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Loren Pechtel

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Posts posted by Loren Pechtel

  1. 14 hours ago, kerbini said:

    Most of the time I never recieve a crash report for my 2nd stage which I always decouple in sub-orbit of Kerbin. I tried putting aerobrakes on it but made no difference.

    Note that if the periapsis of the stage is above 22km it will remain in "orbit" even though it's actually in the atmosphere--game bug, not a Stage Recovery bug.  Careful--if this is what is going on and you switch to the offending stage while it's in the atmosphere it's impossible to switch away until it's either down or destroyed.

  2. I mean outlook.com, not the program Outlook.  It's not a sync problem between the server and the client.

    And for some reason I never got an e-mail notification about replies in this thread, I only saw the reply when I came here to reply to a notification about another thread.

  3. 5 hours ago, viperwolf said:

    Im sure this is not mechjebs fault but my design. What causes jeb to keep searching for its target point on the nav ball? It just keeps fighting to line up, not all the time, just certain maneuvers. What causes it not to autostage, every other stage works except my first stage. It is my booster separation that it wont do. However it use to when i first built the rocket. All the other stages work.

    Most of the rocket is KW Rocketry.

    I've seen this behavior before with a long rocket and inadequate control authority.  It appears to be in the core game as it can be reproduced with a Kerbal on EVA with the jetpack throttled way down.

    The problem appears to be waiting until too late to attempt to stop the rotation of the rocket, it overshoots the target and then has to go back looking for it--and overshoots again.  And again and again and again.

  4. 2 hours ago, MechBFP said:

    That is fair. However it seems to impossible right now to make anything with any useful payload and still have a decent TWR (0.5 or higher) unless I use the Vista drive. 

    In fact based on my testing there is basically no reason to use anything but the Vista drive, as it has amazing DV, TWR, and is able to do all of this on a pebble bed reactor with a thermal generator and some radiators  

    Is the Vista drive OP compared to the rest of the mod?

    I haven’t unlocked the antimatter tiers yet, which I assume will have better tech than the Vista, but considered how early you get the Vista in the community tech tree, it blows everything else away in the meantime. 

    Moving around between planets a TWR of .5 is fine.

  5. 11 minutes ago, MechBFP said:

    I've honestly tried to get into this mod probably 25 times, and every single time I simply get frustrated and give up. Even after watching tutorials, even after reading everything online, I always just give up because nothing in this mod seems to be worth the effort due to the high costs/high weight of everything.

    Sure the ISP values on the engines are high, but when your ship (in orbit) weights 10 times more than stock due to the massive weight of the reactors/generators, what is the point? I can usually get the same DV at 1/5 to 1/10 the cost in stock.

    Am I missing something or what?

     

    Think SpaceX, not Apollo.

    Don't throw away your ship after a single mission.

  6. 1 hour ago, Lizardman383 said:

    I think I found a bug.

    I'm still new to CKAN, and there's probably an easy solution that I'm to stupid to find. I have my install of KSP on steam, and I have it selected for CKAN (d:/steam/SteamApps/common/Kerbal Space Program). From what have gathered, in order to install a mod, you need to find the mod on CKAN, check the box next to it, hit apply changes and it should work. The problem is, when I check the box next to the mod name, the 'Apply Changes' button doesn't light up and I can't click it. When I first installed CKAN, this didn't happen. This has happened several times after that, and when it happened for USI Kolonization Systems, I decided to write this. Is there a fix for this?

    And one more question, with some mods where the 'Installed' checkbox should be, is it says AD (Like with Kerbal Inventory System). What does that mean?

    (I use windows 7)

    I've seen that sort of behavior when the update couldn't be loaded--doesn't match your KSP version or a dependency doesn't match.  Note that by default CKAN is sensitive to even the smallest of version changes, even when the mods are still compatible.  In the menus there's an option for what KSP versions to accept as compatible.

  7. 6 minutes ago, MaximumThrust said:

    Great way to collect science. I was having trouble thinking how to get the science reports for Flying Low (without jumping from hills), or even the Flying High for the atmospheric analysis. The solution:

    MLDZS40.png
    W0uF02P.png
    D0orVHV.png

    After that I deflate the balloon, and let the lander can fall with chutes. Go to it with the rover, repack everything and reattach to the rover using KIS. I guess this is the most Kerbal thing I've ever done.

    I'm only having problems with the Kerbals disappearing in Kerbin (and only Kerbin) using this. I'm almost sure is the "Stage Recovery" mod.

    I also wrote a very small patch to work with Feline Rovers natively:

      Reveal hidden contents


    @PART[Lynx_FrontPiece]
    {
        MODULE
        {
            name = BonVoyageModule
        }
    }

    @PART[Lynx_Cockpit]
    {
        MODULE
        {
            name = BonVoyageModule
        }
    }

    @PART[Lynx_CockpitTruck]
    {
        MODULE
        {
            name = BonVoyageModule
        }
    }


     

    My fix was to put some Thuds on it, burn for half a second.  Include ISRU capability to refuel.  I have a pic around of the drill working fine on Kerbin's ice cap!

  8. 3 hours ago, The Aziz said:

    So I had the module attached to my vessel. Returning back to Kerbin. Everything burned it the atmo, only AR202 survived, and started falling. But instead of reaching terminal velocity and crashing at decent speed, it was slowing down? At let's say 1km above the surface the speed was about 3m/s.
    Is this part somehow extremely resistant for everything including air or I messed something up?

    Simply being very light for it's size would cause the slow fall you're seeing.  A high temperature tolerance would cause the former, I've never looked at what it's temperature tolerance is.

  9. 17 minutes ago, Jesusthebird said:

    Id like to request a  feature added. A simple filter for currently unmaintained mods(not limited to out of date ones either). I was thinking it be a good idea so devs have a place to look if they want to adopt a mod without combing the forums just looking for one. Having a good looking list of all in one place. What better place than ckan id say?

     

    Thoughts?

    How would you know a mod is unmaintained?  That's a passive state, not an active state.  Some mods can go a long time without changes without anything being wrong.

  10. 3 hours ago, Atkara said:

    Back in 1.05, I drove on the surface of Moho, Eve, Duna, Ike, Dres & Eeloo and got the science out of any biome a car could drive on.

    On my current career, I have perfectly good 'hardware' sitting on the surface of all the above-mentioned bodies, except Eeloo (transfer window hasn't arrived yet), doing nothing because I simply can't find the nerve to go through this again.

      Reveal hidden contents

    Fw1iv7K.jpg

    3PWgZqC.jpg

    And today I found this mod. It's good that a configuration file is included -gave me the means to attach the routine to the MK2 Probe Core I use on my cars.

    @RealGecko, no matter how many times I thank you for this, they won't be enough.

    On Kerbin I've even used it where cars can't go.

    I built a big rover and mounted some jet engines on it.  This allows awkward "driving" out onto the water to get the splashed-down science.  I also put a pair of drills and some small rockets--a very short burn and I can grab the flying low science.  (You need automated science sampler for this, there's no way to collect it manually fast enough.)

  11. 54 minutes ago, bartekltg said:

    Is there a way in the scripting module to create a maneuver node after existing one? To run a script that creates a plan. Now the operation trajectory -> maneuver ignore other nodes, both my and the ones created by a script.

    A simple example would be increasing an orbit. 
    -increase Ap at Pe.
    -Circularize at Ap

    Or, what i really was trying to do, the trajectory to catch a lost Kerbal:
    -increase/decrease Ap at Pe.
    -Circularize at Ap
    -match plane
    -Hohmann to target
    -fine tune closest approach
    -match velocity

    The "manual" maneuver planner has a option create a new node/change the last node, scripting one seems to place a new node on old orbit ignoring existing nodes. 

    As a workaround, I can always execute node and create a new one after that in the script, as it is intended. 

    The rendezvous planner will do this, although sometimes not the most efficient way.

  12. 1 hour ago, Philaphlous said:

     

    Fail... Must have had a previous version of mj2 that allowed me to use any SAS module as mechjeb compatible...supposedly there's a part code I need to use if I want to keep that same method? I figured it out and got it working again! Thanks for the assistance! 

    There's a MechJeb for all mod that puts MechJeb capability on capsules and cores.

  13. 1 hour ago, DStaal said:

    I do think disconnected home/hab should be limited to surface bases however.  It makes sense there, but it really doesn't in space.

    Yeah.  I had an experience with this that felt totally wrong.  I had messed up, I had a grumpy Kerbal around Minmus(?).  The tourist bus came along to pick him up (his booster was one-way, the plan from the start was to bring him home on the bus, I just didn't launch it at the right time.)  Set up the rendezvous, the bus comes zipping by at a good clip.  (MechJeb, why do you start the matching burn at closest approach?  It should start earlier so you match velocities at closest approach!)  Before the rocket lit (and while he couldn't see the rocket, either, although I don't expect the mod to track that) he got ungrumpy.

  14. 50 minutes ago, Cdodders said:

    I've been having an issue where MJ stages a rocket during ascent, and keeps staging and staging until it has gone through all the stages.

     

    11 minutes ago, Jim DiGriz said:

    If you're not using the dev version that is probably an old bug related to when physics starts early on the pad (most likely due to a revert to launch causing a physics jolt).

    I've experienced it with KSP 1.2.2 and I never figured it out.  Revert to launch wasn't a factor.  If a rocket was bugged it would fail 100% of the time--it would stage correctly the first time but then keep blowing off stages.  So long as your second stage got you to orbit it was easy to stop by limiting the auto staging.

  15. 7 hours ago, maja said:

    It's one click in MJ vs a lots of coding and research in KAC. Where's the problem to switch off autowarp if you don't need it in MJ?

    I think the real answer should be to change MechJeb--either make it not resume warp if it's turned off, or make a switch to decide whether it should resume warp.  (I do find resuming warp useful at times--combined with biomatic set to dewarp on new biome it allows efficient collection of orbital science with little interaction needed.)

  16. 39 minutes ago, fronbow said:

    Yeah I always thought of HyperEdit as a kind of God-mode. It's a tool to test ideas out, like building a base in some far off world, or setting up a satellite network.

    In my current test build (not released) I'm killing Time Warp when doing the Land maneuver. It only does this while landing and seems to be working okay!

    I also use it to deal with situations where the game doesn't do what it's supposed to.

    For example, doing rescue contracts many times I've found kerbals who aren't willing to leave--they'll get out of their craft but they won't let go of it.  When that happens I hyperedit the capsule back to Kerbin.

    I've also used it a couple of times when the mod that adds a decoupler to heat shields went astray.  (The mod works as designed but there's an extra attachment point that if you accidentally use it the decoupler fires for no effect.)

  17. 34 minutes ago, ss8913 said:

    so... with engines like the Kerbstein, which can accelerate during timewarp to a measurable fraction of c... KSP and its various autopilots only allow for calculation of hohmann transfers.  These engines imply a "burn and turn" methodology, where you accelerate to the halfway point, flip, and brake.  How can you calculate the vectors to do this?  I can't imagine winging it or doing it on paper is particularly productive?  I'm also wondering if there's a good calculator for FTL orbital insertion, as I am still having trouble figuring out a [reliable] way to do that.

    It's not that important anyway.  I haven't played with the Kerbstein, but since you say it can push you to velocities measured in %c that's the realm of Brachistochrone trajectories.  Point at the planet and burn to turnover is going to get you pretty close.

  18. 11 hours ago, Abpilot said:

    k... HOW IS EVERYONE ABLE TO STUFF THERE PC FULL OF MODS WITHOUT CRASSHING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

     

    on a side not i carnt launch a ship with a drill or the the game rejects it

    64-bit machine, plenty of memory, run the 64-bit version of KSP.  You can't heavily mod the 32-bit version.

  19. 1 hour ago, maja said:

    @custume Really? You are trying to fly a brick on Kerbin and blame the MJ when it can't handle it? Make an aerodynamic rocket with rover hidden inside a fairing and COL under COM. MJ will fly it without problems.

    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.)

  20. 4 hours ago, kithylin said:

    And no I did not do a burn at 0s, you are not understanding what I tried to convey so I'll try to be more clear: I had a trajectory where I was 500km from the surface of Ike, but my periapsis was such that if I did not correct it.. I would smash in to the surface. Typically in the past, at such a situation, even at 500km altitude from the target, I would just open mechjeb, click maneuver planner and tell it: circularize, at a set time, 0 seconds (Which means now, which will end up like +17s by the time it turns the ship around to burn). Click execute button and it would circularize me at about 500k, or 400km or at worst 300km, depending how fast I'm going and how steep the descent trajectory is. But it doesn't do that now. In this same situation, I told it circularize at 0s and clicked go and it just sits there and never fires RCS, never turns the ship, never fires anything. I've always done this for over a year with KSP + Mechjeb, it's always worked before.

    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.

  21. 1 hour ago, jrodriguez said:

    uhmm Maybe the problem is then related with the "soft" touchdown part. My rocket has like TWR=2 aprox and due to the engine response speed, it takes like 1-2 seconds to have full thrust on the engines. The problem then is that Mechjeb is applying full throttle too late for my rocket :).

    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.

  22. 7 minutes ago, jrodriguez said:

    Hi all,

    I'm experiencing an annoying issue when landing using Mechjeb on Earth.  The problem is that Mechjeb seems to be trying to "land" when the rocket still at 200-300 meters altitude (of course causing a catastrophic end lol)

    Have you ever seen something similar? 

    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.

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