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VincentThacker

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Posts posted by VincentThacker

  1. 23 minutes ago, Kerdel said:

    ah oke can you give a before and after picture maybe?

    I checked; the extinctionthickness values are all already set to 1, as they are in the stock scatterer config. It's not caused by EVE because the issue still persists even if EVE is not installed.

  2. I get a big black shadow in the opposite side of the sky just before sunrise or immediately after sunset. It seems to be coming from the "Long Distance Terrain Shadows" feature, because it disappears when I turn it off. I know that Kerbin/Earth itself is supposed to cast a shadow at sunrise and sunset, but the shape, position and color here seems completely off, especially ay 14 km altitude. Is there any way to fix/reduce this? The below screenshot is taken right after sunset and the shadow is in the East. Link on Github

    wX3nZxj.png

  3. 3 minutes ago, king of nowhere said:

    I'm not the greatest expert in plane aerodinamics, but I can suggest checking if the rotor is still working at top speed (460 rounds per minute). When the air becomes more dense, the propellers face more drag, and as a result to rotor may not be able to push it at full speed anymore.

    also, sometimes propellers can get bent; i've seen it happening in particular when you leave the propellers active in vacuum, or when you reload with the propellers moving in a thick atmosphere. If thet get out of shape, they will lose efficiency.

    if neither of those is the reason, then yes, it's up to air density and pressure. I'm not sure on how those impact the efficiency of propellers, but I know they do

    Thanks for your reply. Yes, I have mentioned in my question that the propeller is always at maximum RPM of 460.

  4. I built a small plane powered by electric ducted fans and a few RTGs, which is capable of infinite flight. I was flying it on long flights around Kerbin where I set MechJeb to cruise at 4000 m altitude. I noticed something interesting, which is that the maximum cruise speed decreases as latitude increases. At the equator, it could cruise at 280 m/s but this speed gradually drops to 250 m/s at 60° latitude, which is a difference of more than 10%. As I flew back towards the equator, it gradually increased back up to 280 m/s. Even more interestingly, the blade pitch at which this maximum cruise speed occurs decreases from 49° at the equator to 46° at 60° latitude.

    The electric motors are always at constant (maximum) RPM and the mass of the aircraft is strictly constant as no fuel is involved at all. This is not an issue of bad controls as the plane is just not physically capable of cruising at 280 m/s at 60° latitude.

    I think the reason has to do with the temperature, pressure and density of air varying with latitude. Can anyone explain?

  5. On 1/28/2021 at 4:55 AM, barfing_skull said:

    Well, starting from scratch, adding RSS, then my other mods, seems to have solved the immediate problem and it works well with fast FPS and looks fantastic.  Although I'm still getting the popup about no RSS textures installed, even though they are.

    I'd love to have clouds and the like, but from reading back, the only thing I see is RSSVE as an add-on to EVE, and that no longer works from what I read?  Are there any other visual enhancements for clouds or the like that work with the current RSS?  I have scatterer and EVE there, but I think they'd need configs for RSS.

     

    Cheers,

    -BS

    There is a way to get scatterer working on RSS.

    Firstly, go into the scatterer planet folder and notice that there is a folder for each stock celestial. Inside are three files with the .half extension together with a config. Some celestials such as Kerbin have separate folders for atmo and ocean. Take note of the file and folder structure.

    Download RSSVE, extract it, dig inside and you will find the same .half files and configs for the RSS celestials but arranged differently. Move them into the scatterer folder and put them into the same structure as the stock celestials. Using a text editor, open every config file and update every file path inside to the correct one. You can delete the stock celestials folders afterwards.

    Finally, replace any other applicable file (I believe there are a few) with the versions from RSSVE

    Start KSP and you are good to go. Check all the celestials to make sure they work. It will be fairly obvious if you made a mistake somewhere.

    I would send a link with the above all done, but unfortunately I am away from my desktop now. 

    Other visual enhancement mods working are PlanetShine, custom skybox with TextureReplacer, and RealPlume, which makes engines look beautiful.

    Hope this helps.

  6. Yes, yes and yes, I did read through the entire documentation and I am clear what the ICRF is and how to transform coordinates.  I looked through the files again and I realized I accidentally mixed up some values. The original values provided are indeed consistent.

    Maybe I did not explain it clearly enough. I prefer KSP's skybox to be aligned with the ecliptic instead of Earth's equator. In reality it doesn't matter whether we use the ecliptic or equator, but in KSP there is a definite direction that is upwards. Therefore I rotated all the vectors in the gravity_model.cfg and initial_state_jd_2433282_500000000.cfg files. It is the exact same system, just tilted back by 23 degrees so that the orbit of Earth is in the horizontal plane of the skybox.

    Link here: https://drive.google.com/file/d/1gjgRcA_bMposrlMfnkW6zvEwJdCQkeL

    Tested and working. Let the truth speak for itself before calling what I did "incorrect".

     

    TLDR: By default, Principia aligns the solar system such that the Earth's equator is in the horizontal plane of the universe. This modification aligns the ecliptic to the horizontal plane of the universe instead. It is a mostly cosmetic change to the orientation of the skybox.

  7. On 2/27/2017 at 11:01 AM, Snark said:

    Screenshot, please.  It matters a lot how your ship is designed.

    Out of curiosity, do you have any aero control surfaces (e.g. steerable fins like the AV-R8) on your lander?  And are they facing "backwards" during reentry with the heat shield?  And they're forward of the CoM during reentry?

    One thing I've noticed is that SAS can get kinda confused with aero control surfaces in pointing-backwards situations, so that it induces a leftward roll when it's trying to correct rightwards.  That can cause an out-of-control spin.  I'm not saying that's your problem, just something to check for.  If you turn off SAS, does that make the problem go away?

    Thanks a lot!

    I could not understand why my Eve lander suddenly started rolling uncontrollably at a certain point during atmospheric entry. I even edited the craft file to make sure that all the identical parts (such as multiple groups of legs and parachutes placed with symmetry) were placed at exactly the same height along the vertical axis, ensuring that the craft had complete cylindrical symmetry. I was at my wit's end until I found your solution. I turned off SAS and it stopped. You made my day. +1

  8. 8 minutes ago, OhioBob said:

    The atmospheres were fixed a long time ago.  Jool was a particular problem right after v1.0 was released, but that was fixed promptly with one of the subsequent releases (v1.0.5 as I recall).  Changes were also made to Eve's atmosphere.

    You should be able to aerobrake at Jool, but the safe corridor is pretty narrow.  The margin of error is small.  And, of course, you'll need ample heat shields.

    The periapsis that you'll need will vary depending on (1) the entry velocity, and (2) the ballistic coefficient of the vessel.  You'll likely need to determine the correct periapsis experimentally.  I did a bunch of tests on this a couple years ago and determined that the median periapsis was about 155 km, though it varied.  Since then, however, Squad changed the drag coefficients of some parts (pointy parts less draggy and blunt parts more draggy), so I can't guarantee that number is still good.

    Oh. Looks like the absence of heat shields was the problem. Thanks for your reply!

  9. So my probe finally reached its destination, Jool. It came in on a regular intercept path, and I aimed for a very shallow aerobrake in Jool's atmosphere at around 8500 m/s, with periapsis at 195 km. Around 10 seconds after entering the atmosphere, the entire probe exploded.

    There were no flames/re-entry effects, and certainly no red overheat bars seen during a regular re-entry (such as from Minmus). Everything (except the MechJeb module) just instantly exploded.

    I'm suspecting this is what happened. Does this problem still exist? If it does, is there a workaround (other than Tylo gravity assist)?

    I'm playing on KSP 1.4.3, with only MechJeb and other visual mods.

  10. 15 minutes ago, Fadly said:

    Use autostruts. Pick the topmost fuel tank on your rocket and set it to "heaviest parts", which is usually your bottom most fuel tank. This help stiffen the whole rocket. For space station, make sure you only have ONE reaction wheel working. This include parts with reaction wheel as well (Drone, command module, etc). or you can disable SAS. Use warping to kill rotation. It also help if you can reduce the sensitivity of your control. Jerking from oversensitive control can lead to spaghetti effect.

    Exactly.

  11. 2 hours ago, klgraham1013 said:

    So...the best feature was one that invalidated another "feature."

    Says something about the wobbly rocket "feature" in the first place.

    The wobbly rocket "feature" is really just a consequence of the fact that there are many joints in the rocket (between stacked fuel tanks) that would be non-existent in the real world. Mods that allow you to construct a single fuel tank of any size (such as Welding or Procedural Parts) will solve the problem.

    Otherwise, auto strut and rigid attachment are your best friends.

  12. Get all of your Kerbals out of their landers.

    Switch to one of the landers, and tip it over so that it lies on its side.

    Start the engines at full thrust and watch it streak across the surface.

    Repeat the above steps for all remaining landers.

    Now, select a rover. Disembark any Kerbals still onboard.

    Flip it over so that its wheels are facing the heavens.

    Watch them spin uselessly until the battery dies.

    Repeat the above steps for all remaining rovers.

    The Mun is their home now.

  13. On 5/4/2018 at 1:52 PM, steve_v said:

    If you louse up structural integrity when building a rocket, it explodes. There is no "bending 40° and flapping like a wet rope" phase.

    That's only because you're joining multiple generic parts together in KSP to form what would've been ONE part in real life.

    How many posts will it take before people realize that (stock) KSP is by no means realistic. Relativistic effects?  N-body physics? Limited EVA propellant?

    No, no and no.

    It is a game.

    There's a reason why real-world space agencies don't use KSP to plan their missions.

    There's always a way to eliminate flexing in your rocket. You just have to find it.

  14. On 5/5/2018 at 3:48 AM, Kerbital said:

    In my experience, auto struts invited Kraken too often. I settled on KJR mod.

    You're probably not using them correctly. For me, auto strut, when used correctly, becomes the fifth fundamental force holding my crafts together. It was probably the best feature that Squad ever added to KSP.

     

    Also, fuel tanks in real-life rockets are custom-made for that specific rocket to maximize the mass ratio. No one in real life builds "generic" fuel tanks and join those together like "parts" in KSP. It simply makes no sense to do so. If you want fuel tanks of any size, use Procedural Parts.

  15. 8 hours ago, Geonovast said:

    I think you may be confused as to what an acronym is.

    ac·ro·nym
    ˈakrəˌnim/
    noun
    noun: acronym; plural noun: acronyms
    1. an abbreviation formed from the initial letters of other words and pronounced as a word (e.g., ASCII, NASA ).
       
       
      As far as what you're asking, I don't think there's anything offical for that.  (I can't think of the word for it either).  Use whatever you think sounds best.
       
       

    The correct word is "Demonym".

  16. Try this:

    1.Open your persistent.sfs file with Notepad.

    2. Find this section:

    		KERBAL
    		{
    			name = Jebediah Kerman
    			gender = Male
    			type = Crew
    			trait = Pilot
    			brave = 0.5
    			dumb = 0.5
    			badS = True
    			veteran = True
    			tour = False
    			state = Missing
    			inactive = False
    			inactiveTimeEnd = 0
    			gExperienced = 0
    			outDueToG = False
    			ToD = 804399.44100609387
    			idx = 0
    			extraXP = 0
    			CAREER_LOG
    			{
    				flight = XX
    				XX = Die
    			}
    			FLIGHT_LOG
    			{
    				flight = 11
    				11 = Land,Kerbin
    			}
    		}

    3. Switch the state to "Available"

    4. Remove any line with "Die" under CAREER_LOG and FLIGHT_LOG

    Jebediah should be back, ready to die again.

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