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HebaruSan

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  1. HebaruSan's post in Could this work? was marked as the answer   
    It used to be very possible in the pre-1.0 souposphere / airhogging days. The thinning atmosphere could be compensated for by adding more air intakes, so people did things like this (the black things are old air intake models) and managed to get ridiculous high-atmospheric performance from jet engines:

    Nowadays I think the engines themselves have thrust limits based on altitude (I think that's what they changed, don't take my word without checking though), so that doesn't work anymore.
  2. HebaruSan's post in Payload that flips every rocket, please advice (solved) was marked as the answer   
    Yup, that's it:

  3. HebaruSan's post in Kopernicus not Working was marked as the answer   
    SigmaBinary and SigmaDimensions are throwing exceptions on load. They seem to be trying to talk to the wrong version of Kopernicus.
    [ERR 08:37:20.237] AssemblyLoader: Exception loading 'SigmaBinary': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Additional information about this exception: System.TypeLoadException: Could not resolve type with token 01000028 (from typeref, class/assembly Kopernicus.Configuration.BaseLoader, Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) System.TypeLoadException: Could not resolve type with token 01000028 (from typeref, class/assembly Kopernicus.Configuration.BaseLoader, Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) System.TypeLoadException: Could not resolve type with token 01000028 (from typeref, class/assembly Kopernicus.Configuration.BaseLoader, Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) [ERR 08:37:20.241] AssemblyLoader: Exception loading 'SigmaDimensions': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Additional information about this exception: System.TypeLoadException: Could not resolve type with token 01000014 (from typeref, class/assembly Kopernicus.IParserEventSubscriber, Kopernicus.Parser, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) System.TypeLoadException: Could not resolve type with token 0100003c (from typeref, class/assembly Kopernicus.Configuration.BaseLoader, Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) Try removing those.
    You also apparently have an ancient version of KSP-AVC, only compatible with KSP 1.2–1.3, which is throwing lots (thousands?) of exceptions:
    [EXC 08:37:36.809] TypeLoadException: Could not resolve type with token 01000024 (from typeref, class/assembly KSP_AVC.Addon, KSP-AVC, Version=1.1.6.2, Culture=neutral, PublicKeyToken=null) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Try removing that, too.
  4. HebaruSan's post in How to stop spinning in circles while docking? was marked as the answer   
    Have you tried approaching from normal or anti-normal? Any other orientation can be subject to "drift" as the slightly different orbits get out of alignment, but along the normal axis that effect actually helps you by gradually moving the vessels closer together.
  5. HebaruSan's post in Mods working separately but not together was marked as the answer   
    Looks like another instance of this.
  6. HebaruSan's post in Mods working separately but not together was marked as the answer   
    Looks like another instance of this.
  7. HebaruSan's post in Mods working separately but not together was marked as the answer   
    Looks like another instance of this.
  8. HebaruSan's post in Question about Delta-V was marked as the answer   
    Are you aware that the delta V meter in the VAB has atmospheric and vacuum modes? The delta V maps generally use vacuum delta V, and it's likely you were looking at the atmospheric delta V, which can be significantly less for some engines. If you hover the delta V icon in the toolbar the options should be apparent.
  9. HebaruSan's post in Borderless windowed mode not working when launched from CKAN was marked as the answer   
    If you're launching your main Steam instance rather than a copy, you might get better results setting the game command line in CKAN to:
    steam://rungameid/220200 That should launch KSP via Steam.
  10. HebaruSan's post in Updating ModuleManager.4.1.3.dll was marked as the answer   
    That's this:  https://github.com/KSP-CKAN/CKAN/issues/3221
    Long story short, you installed ModuleManager manually, CKAN is trying to replace it, but your version is a little old so the filenames don't match up. As a workaround you can try selecting ModuleManager in the mod list, going to the Versions tab, and clicking the checkbox next to 4.1.3 to install the same version you have now, after which CKAN will be able to update it as needed.
    The next release of CKAN will handle this better:  https://github.com/KSP-CKAN/CKAN/pull/3287
  11. HebaruSan's post in RSS download! was marked as the answer   
    Kind of ironic that you're posting about a problem that CKAN would have prevented and drastically simplifies the investigation of:

    (You're using a ModuleManager that isn't compatible with KSP 1.3.1.)
  12. HebaruSan's post in Bug with science was marked as the answer   
    Kind of:
     
     
  13. HebaruSan's post in I am having trouble installing mod using CKAN was marked as the answer   
    Click Refresh and try again.  (https://github.com/KSP-CKAN/NetKAN/issues/7016)
  14. HebaruSan's post in Kerbal Engineer Redux's dV numbers are wrong? was marked as the answer   
    Your "current" stage has 0 m/s dV. KER wants you to stage immediately:

    Whatever this decoupler icon is, it's not shown in your VAB screenshot, so that would be the first thing to make consistent:

  15. HebaruSan's post in Did they remove named quicksaves? was marked as the answer   
    Alt-F5 (or right shift-F5 on Linux).
    https://wiki.kerbalspaceprogram.com/wiki/Key_bindings
  16. HebaruSan's post in General modding tips? was marked as the answer   
    KSP by itself doesn't support custom textures; you need to install a mod to use them, usually EnvironmentalVisualEnhancements.
    That's not a glitch, the RSS team did that on purpose to simulate some of the challenges of axial tilt.
    Possibly. Try naming them and someone might be able to help you.
    Yes.
  17. HebaruSan's post in Mobile Processing Lab - 6 kerbals was marked as the answer   
    https://spacedock.info/mod/248
  18. HebaruSan's post in Saved crafts folders mod? was marked as the answer   
    You might try CraftManager:
     
  19. HebaruSan's post in What is Delta-V was marked as the answer   
    Here's a recent discussion of that:
     
  20. HebaruSan's post in Preventing an Extinction Level Event was marked as the answer   
    The main tech you need is the claw; you use it to grab the asteroid for pushing:

    https://wiki.kerbalspaceprogram.com/wiki/Advanced_Grabbing_Unit
    As long as you've got that, yes, you can definitely divert an asteroid from hitting Kerbin, though as you've realized, you'll need to rendezvous before its periapsis.
    Build a spacecraft with a claw, a Poodle, and maybe 3000 m/s delta V, give or take Attach a launch vehicle that can put it into orbit (i.e., so the 3000 m/s starts once you're in orbit) Launch it to the same inclination as the asteroid Target the asteroid Place a maneuver opposite the asteroid's incoming path Increase the maneuver's prograde component and watch what happens with the close approach markers Fiddle with the maneuver; eventually you should be able to put your craft into the asteroid's path just as the asteroid is reaching the same spot; that's your intercept! Burn Rendezvous with the asteroid (see various docking tutorials for help, this is its own process) Open the claw and grab the asteroid Rotate so you're pointing perpendicular to the asteroid's path Burn and watch the asteroid's periapsis ascend out of the ground As soon as it's >70 km, you're done! Also, spoilers:
    EDIT: Further note, 15 days might be a little too long to do this conveniently. It only takes about 7 days to get all the way out to Minmus, which is nearly at the edge of Kerbin's sphere of influence, so if this Kerbin-killer is 15 days out, you might be looking at an intercept outside of Kerbin's SOI, which can be harder to plan. If you wait till it enters Kerbin's SOI, getting the intercept should be a sure thing.
  21. HebaruSan's post in Ideal Rocket Equation and Delta V Questions. was marked as the answer   
    You also need to take the natural logarithm of that mass ratio:
    Delta V = 9.81 * Specific Impulse * ln(Initial Mass / Dry Mass)
  22. HebaruSan's post in mechjeb not behaving like it did litterally minutes ago. was marked as the answer   
    I wonder if it's getting confused by that fairing. It looks like you put it as the final stage and then deployed it manually. MechJeb might think that the initial "Stage 1" should last 0 seconds because there's no reason to delay the release of the fairing. Then when it looks at the initial "Stage 0", the fairing is already deployed; maybe that confuses it?
  23. HebaruSan's post in Satellite contracts. Did something change in 1.3? was marked as the answer   
    I think it's showing your AN/DN relative to the target orbits.
  24. HebaruSan's post in Optimal Transfer Windows. was marked as the answer   
    This looks fairly decent (credit to Krizzen on Reddit):

  25. HebaruSan's post in Delta-V for Returns was marked as the answer   
    In general, going from Orbit A to Orbit B has the same cost as going from Orbit B to Orbit A, just in the opposite direction. This is because the magnitude of the burn is just the difference in your speed at that point in Orbit A versus Orbit B.
    In the case of a return, you're essentially undoing the capture burn, which the map says is around 310 m/s, and which is not too far off from the 265 m/s from my screenshot. The tricky part is the timing; you need to burn at just the right part of your Mun orbit to do it that efficiently. If you then wanted to circularize at LKO after that with no aerobraking, it would cost the same as the initial burn to get an intercept, again because the two pairs of orbits are the same.
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