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About Fraktal

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    Sr. Spacecraft Engineer

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  1. It's a bug that appeared in 1.7 and still hasn't been fixed. If the fairing is between the root part (or is the root part) and the interstage node, the node won't detach when the fairing opens. Makes it impossible to launch multiple satellites in one go without having to waste payload mass on decouplers to detach the sats from what should be thin air.
  2. You still need to use decouplers between the interstage node and the payload, though. Few versions ago there was an update that keeps interstage nodes attached even after the fairing is popped open.
  3. What about four RA-2 satellites mounted on the end of girders in an X shape for a visually pleasing ground-based relay?
  4. In that case, how do you launch highly un-aerodynamic payloads too large to fit into a fairing?
  5. It's a bit of of an overkill to use RA-2 relays for the lower Kerbin ring. I found that a ring of quad HG-5 satellites at 500 km altitude is enough for low-orbit communications.
  6. Those are also handy as worker pods for rearranging station modules.
  7. Does it? Last time I checked before I uninstalled it a few weeks ago, toggling PS on and off produced no difference in ambient light whatsoever, no matter how much I fiddled with the settings.
  8. Found these in the Player.log file, both of them several times: NullReferenceException: Object reference not set to an instance of an object at Part.FindModulesImplementing[T] () [0x00031] in <3e135473f56a45478d738eb041ebd6cb>:0 at AntennaHelper.AHShipList.GetPartList () [0x00022] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipList.DoStart () [0x00023] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipList.UpdateLoadedGame () [0x0000a] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHShipListListener.Start () [0x00000] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AntennaHelper.AHFlight.SetActiveConnect () [0x001b0] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at AntennaHelper.AHFlight+<StartSecond>c__Iterator0.MoveNext () [0x00132] in <40d5f50e553d4ef7987fc6b0c2f33aa3>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The first might be connected to a bug I've had with this mod for a long time, where Antenna Helper stops detecting antennas being removed in the VAB and still including no-longer-present antennas in the range calculations until I load a different vessel. Just yesterday I was fiddling with this particular relay satellite design I'm having trouble with, consisting of 4 HG-5 antennas in quadruple radial symmetry on an OKTO core. When I removed the four antennas and put on only one, Antenna Helper correctly stated that the craft has 2 antennas of which 1 is combinable. But when I removed this sole antenna, it still stated the same configuration and when I restored the quadruple symmetry, it now said I had 6 antennas with 5 combinable, refusing to remove the missing one until I dumped the current vessel and reloaded the design from a subassembly. I've also seen several times when it just flat-out stops updating the detected antenna configuration until I exit and reenter the VAB.
  9. I had the same issue: sent a big pile of data from the Mun, Minmus, Gilly and Eve to my space station in high Kerbin orbit. I only noticed months later that all the data was collecting dust in the Mk1 cockpit of the station's short-range shuttle, rather than the station's lab.
  10. Question. What controls whether Antenna Helper's UI button is displayed on the in-flight toolbar or not? I'm having an issue where I have three relay satellites, all using the same antenna configuration and all orbiting Kerbin at a 500x500 altitude, spaced out at roughly 122° relative to each other. Two of them see and talk to each other just fine, but the third refuses to talk to either of the other two, only to the KSC and the other relays in Kerbin's SOI. The two working satellites both display the Antenna Helper icon on the toolbar, the misbehaving one doesn't. It's not a signal strength issue either because all three Kerbin relays briefly connect to the Mun relays during closest approach and the latter are slightly less powerful. And when I'm having the Tracking Station display signal radius for all three relays, the misbehaving one ignores the other two as relays. I dug through the persistent.sfs file and ran a diff between the misbehaving relay and other other ones, but there doesn't seem to be anything missing. Just a couple of different values.
  11. My point exactly, as I wrote it above. Approaching a docking port is a slow enough process to allow significant timing leeway for the checks before we start hitting edge cases where the ports are close enough to magnetize but neither realized it yet.
  12. I agree that it's more efficient to just cache all docking ports in physics range and work from that, checking if they're still in physics range every... say... 20-30 physics updates and removing them from the cache if not. That would result in minor, periodic lag spikes rather than constant lag. I mean, how many hundreds of physics updates go by while you maneuver into docking position anyway? We've got plenty of room to work with before edge cases become an issue. However, if I were to write the relevant code, I'd also make it so that the cache also includes which docking port is on which vessel and have docking ports not distance-check other ports on the same vessel by default, unless explicitly set otherwise via a tweakable.
  13. Alright, let's do this by the numbers. Laptop hardware: CPU: Celeron N3450, 1.1 GHz quad-core RAM: 12 GB VGA: GeForce 920MX Not very good, I know, but not everyone has the cash for a supercomputer. KSP is the newest Steam version plus Making History. Mods installed (omitting some that are not relevant): [x] Science! 6 Crew Science Lab 6 Seat Mk3 Cockpit AECS Motion Suppressor Alternate Resource Panel Antenna Helper Attitude Adjuster Auto Actions Chatterer Click Through Blocker Correct CoL Crew Light Distant Object Enhancement Dock Rotate Docking Port Alignment Indicator Editor Extensions Engine Lighting KAC KER KISS Maneuver Node Evolved Modular Flight Integrator Quick Revert ReCoupler Science Relay unBlur The station in question: Total part count is 214. Three Junior and four regular-sized docking ports are currently unused. Steam overlay says I'm running at 11 FPS. Stuff I'm using to plug the open ports: Cheating it up to the station, I'm getting 14 FPS at the start of the approach, drops to 13 FPS within 20 meters. Once all ports are plugged in and the stack separators cleaned up in the Tracking Station, I'm still getting 11 FPS with occasional spikes to 12 FPS. So the conclusion seems to be that unless you have an absurd number of docking ports, the difference in performance is negligible. In fact, I seem to lose more FPS from the station's self-shadow than from the docking ports being open.
  14. @Padishar posted this back in 2016: Each additional port in physics range increases the number of checks per physics update exponentially.