jnbspace

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Posts posted by jnbspace


  1. I am running KSP version 1.9.1

    CKAN shows that I have just two mods installed, HyperEdit v1.5.8.0 and MechJeb2 v 2.9.2.0.

    When I launch KSP I get an error message saying that MechJeb2 is incompatible with KSP 1.9.1! It seems to run but I am wondering if it is giving me background problems that might be the cause of some of the flight issues I have when using MechJeb.

    Is there a correct version of MechJeb and how can I persuade ckan to use that version?

    Thanks


  2. 51 minutes ago, Aodhan said:

    @jnbspace Have you installed all the dependencies ?

    I don’t see the toolbar controller icon in your screenshot

    Ta. CKAN was the solution which I had never heard of until you posted your reply even though it is in message one of this thread. I googled for BetterTimeWarp after seeing it listed on a you tube video, that got me a download with no references to dependencies. Googling the problems got me to this thread. Your reply got me to CKAN.

    Thanks.


  3. Simple and probably dumb question ... how do I use this?

    I have installed this, and I know it is installed because on starting up it asked me if I want to check for updates, but there are no options on screen to use the thing. Reading over the thread above it seems that I should see a "B" button in the control panel and a drop down arrow next to the time warp options but neither exist. What am I missing?

    Obligatory screen shot ...

    ZuG6Tp5.jpg


  4. Appears to be a purely cosmetic thing. In the contracts display all the elements were marked as incomplete. As soon as I completed the last task everything was marked as complete again. A little annoying because for quite some time in that mission I was repeatedly quicksaving and restoring. Eventually I gave up on that because it was just too tedious and then found out that it is purely a cosmetic bug.


  5. One of the contracts I am playing with at the moment is the "Supreme Eve 4 Rally". The steps are to, with a single vessel, fly past the Mun, fly past minmus, fly past Eve and lastly land on Duna. I have completed the first three steps but every time I am en route from Eve to Duna at some point Kerbal marks the first three steps as incomplete. Or at least the little green completion ticks disappear from those steps in the contract list. Anyone else noticed something similar?

     


  6. Normally to rename a vessel I would fly the vessel right click on the controlling component and then can redesignate it appropriately, which is quite useful when I land a rover and Kerbal decides it is still a ship.

    Tidying up some stuff I find that I have a probe in the tracking station which is actually just a piece of debris. From the tracking station I can see "Minmus rover station 1 probe 1"

    IY6Wap4.jpg

    But when I go to it this is what I have;

    YJyQmkT.jpg

    How do I rename that?

     


  7. Playing this last night I decided on a new approach while in career mode. I'm not going to go through the overhead of deorbiting all the junk but I will occasionally launch a bank of tugs and then immediately terminate that mission. At that point I have spent enough resource to warrant going into the tracking station and terminating 8 pieces of junk of junk that it could reach. Eight because that simulates a failed capture leaving both the original piece of junk and a tug in orbit. That now adds to my simulation a resource cost in leaving junk in space.


  8. I'm trying this as a way to tidy up some of the junk that I have left in orbit ...

    b0Ezttx.jpg

    It's basically a big rocket carrying a framework which carries ten tugs each of which has a small fuel tank, rcs, remote control and a grabber unit. I won't use it for everything bunt I just wanted to see if the concept would work. I may have put the radial decouplers on back to front (well actually the right way around but I wanted them back to front but it should be fine as a proof of concept)

     


  9. Since I have started using delta v maps to try to help plan my missions I have noticed that the delta v shown while in the VAB and while in flight are inconsistent.

    For example I have created a mission to carry a satellite into orbit around the Mun. According to the delta v maps I require about 860 - 1170 m/s of delta v for transfer to the Mun and orbit insertion. So I create a craft which has a stage with a delta V of 1251 m/s

    lGIqKCX.jpg

    However when I get into orbit around Kerbin and have just that stage it shows a delta v of 2962 m/s

    XtXMr72.jpg

    Why is there this discrepancy? and how when building in the VAB do I know what my craft's delta v really is?

     

     


  10. 1 hour ago, Aeroboi said:
    •  

    1200m/s and problems? Do you mean heating effect? What do you mean?

     

    Exactly that at above about 1200 ms-1 the craft is prone to overheating. But for most craft that I launch by the time I hit that velocity I am so high that it will still not overheat.

    32 minutes ago, Flibble said:

    Might be the shuttle? They would launch that at full thrust and then almost immediately throttle it back until past max Q.

    The shuttle would throttle back as it passed the sound barrier. That has more to do with shock waves across the craft than atmospheric heating which is only really an issue on descent and not ascent.


  11. In the real world there is a maximum launch velocity for a spacecraft before stress / strain / heating from air etc would destroy a craft. Looking at the tutorials in KSP Wernher Von Kerman advises throttling down the craft on take off presumably to avoid those problems.

    However in KSP I have almost never found any of my spacecraft show problems even if I leave the throttle on maximum. Generally by the time I am hitting 1200 ms-1 which is the point at which I would start to see problems I am high enough that I don't see problems. Is there a practical reason (in KSP not the real world) to not just put the throttle to 100% and go for it?

     


  12. 31 minutes ago, Snark said:

    Reading between the lines, here... Is switching vessels actually your purpose?  Or is your real goal simply "I'm flying vessel A, and I'd like to be able to see the numbers for vessel B while I continue flying A"?

    Because if it's that second one, the answer's simple:  while you're flying A, just click on B and choose "Set as Target".  Then it will show you B's periapsis and apoapsis markers, which will show actual numbers if you mouse-over them.  (And if you'd like the numbers to stay visible even when you're not moused-over the marker, just right-click on the numbers while they're visible and they'll stay "pinned" for as long as you're in map view.

    Yes, that's correct.  The "pin data to be visible" thing in map view resets all the data every time you switch in and out of map view, or switch between one ship and another.  There's no way to make it not do that, as far as I know.

    It is switching vessels that I want to be able to do. In that example I have two vessels on return from the Mun. As each vessel passes through apoapsis or periapsis I want to be able to switch to that vessel and burn prograde or retrograde as required. The map view is ideal as it can show me all the data all I want to do is keep that view and change which vessel I am flying.

    Curiously while trying various options I noticed that it appears that orbits are not updated if it is not the vessel you are flying. Both craft skim the atmosphere to lose velocity and lower periapsis but if I fly one and leave the other to its own devices it keeps the same periapsis and apoapsis regardless of how many times or low it passes through the atmosphere.

     


  13. On 4/1/2019 at 1:47 PM, bewing said:

    I assume what you want it to show is Pe, Ap, and maneuvers for both vessels at the same time? The easiest way to do that in map mode is to temporarily target the other vessel. Then it will show all info for both vessels.

    If you actually switch the vessel with focus, then it will show Pe, Ap, and maneuvers for the current vessel plus any target of that vessel.

     

     

    Not quite, although that would be useful.

    What I want to do is in map mode to have one vessel shown with Pe, Ap, Vessel data and manoeuvres shown. That is the vessel I am flying at that time. The other vessel and its orbit are visible but no data is shown. I would like to then switch to flying the next vessel in map mode with Pe, Ap, vessel data and manoeuvres show for that vessel. That was what I was hoping for when I saw a key binding linked to "switch to next vessel".

    If I use the "switch to this vessel" in map mode it changes to ship view for the new vessel. I then have to switch back to map view and turn on all the data one by one.

    In other words I want an efficient way to stay in map view and swap between this view;

    W4hmniq.jpg

    and this view

    6mNJB1A.jpg


  14. I have two spacecraft on journeys to and from the Mun and I want to swap between them efficiently.

    The keybindings suggest [ and ] will let me do this. If I try that in the main view it protests they are too far apart and I should do nothing. If I try that in the map view the keys do nothing. I can, in the map view, click on a vessel and select switch to but then it jumps back to the main view for that vessel. Changing to map view gets me the view I want but now any information on periapsis, altitude, velocity etc is hidden again so I have to turn those on.

    What I expected to do was to use [ and ] in map view to change the ship I am controlling in the map view and stay in map view. What I would like to do is to do that and also have it show periapsis, apoapsis, vessel data and scheduled manoeuvres for the selected vessel without having to turn them all back on again. Is that possible? It is possible with some kind of add on?

     


  15. I generally play without allowing myself any reverts ... unless ...

    I lose a Kerbal when they or the game does something stupid that I deem unlikely to happen in reality. So if I have a space ship spin wildly out of control and plough straight back into the launch pad (as I did only moments ago) no reverts allowed. On the other hand if one of my Kerbals manages, as one did only yesterday, to kill themselves by falling off the top of the spacecraft when it was still on the ground then that I will allow as a revert. I reason that you generally would not have an astronaut so thick that they would fall off their own spaceship thus it is unrealistic and revert is allowed.

    So what are the self-imposed rules you play by?

     


  16. OK this wasn't an entirely successful mission. So I have to shutdown engines, separate the top section and come down on parachutes.

    Positives are that the pilot survived

    Negatives are that I'm not sure KSP should really leave my spacecraft in this position after landing!

    uGIhpZJ.jpg


  17. Exactly as it says. I'm running kerbal under steam on a Windows box and about 10% of the time it hangs while loading. Either immediately on loading or as soon as I select somewhere to go in the space centre. It's not a major problem as it seems transient and a restart usually fixes it but it is strange particularly as this only happens on my bigger computer (i5 based gaming PC, 8Gb RAM, 2TB disk, GTX 1050, twin screens). If I run it on my laptop (i3, 8Gb RAM, 0.5 Tb, bog standard integrated graphics) the entire system crawls along and gets quite hot but it is absolutely stable.