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About dafidge9898

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  1. How does Air Launch work? I saw it in the tech tree but couldn't figure it out. It says Airlaunch level 1. Edit: Never mind. I found something on it. Thanks!
  2. It's the same thing as what I wrote. The mu would cancel out with the one multiplied by the R unit vector, unless my parentheses are incorrect.
  3. FIXED. I broke the equation down into multiple lines of code and that seemed to work. It still doesn't point exactly to perigee but it's close enough. I'm trying to calculate an eccentricity vector for a rendezvous script. It is a vector that points from the center of the Earth to the perigee with magnitude equal to that of the eccentricity. The equation for this (I learned from my space mechanics class) is (1/mu)*((V X H) - (mu*R_unitvector)). The value for H is R X V When I do this calculation, it results in a vector equal in direction to the ships R vector with magni
  4. I'd like to report a bug. I'm not sure if it's RO doing this so sorry if this is the wrong thread. Basically, patches of the ground start floating up as I approach the ground. I haven't noticed it when I'm ascending, but definitely when I'm descending. You can also crash into these ground patches, and I've observed them to be as high as 40km in altitude. They're not just stationary, either. You can see them moving upwards as you get closer. Logs: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Pics: https://imgur.com/a/OcI3tEB It's actually kind of funny somet
  5. Hi, I'm running scatterer on 1.3.1 with a RO/RSS save. For some reason, earth appears to be covered in some white sheet. Is there a fix for this? Thanks! Edit: Sorry, did not see the format for bug reporting. KSP: 1.3.1 Windows 64bit Problem: Everything but the ground is white Mods installed: Scatterer 0.0324 Various part mods and Realism Overhaul + required mods. No other visual mods except RSS textures Reproduction steps: Literally just start a new game. The sky is white, and when in map view, the planet is covered in a very opaque white sheet.
  6. That's one thing, it kind of just disappears after 20 minutes. The flight plan window is still open, but the actual maneuver information is gone.
  7. Am I doing something wrong with maneuvers/flight planning? I plotted a 50 minute long maneuver, but when I actually executed it, it did not get me in the desired orbit. I started the burn when it told me to, then I shut off the engines after waiting the specified burn time. Here is a picture from the map view just after engine cutoff: https://imgur.com/a/JTfUmdX I also noticed when plotting maneuvers that if RCS is on, even if active engine is selected, the flight planner still only plots the maneuver assuming the RCS thrusters are doing the work. This does not seem to be the problem in m
  8. Is it possible to change the actual size of the kerbals? I play realism overhaul, and would like my kerbals to be average human height, not three feet tall. Thank you!
  9. I am trying to write a script for a landing near a target on the ground. I want to make it so the ship changes inclination slightly in order to be (almost) directly over the target when the de-orbit burn starts. To do this in the way I am currently thinking of I would need to use something like positionat(ship,time), but for the target vehicle (because planet rotation). If I replace "ship" with "target", it returns a vector consisting of NaN. Anyway, on to the question. Is there something that will let me predict the position of a target vehicle after a certain amount of time? Or am I go
  10. After either timewarping or loading the craft from the tracking station, my spacecraft completely disassembles itself and sends parts flying across the solar system at 50% the speed of light. I play realism overhaul on 1.2.2, so the save is heavily modded. Where this happens: it only happens when the craft is in deep space. For example, I'm sending a probe to Venus, but cannot perform the capture burn because my ship keeps exploding. output log: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Thanks!
  11. I remember a few years ago there was a mod that let you change whether an RCS thruster was to be used for pitch, roll, translation, etc, by toggling options in the right click menu. In other words, it let you de-select some options so an rcs thruster could only be used for pitch, or roll, or up translation, or etc. I don't remember what the mod name is, but I know it was discontinued for whatever reason. Is there another mod that does this? EDIT: disregard this post. did not realize this can be enabled with "advanced tweakables" in the settings.
  12. Here you go Output log: https://www.dropbox.com/s/i0vleh0p582wgqs/output_log.txt?dl=0 Modulemanager.configcache: https://www.dropbox.com/s/86rl3y1zwamdl0z/ModuleManager.ConfigCache?dl=0 Thanks again
  13. I know my reentry profile is fine, and my craft is stable. I tested reentry with the Mk 1 pod, which is definitely RO compatible, and it still blew up, so I think it just comes down to tweaking some settings. Do you happen to know which settings to turn down? Thanks EDIT: I noticed there is a config file higher up, but I dropped that in the deadly reentry folder to no avail.
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