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dakhr

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Everything posted by dakhr

  1. I figured out this has to do with some probe cores (non RO)messing up staging tree. To prevent this I`m checking my ship build in VAB disconnecting vessel from probe core then reconnecting it .If delta v's still are "all right", after procedure, thrust stops magically disappearing.
  2. Ok .Thanks for reply... then other mod causing problem.
  3. Any plans to make it work in KSP 1.6.x? I mean it is working somehow, but I encounter bug with engines,frequently I'm running into situations when over sudden engine stops "pushing" ship . It appears that engine is working, plume is produced, information window shows ISP and thrust, fuel is burning, but ship speed won't change and its remains "stuck."
  4. Bingo! I have found variable R in some dummy function, which I did never called (it just was sitting there and I forget about it).Thanks!.Merry Christmas !
  5. 1.Rebooting script doesn't change anything. 2.I tested Your theory and replaced R with V code executes without error. 3.Here is the code with function which executes before troubled function. This is so annoying issue! function step_fhBoostersGlide{ parameter k. parameter FinSteeringDist. if (ship:ALTITUDE <75000 ) { RCS ON . } set intensity to 10. LOCK STEERING TO - SHIP:VELOCITY:SURFACE:NORMALIZED * landingTarget:POSITION:MAG - VXCL(SHIP:VELOCITY:SURFACE, VXCL(SHIP:UP:FOREVECTOR, landingTarget:POSITION * 1.42 - impactPoint(k)))*intensity. if(isShip("fhBooster1") or isShip("fhBooster2")) SET sBurnStart TO boosterSburnStart. if (SHIP:ALTITUDE < sBurnStart+FinSteeringDist OR geoDist<1400 ) { If NOT BRAKES BRAKES ON. setHoverPIDLOOPS(). limitGridFinAuthority(80). set startT to time:seconds. set oldT to startT. set prevPos to ship:geoposition. wait 1. SET step to false. } } function impactPoint { DECLARE PARAMETER k. DECLARE PARAMETER dv IS V(0,0,0). SET ps TO V(0,0,0). SET vs TO SHIP:VELOCITY:SURFACE + dV. SET as TO V(0,0,0). SET t TO 0. UNTIL ps:Z < -ALT:RADAR { SET t TO t + 1. SET as TO (- vs:NORMALIZED * (vs:MAG ^ 2 * k * (0.99997 ^ SHIP:ALTITUDE)) / (SHIP:MASS * 1000)) - SHIP:UP:FOREVECTOR:NORMALIZED * 9.81. SET vs TO VS + as. SET ps TO ps + vs. } RETURN ps. } function step_entry{ parameter dummy1 is 0. parameter dummy2 is 0. //SET thrott TO 0. If NOT BRAKES BRAKES ON. set missionT to time:seconds. set dt to missionT - oldT. set curPos to ship:geoposition. set curAlt to ship:altitude. set velLat to (prevPos:lat - curPos:lat)/dt. set velLng to (prevPos:lng - curPos:lng)/dt. set landingAltitude to landingTarget:terrainheight + 7. set impactTime to timeToAltitude(landingAltitude). // time until impact set impactPos to body:geopositionof(positionat(ship, time:seconds + impactTime)). // position of impact set landingPos to latlng(impactPos:lat, impactPos:lng - impactTime * 0.01666666). // adding planet rotation // preparing PID loops // --- landing loops --- // Altitude control //local AltVel_PID is pidloop(0.2, 0, 0.04, -200, 200). // calculating desired velocity during landing //local VelThr_PID is pidloop(0.05, 0.01, 0.005, 0, 1). // adjusting thrust to reach that velocity // Latitude control local LatVel_PID is pidloop(6, 0, 40, -0.15, 0.15). // same as above but for steering during landing local VelPit1_PID is pidloop(700, 0, 200, -5, 5). local VelPit2_PID is pidloop(700, 0, 200, -15, 15). // Longditude control local LngVel_PID is pidloop(6, 0, 40, -0.15, 0.15). local VelYaw1_PID is pidloop(500, 0, 200, -5, 5). local VelYaw2_PID is pidloop(500, 0, 200, -15, 15). // --- END landing loops --- //setTorqueFactor("high"). //setHoverMaxHorizSpeed(200). set LatVel_PID:setpoint to landingTarget:lat. // steering set VelPit1_PID:setpoint to LatVel_PID:update(missionT, landingTarget:lat). set steerPitch to VelPit1_PID:update(missionT, velLat). set LngVel_PID:setpoint to landingTarget:lng. if curAlt < 5000 { // if below 5k, use actual longditude instead of the expected one rcs on. set VelYaw1_PID:setpoint to LngVel_PID:update(missionT, longitude). } else { set VelYaw1_PID:setpoint to LngVel_PID:update(missionT, landingPos:lng + posMod2). } set steerYaw to VelYaw1_PID:update(missionT, velLng). set steer to ship:srfretrograde + R(steerPitch, steerYaw, 0). //HERE IS TROUBLE LINE OF CODE if (curAlt <= 3000) or ((longitude - 0.03) <= landingTarget:lng) // if below 3k or almost directly over landing pos, it's time to slow down { set step to false. } set oldT to missionT. set prevPos to curPos. wait 0.025. //sampling time }
  6. https://drive.google.com/file/d/1d8oA3_Gjrn4ltPicQSTRmnTQWd_7EkU8/view?usp=sharin I did try previous KOS versions and I have same issue.Now I need some custom function which does same thing like build in R... or other bypass.Any links ?
  7. https://drive.google.com/file/d/1d8oA3_Gjrn4ltPicQSTRmnTQWd_7EkU8/view?usp=sharing
  8. Hi Function for rotation R(pitch,yaw,roll) is not recognized, my line of code: set steer to ship:srfretrograde + R(steerPitch, steerYaw, 0). I got error message :Undefined variable name `R` KSP version 1.3.1 , KOS version 1.1.5
  9. Yes I'm calling other vessels (stages)from core booster CPU and I'm trying yo change their names. Does this mean, I have to call /activate CPU on other stage? Then I will be able to rename it? How to do that?
  10. Hi I'm trying to change name of separated boosters without success.Only main core booster name changes. This is my code: STAGE. wait 1. //here I'm on active core vessel SET SHIP:NAME TO "fhCore". wait 1. kuniverse:forcesetactivevessel(VESSEL("fhCore3_full Probe")). //this is how ksp names stage after separation "fhCore3_full Probe" I'm getting successful switch SET SHIP:NAME TO "fhBooster1". //looks like this not changes name wait 1. //after above I should have "fhCore" ,fhBooster1 instead I'm having still old names kuniverse:forcesetactivevessel(VESSEL("fhCore3_full Probe")). SET SHIP:NAME TO "fhBooster2". wait 1. //after this command core stage changes name to fhBooster2 ,separated boosters are still "fhCore3_full Probe" kuniverse:forcesetactivevessel(VESSEL("fhCore")).//here I'm getting message "fhCore not found ",which is obvious because only core name changes to last name change Kind regards
  11. Hi I had installed KSP 1.3.1 + rescale 10.6 (Kopernicus rel-1.3.1-2, ModularFlightIntegrator 1.2.4.0, Module Manager 2.8.1, Rescale x10.6 1.0.2.7, Sigma Dimensions 0.9.5,Galileo,TextureReplacerReplaced) For some reasons I have water on Kerbin in places where it shouldn't be .Everything looks fine but when I'm landing I got a splash. Occasionally when reloading space centre screen ,it's happen to be under water, anyone encountered similar issue ??
  12. Interesting, where is this information on the screenshot ?
  13. Installation instruction (with CKAN), if encounter overheat problem using RSS & Constelations : 1)Uninstall KSP Interstellar Extended (CKAN will list RSS & Constelations as dependand mods) proceed 2) Install RSS & Constelations 3)Install KSP Interstellar Extended
  14. Hi. But how on earth be such high growing demand (shown by megajoules power mangament display)when the ship is simple as fu...k ? But anyway this should be no problem as batteries drain with normal rate..just looks scary -Kilo/Meg watts
  15. Another example ....stock parts only , ship is on the dark side of Earth, panel retracted : https://drive.google.com/file/d/0BwayVYM7pw5PU2JqVUJKTjl1eWc/view?usp=sharing then on the sunny side, when power is produced, everything is as supposed to be : https://drive.google.com/file/d/0BwayVYM7pw5PMmRDRWVrTHVMUTg/view?usp=sharing
  16. Update After uninstalling Your mod with (RSS and Constellations in place) , then installing it again, overheats disappeared, but bizarre power demand is still in place: https://drive.google.com/file/d/0BwayVYM7pw5PNjZueFd2b3ZUNGc/view?usp=sharing So far seems that installing Your mod.... as last, solves overheating issue , but still question is what the hell is that growing power demand out of nowhere ?
  17. I've installed Kopernicus versions: 1.2.2-3 no change 1.2.2-2 saved game don't load 1.2.2-1 saved game loads, RSS and Constelations don't load.In oryginal Kerbol system everything works perfectly fine , no overheats, no bizarre power demands out of blue.... ..then i uninstalled your mod and installed only RSS and Constelations , no overheats. These are my observations so far. At this stage what additional information do You need to troubleshoot problem (if You even bother )??
  18. But there is a thing, power drawn is minuscule (see attached image ,total power consumption as shown by AmpYear mod: 0.055 EC/s) and demand is growing like to infinity for no apparent reasons .Unfortunately this is what left from my ship ,radiators were attached to mobile lab , but it exploded first .BTW parts separated by explosion also overheat. OK, i will install other version of Kopernicus and will see what will happen. https://drive.google.com/file/d/0BwayVYM7pw5PNEd3enUyQmxVUFk/view?usp=sharing
  19. Hi thanks for the great mod.Recently i started new game in career mode and I run into issues when using this mod along RSS and Constelations mods. With both mods installed, my ships overheat and eventually explode , and KSPIE -power distribution meter goes on and on to ridiculous demand / utilisation values when power is not produced. With RSS only mod ships don't overheat, but negative values are still there. https://drive.google.com/file/d/0BwayVYM7pw5PWVVidDFFSUVRUnM/view?usp=sharing And few minutes later demand is still growing: https://drive.google.com/file/d/0BwayVYM7pw5PdklQUE1sU3NWeWc/view?usp=sharing And this is the case with any ship, radiators doesn't seems to help even if they are green in VAB
  20. Relaying power seems not to work for me , there is no relaying options to activate on any part with such supposed to be capability. Any suggestions ???
  21. Thanks for the answer, I use dual propulsion anyway orion/medusa for acceleration/de acceleration and other engines to fine tune manoeuvres. I've tested this: I load ship with medusa retraced engine shut off, I tried different ship configurations ,all over again I'm getting the same result: when I extending it ,whole thing separates and explodes ! PS KSP version 1.1.2. Orion is quite stable at the moment , sometimes I only get things ,like slight trajectory change ,orbit change upon loading etc (engine switched off when loading)
  22. Thanks ,a ton for mod and reply I will test it BTW probably I'm doing something wrong but I can't force ISRU to process nuclear fuels ,I'm playing science at the moment ,do I need some technology to unlock this feature ??
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