Jump to content

ravensierra

Members
  • Posts

    11
  • Joined

  • Last visited

Reputation

11 Good

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks very much for the answers - really helped my understanding! Wow the maths to work out the state vector from the classical elements is quite complicated..
  2. I'm playing around with calculating dV for all the maneuvers as part of mission planning - and found myself stumped by what is going on with this plane change?: It's a 45.4 degree simple plane change and velocity at the DN where the maneuver is done is 724.6m/s - Δv I thought was equal to 2.v.sin(θ/2) in this case, or 559m/s Can any of you orbital mechanics experts explain how I can get away with 373m/s for the maneuver here? I shouldn't complain! But would like to understand
  3. KSP Version: v1.3.1 x64 (b01891) What Happens: Occasionally all of the Time warp level Focus object Camera view (AUTO/LOCKED etc) Target etc messages which normally appear below the altimeter are absent from the GUI This is across all scenes, flight, KSC etc Mods / Add-Ons: All Stock Steps to Replicate: I managed to experience this issue just from running the first couple of minutes of the 'From the Mun' tutorial a couple of times, and playing normally using a combination of regular time warp and forced physics warp under acceleration. The issue is by no means unique to this tutorial though, I've experienced it dozens of times in career save. Fixes/Workarounds: Sometimes reloading various quicksaves will get the messages to reappear, but the only reliable fix is restarting the process. Other Notes/Pictures/Log Files: Attached is a short log file where the issue happened during the 'From the Mun' tutorial: https://www.dropbox.com/s/6bqz0fgi76yiaoj/KSP.log?dl=0 The issue occurred during the second run of the tutorial ( from line 2973 on) If I am just stupidly hitting some hotkey that hides these messages let me know! But I couldn't find any such thing from google
  4. KSP Version: 1.3.1 (b01891) x64 What Happens: BZ-52 attachment points that should be part of decoupled debris remain with the vessel (sometimes invisible) and contribute to floating point errors and vessel explosions. Mods / Add-Ons: All Stock (screenshots have a few utilities installed but this issue is present in a clean unmodded install, with no mods used in craft creation) Steps to Replicate: 1) Have radially attached 'stacks' in lifter stage that include the BZ-52 e.g.: 2) Decouple the first stage from the central stack Result: The outermost BZ-52s (attached to SRBs) do not fall away with the rest of the first stage. They remain locked in space relative to the vessel and accelerate with the vessel. Sometimes the BZ-52s are invisible but reappear at random. Lots of floating point errors appear and periapses vary by hundreds or thousands of kilometers when pitching/yawing etc the craft or unloading the craft. Larger vessels ALWAYS disintegrate spectacularly at SOI changes, and sometimes when coming out of time warp. Here the BZ-52s became displaced at about T+15s, and then resettled: Unfortunately, I brought the whole SRB stage to 'orbit' with me: Note Ap/Pe etc NaN Fixes/Workarounds: - Going through SOI change at 5x warp at least stops vessels disintegrating.. Other Notes/Pictures/Log Files: Vessel large enough to explode at SOI etc: https://www.dropbox.com/s/5aqq3k19x8h97de/Spice Miner.craft?dl=0 Smaller vessel which exhibits floating point errors: https://www.dropbox.com/s/y27d01arb1a5cp8/Munbis IV.craft?dl=0
  5. The tutorial automatically creates a maneuver node at the apoapsis with the required delta-v for circularisation, and seems to be sensitive to how closely you execute the burn. You can see the remaining dV for the maneuver to the right of the navball. You can usually get 0.0m/s or 0.1m/s with no great difficulty
  6. How is the crossfeed handled on the stack tri adapters etc.? They're one directional aren't they?
  7. I found the next button to appear only when executing the maneuver that's generated within 1.0m/s, so make sure you're doing that.
  8. Quick suggestion, not sure how practical it is or whether it would add unnecessary complexity, but I was messing with the following craft in the VAB today as an example: Which initially fires all 3 engines, but then drops the outer tanks and low thrust Terrier engines. With crossfeed enabled on the radial decouplers and fuel flow prioritised to the outer tanks, the Terriers begin to consume fuel from the inner tank if I am not paying attention during a burn, rather than burn out. The workaround for me is to disable crossfeed on the decouplers and add 100kg of fuel lines. I think it makes sense for the decouplers to have a 4-way switch, 'Off', 'Both', 'In', Out" (or up/down for stack decouplers), though I'm not sure if this would have a negative effect on the menu UI which outweighs its utility. Also of note is that neither the KER mod or the stock dV readouts register an accurate dV unless the fuel line workaround is applied - I guess the code doesn't anticipate dropping engines which still have a fuel source.
×
×
  • Create New...