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Baythan

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Posts posted by Baythan

  1. Welcome back, Director!

    Another successful mission in the record books!

    And what a monument you've found! The figure looks a little like a Kerbal, but what's with the squid mouth?

     

    This is repeated 5 times before the final message is stated. After the first repetition I kinda laughed, like maybe something about the monument had affected Dr. Keri. By the fourth repetition I was getting concerned and annoyed. When the final message came up I was just confused, like maybe I was affected by the monument and missed half the conversation with Dr. Keri in a fugue state.

    I think this is a bug, but maybe something about it deserves to be left in after the fix, to remind us all of this weird little glitch.

  2. I recently added Kethan to my game to go along with Extraplanetary Launchpads, so it's taken me a bit to figure things out. Now I have a question:

    Are the two scanners really supposed to be at the same tech level or am I the victim of too many mods screwing with my tech tree? The KE-S210 Compact Survey Unit is in the Scanning Tech node (300 sci cost) and the KE-S110 Medium Survey Unit is in the Electronics Tech node (also 300 sci cost). I would have thought that one of the scanners would be available around the same tech level that the extractor can be researched, even if it's not a good scanner.

  3. 4 hours ago, mjl1966 said:

    HI everybody,

    Having a little trouble getting the parts to show up in the VAB UI.  I manually installed 5.2.95 on my 1.0.5 KSP install.  Opening sandbox session, I see lots of parts from other devs like Wild Blue and USI that act as "launchpad", "target" and "workshop", but I'm not seeing any EL native parts except for rocket parts cans and survey stake.  No orbital workshop, augers, smelters, orbital docks or launchpads.

    Is this normal or should those things be there?

    Thanks!

    With USI addons like MKS/OKS, most of the normal EL parts get hidden because the USI mods replace things like the orbital workshop, dock, launchpads etc. The documentation on those mods should state what parts are hidden as well as defining the new resource chain required to create ships in-situ. Using an older version of all those mods will make it more difficult to get the exact info though, because both MKS and EL have changed slightly since 1.0.5.

  4. I guess it's uninstalling, then...

    Have you read much of this forum? I just scrolled through the last few pages worth of posts and found this:

    Diazo,

    I'm not sure if this is something with your mod or something with stock, but toggling control surfaces to extend/retract doesn't quite work right.

    Control surfaces have 3 Action Group commands: Toggle, Extend, Retract. For some reason, I can't get Toggle to work via hotkey action groups. I've only been able to get that to work under a built-in action group (like Brakes). Extend and Retract work like you expect them.

    NOTE: I haven't tried using control surface toggling in stock-only yet.

    Is this a stock issue or is it the mod? I invest in spaceplanes (thanks to mods like OPT), so I'm learning that "flap" control helps during re-entry (in particular to "feather" plane into a natural nose up attitude instead of having to keep my finger on "S").

    It would've been nice if Squad included a "Flaps" stock action group to go along with brakes, lights, etc. (I still dislike how the Airbrakes are permanently tied to the Brake group though...) But until they decide and implement better action group control (ha!), AGX is the go-to mod for this.

    Any help would be appreciated. It's a minor thing, but I try to keep my action group numbers low if I can. (Why have 2 groups when 1 should suffice?) If it's a bug you can't fix (because stock...), I can live with the workaround of having 2 actions groups; better than using the right-click menu... (Especially on a tumbling plane...)

    Sounds like a similar problem to the one Zwa mentioned and what you said was happening to you as well, and the posts after the above quoted one discuss the issue and possible workarounds or reasons why that happens.

    Edit: And also, there's a fix coming when Diazo can find enough time to add it in, as shown by the post above mine.

  5. RemoteTech does not allow antenna to be turned on if a probe has no connection, the XF Config allows antenna to be activated/deactivated manually without a connection so you don't get screwed over by forgetting to activate them before losing a connection, however ALL action groups are still disabled without a connection (no matter what is being activated or deactivated).

    With Action Groups Extended I like to set up two action groups for Antenna, one to activate and another to deactivate(for aero-braking and whatnot). I usually bury the antenna inside the ship with part clipping, so it's more difficult to manually activate them in flight. If part clipping actually occluded the antenna and stopped them from getting ripped off by aero forces, this wouldn't be a problem and the antenna could stay activated. I'd rather be able to toggle the antenna on/off with AGE at any time, without worrying about connection status and without having to turn the bypass option on every time I'm coming out of an aerobrake or landing on a foreign body.

    Because AGE already has a bypass remote tech option, I thought the easiest solution to this issue would be just to have that as a toggleable option that remains active/inactive through scene changes (currently requires re-activation every time I want to reactivate antenna with the action groups set to do so).The only problem with this option is that it would make ALL action groups ignore remote tech connection requirements rather than just antenna. I'm not sure a more elegant solution falls under the purview of your mod though, I'll probably have to ask the XF config guys if they can make their config allow antenna activation/deactivation through action groups.

    TL;DR

    problem: action groups can't be activated unless the temporary bypass remote tech option is enabled (with or without XF config)

    possible solution: make the bypass remote tech option a toggle that remains on until disabled.

  6. I agree that this could use a bit more organization in where the different experiments are listed. I would say that EVA Reports should be one row across, Mystery Goo as another, etc so you can see where you have/have not done certain experiments on each given body without mousing through a semi-random list of experiments to see which ones are all the same science part.

    I can't seem to find any listing for Atmospheric Pressure scans in space High or Low(which can be done now) and KSC is now apparently 9 different biomes for surface tests.

  7. As an addition: Would it be possible to enable recovery for the last stage once you have deployed the shoots and it has slowed down enough? IE: The main body of your craft.

    Even with time acceleration, following a probe parashoot 5000km gets old after the 1000th time.

    Reduce the altitude and/or pressure at which the chutes deploy so that you don't have as long to float downwards. Don't be afraid to use drogue chutes and then cut them off to freefall to a lower altitude.

  8. It's still using the values for when it only worked when Deadly Reentry was installed, where reentry was actually somewhat deadly. You can tailor that how you like in the settings by modifying the DR Velocity. Turn it up to reduce the chance of losing stages, or down to increase it.

    Ah, I'll look into that. Might have to run some tests to see what velocities will actually destroy things now. Thanks for reminding me about a feature I probably should have known about, had I been paying attention.

  9. StageRecovery DOES detect when KSP auto-deletes objects due to atmospheric entry and recovers those objects if they are capable of landing and don't burn up in atmosphere.

    I think the burning up calculations for StageRecovery are still at 1.0 or 1.0.1 sensitivity, because I drop things that trajectories says burn up but if I follow the objects myself, they never burn up. I even modify the atmospheric pressure for parachutes so they don't deploy until dropped stages reach safe velocities (provided they don't hit a mountain). StageRecovery can only do so much though, and I can deal with some things being lost due to aggressive reentry speeds.

  10. does this work with heatshields/fairings in stock?

    I will test a fairing-missile probe right now and see how accurately I can land it without ejecting the fairing... be right back with results.

    Vehicle:

    Gxxpfi3.jpg?2

    Attempt #1

    hNim23d.jpg

    Long, flat trajectory with the missile pointed prograde through the atmosphere.

    Result

    axNEmEk.jpg

    Passed over KSC at 31.8 km. Image is darker than I wanted, the impact point is just off the coast of the next continent.

    It seems that long atmospheric flights tend to have the most inaccurate predictions, but this is true for all vessel types. The longer and flatter your trajectory, the more mistakes in the prediction and the less accurate it is.

    Attempt #2

    FWyXBEu.jpg

    More aggressive, steeper trajectory.

    Result

    Passed over KSC at 5.6 km, impacted about 11.5 km from the VAB (where my flag is). I forgot to get a screenshot before I attempted to refocus the worldmap and lost the impact point.

    TL;DR - Yes, it works with fairing and heat shields. The more aerodynamic the vessel, the more inaccurate the prediction (it seems). It may just be worth it to make a test landing and see how far off your vessel is from the prediction, then correct for it. Generally speaking, aim short.

  11. If you get too far away, parts go on a rail. As long as they don't hit the planet, there is no drag. That's the way I understand it.

    AFAIK parts on rails do not experience drag in atmosphere, but KSP does auto-delete objects that reach a certain altitude in atmosphere. I recall that altitude being somewhere around 20-40 Km in previous versions of KSP, not sure if that is still the case or what the specific altitude is.

  12. None of the parts attach to each other. all they do is fall through the surface.

    Does this statement have something to do with Trajectories? This mod does not add, remove, or change any parts, all it does is calculate trajectories through atmosphere and onto the surface of rotating bodies.

    If you are having an issue, more information would be helpful.

  13. Hello Daizo, I've only just started using this mod, and I love it! I just have a small question that I have so far not found an answer to (entirely possible I missed it as I was skimming the last several pages).

    I'm using RemoteTech, but with the XF Config that allows Antenna to be activated/deactivated without a connection to KSC or any other command center. Now, I know you implemented a Bypass Remotetech option, but that option turns itself off when changing vehicles/going EVA/etc. I was just wondering if there was an easy way to either have that option able to be permanently turned on(kinda cheaty in an RT-enabled career, but oh well) or possibly detect the XF config for Antenna and allow action groups that Activate/Toggle them.

    This is probably not something many people would need, and mostly an issue when launching probes and doing a slightly flatter ascent, leaving the range of the DP-10 before getting to a safe altitude for the Communotron 16(or forgetting to turn on the 16's before leaving range).

    If there's no simple solution, I'll just have to adjust the way I do things. No more dropping probes back to Kerbin with those 16's as the only antenna.

  14. The biggest issue I have seen with using fairing and aerobraking is that they have so little drag that you might not slow down appreciably. A few of my tests of their heat resistance ended with surface impact on Kerbin at extreme speeds due to a significant lack of drag.

    I'm waiting for the Trajectories mod to be finished so I can do more tests with aerobraking in less time(can get predictions without having to quicksave and reload over and over).

  15. Still a very useful resource. Just rediscovered this after messing around with spaceplanes today.

    Many thanks for your efforts here, alterbaron.

    I just wish someone would create a standalone mod (not mechjeb) that performed aerobraking/capture predictions!

    This (Trajectories) mod is supposed to do that and a tiny bit more, but recent changes to stock Aerodynamics have caused a lojnger delay in it's updating because there's no easy way (yet) to calculate WHAT will happen to your vessel as it hits atmo.

  16. Does anyone know if Kobymaru is going to update this anytime soon?

    I believe m4v summed it up quite nicely when he responded to a similar question in another thread:

    Yes. ETA is sometime between not now and not never.

    Also, on the previous page, Youen and atomicfury had a little back-and-forth on their attempts to update, it's on ongoing thing due to the changes in atmospheric drag and apparently some difficulty is grabbing those calculations from the game.

    And yes, I am waiting for this to update too, so I'm not disparaging your interest in the mod, I just don't think it at all beneficial to ask this question, especially when it has already been asked and answered within the last 3 pages or in the last month(whichever is shorter).

  17. Hi !

    Thank you for working on this awesome addon, it is very usefull to manage to land my launcher near KSC but since 0.90 it does not work properly.

    Here is what happens when I try to land my ship : {snip}

    Known issue. It's because of FAR. Possibly also helped by not setting an AoA for trajectories to use in the calculations.

    The newest version(s) of FAR and NEAR have changed the way drag calculations are done and Trajectories does not take every calculation into account for the entire trip through the atmosphere, so it gets more inaccurate the longer (and faster) you travel through the atmosphere. Work is being done to try to mitigate this without reducing performance.

  18. For me this mod does not function correctly with FAR. I am trying to land on Kerbin, not using a plane; no wings on a craft. It decelerate faster then predicted and completely misses landing prediction. if I remove FAR it is OK.

    Using ksp 0.90, 32bit, mods: toolbar, ATM, DeadlyReentry, HyperEdit, MechJeb2, Trajectories

    Descent profile set to AoA -180 or +180, using MJ to keep heading (ether Orbit-> retrograde or SURFace -> SVEL negative) so I am falling in reverse trough the atmosphere.

    Am I the only one with this problem?

    As per the first page of this thread: It is a known issue that FAR/NEAR landing predictions are inaccurate due to the methods used by Trajectories to calculate with the new drag model. Methods to improve accuracy without drastically reducing performance are being developed.

    Even with the inaccuracies, you are MUCH more likely to get in the area you want to be in while using this mod than if you did not use it. Adding in the difficulty of using DeadlyReentry, you'll have to experiment with how far past your landing point you want that X... and because of FAR it will be different for every vehicle. Without DR I just like to drop near-vertical on top of my targets and I use trajectories to plan when to start the drop from orbit because this mod will still predict how much the planets will rotate under you.

    Keep at it Kobymaru!

  19. Hi,

    I'm developing a reusable rocket, and have gotten to the stage that I can get her into a good suborbital trajectory, drop her payload and turn round (she's controllable after separation through a comms link) and get back down to the surface in a controlled fashion. However, the payload that I drop still has to perform a burn to stabilise the orbit. Because I am flying back the first stage myself, I can't pilot the other craft and have her cut her engine when the orbit is OK.

    So with the example above I was trying to recover the stage by hand, but stagerecovery can do this for me right? As detailed in the OP. I'm a little unsure how to do this though. I should have all the parts on the stage, so what do I actually do to make SR recover the rocket? Do I turn it around, start the engine burn and switch back to my other ship and wait for SR to save it? (Won't that require a ....ton of fuel if I start burning back from 70K up?). Confused newbie here :)

    Cheers!

    All you have to do is leave the reusable stage behind as you detach. Provided this stage is on a de-orbit path it will get deleted by KSP when it hits ~20k altitude. StageRecovery will intercept the 'delete' command and instead 'recover' the stage if it has fuel and enough TWR to land. The only issue currently is that it will recover at some distance from KSC even if it is possible to fly it back.

    There was a mod I saw recently that would allow you to save an instance of the game in order to control one stage of a rocket (say, to get your payload to orbit) and then go back and land the first stage, then it would combine the two actions so you'd have a landed stage and a stage in orbit... but I don't recall what thread I saw that mod linked from. I'll try to find it again.

    Edit: Found it. FMRS, someone mentioned it on the YouTube channel from Raptor9's impressive video of a SpaceX-type launch and recovery.

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