Jump to content

scimas

Members
  • Posts

    214
  • Joined

  • Last visited

Everything posted by scimas

  1. As far as I understand, principia takes full control of the physics from stock KSP, except for vessels in atmosphere or close to the surface of bodies (see the timewarpAltitudeLimit issues above) and doesn't allow anything else to change vessel orbits. The only thing I can suggest is to remove principia from your installation, launch KSP and get your vessels into the orbits you want, using cheats menu or hyperedit or whatever else you prefer. Then add principia again to the installation and continue playing. There is a problem with this approach though. You might find some ships going on vastly different routes compared to where you placed them. This is because a lot of high orbits in stock kerbal system are not as stable when you take into account the gravity of other bodies. See the above image as an example of what happens when you try to complete satellite contracts near Duna. Also, if you have any vessels landed at high altitudes on non atmospheric bodies, they might just explode when you try to take control of them (again the timewarpAltitude issue.) And apologies if there are formatting issues, posting this from mobile.
  2. Yes, the red and green conics are from contracts. I have been playing a career mode with mostly just the stock game, principia and some utility mods like KER, KAC; and it has been mostly playable without a problem. As you said, low orbits around any body or high orbits in unperturbed places are pretty much stable. But contracts involving stable stock orbits near places like Duna-Ike or contracts involving landing at places above the timewarp limit are just impossible to complete. There is also the problem that KSP uses the stock values of parameters to determine the completion of contracts. So even if sometimes your principia orbits completely matches the target orbit, the contract doesn't get completed. That's when you turn on stock orbit and see that the stock Ap is 5 or so degrees ahead or behind the principia orbit. So yeah, there are small annoyances like that, but nothing deal breaking. If something can be done to force the contract system to use principia's values, then I would be the first to jump on that mod! @rsparkyc's mod seems to be going in that direction, though I'm not familiar with the internal working of the contract system to know whether the mod takes values from stock game or from principia.. or even whether principia's values are accessible to other mods or not.
  3. This is definitely something I will use in the near future as principia is more or less stable now in the sense of performance.
  4. Are Remote Tech, TAC Life Support and such orange listed mods in the RO thread also required for RP-0, since they aren't "strictly recommended" in RO?
  5. Man, those stock orbits sure don't remain stable now! 16 Maneuvers just to reach that orbit; not to mention that even on the immediate next pass it doesn't resemble the original orbit at all.. Didn't actually perform those maneuvers, just plotted it.
  6. Very much liking the new ascending and descending nodes, they help a lot! There is an issue with the body centered body fixed frame at launch time. It gets set to it properly when coming from VAB or SPH, but it switches to body centered inertial frame if I use revert to launch. I don't know this but my guess is that the game loads a save file when reverting and does something different when coming from VAB/SPH, which might be causing this. But its not that big of a deal and as such I haven't opened a new issue on github. There are a couple other issues I have opened on github. @eggrobin @pleroyThe changelog says that Moon landing in RO/RSS has been fixed, does this apply to stock bodies too, like minmus, mun? It was impossible to land on minmus even at midlands in Catalan, haven't checked in Cauchy.
  7. Ah, I see. The change is too drastic though. In 1416 I haven't noticed any deviation of more than 500m, here its going in the order of hundred thousand meters. Done! Looking forward to the cauchy build, the improvements and bug fixes in the change log look exciting!
  8. I also found another possible bug. I'm sending an orbital station to minmus, so it has a lot of parts. There are 3 crew capacity parts, the hitchiker storage, mobile processing lab and an mk1 lander module. If I EVA out of the mk1 lander module and then try to board the ship again, ksp is crashing. The principia logs are showing this: Log line format: [IWEF]mmdd hh:mm:ss.uuuuuu threadid file:line] msg E0618 00:15:58.811094 6052 interface.cpp:631] The timewarp limit for Jool vanishes E0618 00:16:01.511929 6052 interface.cpp:631] The timewarp limit for Jool vanishes E0618 00:16:05.507689 6052 interface.cpp:631] The timewarp limit for Jool vanishes @ 00007FFF68CF0ABD principia__GetPlottingFrame [0x00007FFF68CF0ABC+230944] @ 00007FFF68C68D0B principia__SetBufferedLogging [0x00007FFF68C68D0A+569402] @ 00007FFF68CB3E0C principia__LogFatal [0x00007FFF68CB3E0B+111] @ 000000002F06B7B3 (No symbol) [0x000000002F06B7B2] F0618 00:47:19.120632 6052 interface.cpp:637] System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:get_gameObject () at principia.ksp_plugin_adapter.PrincipiaPluginAdapter+<AdvanceAndNudgeVesselsAfterPhysicsSimulation>d__93.MoveNext () [0x00000] in <filename unknown>:0 I could give you the save file, but I don't know how to attach those here.
  9. I've been noticing a bug recently, but haven't been able to reproduce it on demand and so haven't opened an issue on github. I will detail it here, perhaps you can figure it out. Sometimes, when I return to kerbin from space (the point where the calculation of the trajectory goes from principia to ksp), if I'm time warping, the orbit gets set to ~265000 m x ~63000 m. So I've just burned retrograde, the plotting frame set to kerbin surface fixed, the apoapsis and periapsis reported by both principia and kerbal engineer are around 80000m and 10000m, respectively. I start timewarping. The 70000m atmosphere encounter stops the time warp and suddenly my orbit is set to that weird one. I tried to reproduce it multiple times with the same craft, but haven't been able to do it reliably. It happens randomly as far as I can tell.
  10. Assuming you're new to the mod. There is a slider at the top of the flight plan window for the plan length. Increase it to get longer predictions.
  11. Is 3.8.5.0 compatible with ksp 1.2.2? I'm still using 1.2.2 and kac is showing that update is available..
  12. This is the first time I will be trying realism overhaul and I'm a bit confused as to which version of RealChute to download. The changelog in this post and that on github seem to be incompatible with each other. From this post: And from github: v1.4.3.0 Removed FAR support. Per discussion with ferram4... So which version am I supposed to get? Any help is appreciated!
  13. Exactly, it happens when going to 1x time from any higher time warp. I'm creating a save file for that too. I have KER installed too, don't know why I didn't think of using those values @eggrobin I got your point about the target reference frame. I guess we got our contexts mixed. What I was referring to was the early adjustments to the orbit; like my ship is in 80km circular orbit and my target is something like 5Mm x 3Mm orbit; having a target Ap and Pe visible helps in that case, right? Or am I wrong here too and the target frame takes care of it and I just have to figure it out? But anyway, the KER values should take care of that. I'm using ksp 1.2.2, KER and KAC. KER doesn't do any modifications to the orbit, so I guess its not a problem. KAC allows ship jumps, so that could be a cause, but I haven't checked that. Will try it if possible. Also, if anyone can tell me how to share save file that would be helpful. I'm new to the forum and can't find any 'attach new file' button.
  14. Ships also keep jumping altitude and position when timewarping. Its not really noticeable with just one ship, but when you're trying to rendezvous, the jumps are of around 100 m. The ships also jump distance and speeds when you EVA. Its like I park 2 vessels for rescue mission, switch ship, EVA and suddenly my rescue craft is 150 m (made up number, but its around that) farther than it should be and moving too when it shouldn't be. It would be really nice if you could add inclination value to the ascending and descending nodes. Right now we have to rotate the camera perfectly to make sure the orbits have aligned, there is simply no quantitative display. Or is it not possible for some reason? And if its not possible, could you plot the target ship's trajectory? Even the patched conics version helps with timing / positioning of the burn. And what @lawndart said about surface fixed reference frame for launch. I'm using stock game, not RSS, if thats relevant to bug fixing. Thanks for the great mod btw, been using it for past 2 weeks or so and enjoying it very much!
×
×
  • Create New...