HoneyFox
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Hi, that panel is actually brought by the RendezMe plugin instead of Mech-Jeb. RendezMe was based on RinComp plugin IIRC. You should be able to find this plugin in the plugin section of the forum. For that "Kill Rel Vel" option, in original RendezMe plugin, it utilizes RCS translations to get zero relative velocity. BTW i have changed that behavior a bit in my own version to only kill relative velocity perpendicular to the line of sight so i can have achieve high speed interception easily with both "Kill Rel Vel" and "TGT+" options on.
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Well.. how about using the orbital construction mod's way to replace both crafts with one which looks like the same? but yeah, then there will be problem for crew-transfering unless the mod provides a dialog for players to adjust crew allocation before dispatched. Also, i don't know if the game engine can handle a craft with multiple command pods.
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Well it's actually easier than thought. It seems that the docking system will automatically pick docks nearby (maybe the nearest) once enables the dock by pressing the button. Then just need to maneuver to align to the port and get closer. Finally the dock system will generate a tractor force which pulls the two ships together. Once done the dock will be locked and kerbal-nauts are ready to go out for some "fresh air". XD
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Again i come to present my gratitude to the mod maker after i've successfully made an exchange of 6 kerbal-nauts between the Kerbal International Space Station (AKA KISS) and a crew ship launched from KSC. Of course I'm still looking forward to other mods or official updates that implements docking. Only screenshots can represent my thrilled emotion:
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Managed to merge two cargo ships together. Wonderful and Thanks again.
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Ah...is that joint the source of the traction force which helps to merge the two ships? or is the joint created after they're merged? Anyway, I guess fuel transfering may be doable via this dock system. But I don't know if the game engine allows changing fuel amount in a part of other ship. If the refuel function (actually it's the consuming fuel function called with a negative parameter IIRC) is exposed to other classes, it can be done.
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Fantastic! Have a fast check of the codes. Looks like it is recording the relative position and repeatedly setting the ship's position according to that, just like what i guessed before. But well, i'm just guessing but you are the man who achieved this. Thank you! EDIT: advice: make the nearestDistance as a public member of the class so it can be tweaked via part.cfg. So that we can avoid wrong docking position when we have multiple docks nearby. Also, can you add some angle check of the docks. Like calculating the normalized direction vector of both docks. If the value is bigger than -1 to some degree (also we can setup this threshold in part.cfg), then the docking request will be rejected because the angle is not good enough.
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Even fuel flow distribution... possible?
HoneyFox replied to UBERDOMINATOR's topic in KSP1 Gameplay Questions and Tutorials
How about two (or any number that is small enough for you to handle) big fuel tanks. You can manually control the flow by ... uh... disabling the flow of the front one. Well it is not that convenient but at least it partially works. -
So is it possible to record the relative position between the lander and the dock when the time-compression starts and then keep this relation during the warp until the time-compression is back to 1x?
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RendezMe 0.1 - slightly functional rendezvous plugin
HoneyFox replied to kompressor's topic in KSP1 Mod Releases
Aha, I got the code and did some tiny changes. Now my KKV can automatically use RCS to align the relative velocity to the target's relative position vector. And you understand what that mean, it can now accurately intercept and destroy target with high closure rate like 1000m/s or even higher. The code changes are really simple. I'm planning to add adaptive RCS throttling if the current one is wasting too much fuel. -
So I was doing an orbital slingshot to Minmus when...
HoneyFox replied to hubbazoot's topic in KSP1 Discussion
At first sight, i thought that was some sort of warp device. when your craft fly through it, the craft will be teleported to another warp point... hmm, maybe somewhere close to the sun so you have to run ASAP in order to escape from the sun. -
Rescue mission - stranded on the Mun
HoneyFox replied to quex's topic in KSP1 Challenges & Mission ideas
That is a brilliant design! and i am curious: how to set up those claws so that they can hold things firmly. i frequently find that the item just slips out of the claws and my only solution is: keep accelerating so that the item will not leave.