Loren Pechtel

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About Loren Pechtel

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    Senior Rocket Scientist
  1. [1.3] - Modular Kolonization System (MKS)

    64-bit machine, plenty of memory, run the 64-bit version of KSP. You can't heavily mod the 32-bit version.
  2. In my experience MJ can even fly bricks so long as they are carefully balanced. I've built some pretty messy rovers in the SPH and very carefully placed their coupling point at the COM. I also make sure the drag is at least very close to symmetric. Turn late and shallow, better to waste a bit of fuel going higher than burn it up on the default trajectory. (It will fly with the defaults, surviving the flight is another matter, and the drag might be enough to keep it from reaching orbit. Once your apoapsis reaches the target altitude MJ uses maneuver nodes and doesn't compensate nearly so well.)
  3. [1.3] - Modular Kolonization System (MKS)

    Why would it have any huge amount of delta-v?
  4. This is very inefficient. As soon as you enter the SOI of your target body do a burn to set the periapsis to your desired orbit. Do a circularize at periapsis. Note that if your circularization burn will be very long (low TWR & carrying a lot of velocity) you should do it in two stages--do a circularization burn well clear of the body and then lower it to your desired orbit. The problem is that MechJeb does it's math assuming the burn is instant, then brackets it around the burn point. This has an acceptable error margin when the actual result completes in a quite small fraction of an orbit. However, the closer and longer the burn the greater the amount of orbit completed during the burn and the greater the error--flying it into the planet is quite possible with Nerva-powered interplanetary missions.
  5. It sounds like the real problem is you're using a non-stock engine that takes time to throttle up. MechJeb assumes it can do what it wants with the engine's throttle. I have no idea of a solution other than flying the last part of the landing manually. Better Burn Time will give you a pretty good estimate of the suicide burn time, light it a few seconds early to deal with the throttle delay.
  6. Catastrophic? In my experience the behavior you describe is normal and desirable. When you attempt to land at a target MechJeb actually aims for a point that in my experience is 500m above the target. Once it reaches that point it drops the rocket straight down and then burns to reach a soft touchdown. This is a lot safer than doing a suicide burn that's prone towards leaving inaccuracies that cause the rocket to land not straight up or with a horizontal velocity component like tends to happen when you use the land anywhere function.
  7. Bon Voyage isn't doing this--it simulates movement in the background, it doesn't move it at all while it's active. You're on ice, that's very flat, you're just rolling. Put the brakes on.
  8. [1.3] - Modular Kolonization System (MKS)

    With autopilots I think there is a good use for rovers--you can reach every biome of a world with a rover (although power could be problematic on the outer worlds) and at a lot less weight than the fuel for all those landings. A rover is similar to what you would get with ISRU--but on harder difficulty levels you need plenty of extra fuel as you might find zero when you drill. There's also all that science laying around in the space center itself and a rover is the only way to get some of it. (Not every building has a surface suitable for landing on.)
  9. I wonder if it would be possible to move the rover up say 100cm. I can't imagine anything would break from a fall like that but it would reduce the chance of collider problems on spawn.
  10. I figure that I have to save before sending a rover on it's way. I've had a toss on Minmus that if it happened on Gilly would have turned it into a permanent spacecraft (it would have exited the SOI.) I sure don't see anything in the Bon Voyage code that can toss a rover so I think it's a collider problem. I think the only real fix would be for KSP to resolve such issues by relocating the craft rather than pushing it away from the offending object.
  11. [1.3] - Modular Kolonization System (MKS)

    Reading from 00000000C is in effect a null reference error, it just wasn't reported as that.
  12. Bon Voyage is very shy and will not move if you're looking at it. Leave it alone and it will move. (Go somewhere else, get it outside physics range.)
  13. [1.3.1] Kerbal Attachment System (KAS) v0.6.3

    Minmus? I did it once with Mun! I had a rover on the surface that needed a part. I gave a guy the part and a bunch of fuel and kicked him out the airlock of a kerbal-rescue rocket in low orbit. The low TWR made landing hard and it took several tries. I finally got him down, the rover drove over to him, he fixed the rover and went back up to meet the rocket.
  14. Then it's getting confused somehow. I've seen stuff where the max KSP version is not right based on the data I find in the version tab of CKAN. Such cases always involve the versions being listed out of order.
  15. I think CKAN already has all the information--look at a mod, click "versions" and you'll see what versions and what versions of KSP they are for.