see this issue when using the "Vector" engine in stock. It's gimbals range is extremely high, but it moves quite slow. So - I usually have to reduce gimbals range to about 30% for most launches. But all this is just good guessing...
  13. Usually this is due to "interference" of gimbals. So what you could try is: disable roll in the actuation toggles for all or most of the engines. It's actually built in :): set the "sensitivity" to 1.0. Then it will never throttle down. But it won't pitch down if the time to AP get's too high. So you need to design your rockets accordingly.
  14. Hm... By Launch() do you mean GT's internal GravityTurner:Launch() method? What you can do: if you show the stats window in GT and have the alt-key pressed while klicking the checkbox, GT will show some more information there. Including some status information about which phase of a launch it is in. Also the log file might help a little about what happens (or doesn't) compared to a manual launch.
  15. Great! Thanks for looking into this so the 2 mods work together. I still don't have the time to continue the refactoring and UI improvement...
  16. Sorry I wasn't clear in my previous answer: my statement is true with RSS, using stock(like) parts, but probably not with RO. With Real Fuels there come a lot of additional requirements, then there are engines which cannot throttle down, or if you try too much they cut off and cannot restart. That's why the original author probably didn't support it. And I can also see why, the effort would be quite high. There may be workarounds for some of the problems, like engine cut-off. What if you set the sensitivity to 1.0, so it won't throttle down? Then fiddle with the "Max Thrust" parameter on the engines directly? That's something I do sometimes, like if the 2nd stage engine doesn't have enough TWR initially. Then I let the first stage thrust over the configured time to apoapsis, so I have some reserves. I can look into the issue why the fins didn't work, that should not happen. But I remember having used SRBs with control fins and that worked. Maybe a RO specific issue? You can reset the config values in 2 ways: delete the file as suggested by @JAFO (no game reload required) or (something I've implemented for debugging purposes) - keep the alt-key pressed while pressing "previous best guess". This resets every parameter which is not locked to defaults. This also causes the stats window to show more stuff (for debugging), so don't be surprised.
  17. I've used it once in a "half size" modded install and I remember already there the turning speed was higher and the angle much lower (with a TWR of about 1.5 at launch). But even with default values something else must make your rockets fly that way? Maybe some other mod? Or "control from here" set to something else? My guess is to have the turn speed at around 100 and the angle at around 5 or 6, time to apoapsis at 50 or 60 seconds and sensitivity not lower than 60 or 70. But maybe someone else used it with RSS already and can give some hints?
  18. It should just work fine with 1.2.2, but I haven't tested it recently.
  19. The sole purpose of GT is to do exactly that: a gravity turn. While I'm often tempted to add more functionality - I leave that to other mods (which was also the original authors intention I think). Creating the orbit maneuver node at the end is kind of on the border, so of course you could argue that triggering the launch is kind of similar to that. Anyway - right now I just don't have the time to do any programming on GT. Some real life situations claim all my attention .
  20. Actually you can't right now, I'm sorry. I wanted to rework the UI for a while now, which would include an option to disable circularization. But summer and such... That's a rather interesting mod... I don't want to argue which approach is best, it probably depends on the vessel etc. I usually trim the launch TWR to be very close to 1.5. Then it doesn't usually change that much during launch. I also try to build the first stage in a way that it reaches the given time to apoapsis shortly before staging. Reducing thrust will reduce efficiency, as the weight of the engine is still the same. And GT is all about maximum efficiency. I did consider a max G parameter once, though. But didn't get it to work properly. Maybe I give it a try again. Right now summer is just too nice - so no programming at the moment.
  21. I did a quick compile and no errors so far. It's just that the air drag values look a bit low now - or maybe I just don't remember what they usually look like...
  22. I still have to update the release files so CKAN will show it properly. But right now I down't have the time for it. So sorry, until then => install manually.
  23. I've done a few tests with the new KSP version 1.3 - it seems GT still works properly, so no changes needed. Or has anyone experienced something different?
  24. Interesting exception... I have to check that. Regarding default values: yes they are for stock, RSS you have to guestimate something yourself.
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