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Posts posted by Miracle Magician
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Oof, I meant no offence, just meantioned that video because according to him node is related to drag, and it seems to work that way... Maybe his theory is entirely wrong and messing with parts' location is what his drag exploit really was.
And I'll make sure I read the comments before mentioning something false... Sorry for that
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By the way I think stock drag system still uses node for calculation... Stratzenblitz's most recent video exploits this
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Hmmm... Maybe I'm using an outdated version of KJRn
Edit: OK, I have big stupid... I added ModuleDockRotate to KJRn's exclude file, not knowing it is just meant to fix incompatibility with KJRc
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I think, whether this mod will gain further compability with KJRnext because of the new robotic part state API in 1.7.2?(https://forum.kerbalspaceprogram.com/index.php?/topic/184025-wip-kerbal-joint-reinforcement-next/ seems to be mentioned in the "Info For Developers" section)
As far as I've seen currently this mod just excludes all the docking ports from KJRn (Welp... Actually I can't confirm this), making crafts more wobbly.
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On 6/4/2019 at 3:50 PM, MarkvirsII said:
When is the 1.7.1 version comin out
Unfortunately you need to wait until July 3rd, since this mod only updates every new moon.
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18 minutes ago, DJ Reonic said:
(possibly stupid question)
How does this mod interact with Restock? I'm at work so I can't check it myself.
Currently no, but I've already opened a pull request on github. It's literally changing two letters and it will be compatible.
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@Sigma88It's just a lame joke made by me... I know about the open source rule -
@4x4cheesecakeI smashed the dll into a decompiler and it simply says this, maybe some code can't be decompiled:
protected override void FixedUpdate() { if (deploymentState == deploymentStates.SEMIDEPLOYED) { base.FixedUpdate(); return; } float deployAltitude = base.deployAltitude; base.deployAltitude = 0f; base.FixedUpdate(); base.deployAltitude = deployAltitude; }
Pls don't kill me for lurking into your file @Sigma88 -
AAAAAAA! I opened my minmus L4 save with a retrograde minmus config... Bob becomes a bunch of spaghetti and went through the ground.
SpoilerRip bob, we will all remember you...
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Ladies and gentlemen! I did it! I landed on L4 minmus with ion thrusters and 4X rescale! I used 5531m/s of DeltaV (that will be 2765.5m/s for original size, and it'll be persumably lower if used a conventional vessel).
Just to flex on all of youJust to prove it is easy enough to get there, I only loaded my game once because stupid me forgot to set my thrust back to 100% when doing minmus circulization.The thing is, don't set the orbit inclination of minmus too high. I set it at 3 degree, and it already wasted almost 1000m/s of deltaV for me, I entered minmus with a near polar orbit. Maybe 0.5 degree would be enough.
screenshots:
SpoilerI hope Bob don't want to kill me after I put him in a chair for 2 years...So what I mean is, yes, it's not hard to go to minmus with Principia because of its awesome planning features. However, 2 years of travel time (I got an encounter with minmus 2 orbits after launching) will make minmus significantly harder with life support mods.
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12 minutes ago, OhioBob said:
Stock physics. It is our intent to make JNSQ stable when used with Principia, but it is designed for use with stock physics.
Hmmm, is putting minmus at original place/inside the orbit of mun, but put it at L4 when principia is installed an option? Because I think provide a little unique experience for principia players gonna be fun...
That is, based on the assumption that getting there with principia is easier than stock. I'll test it out a few hours later when I get my hands on my laptop.
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2 minutes ago, OhioBob said:
If I understand you correctly, that's what I did. We can put the vessel in a solar orbit that has an orbital period 5/6th that of Kerbin. So after the vessel completes one full orbit, it returns to its starting position 60 degrees ahead of Kerbin at the L4 point. At least that's the theory. The problem is that Minmus isn't at the L4 point. Any inclination causes it to move up and down, and any eccentricity causes it to move forward and backwards. So in effect, Minmus orbits around the L4 point. So getting an encounter with it isn't a simple matter. In practice I found targeting Minmus very difficult, and the margin for error extremely small. The slightest error will cause a complete miss with no easy recovery. Of course I only tried it a couple times. Maybe it gets easier with practice.
Is it done with Principia or stock physics? I believe with Principia this will somehow become a lot easier, since vessels will have a natural tendency to stay at L4, and minmus will slowly pull the vessel towards it. Rotating reference frame comes from principia would also come in handy.
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27 minutes ago, OhioBob said:
@JadeOfMaarIt put Minmus in an orbit that hovered around the L4 Lagrange point.
If it's at L4, I think time could be sacrificed to get a lower delta v?
By barely escaping kerbin's SOI, put the vessel in an orbit that has a slightly shorter orbital period than one year, And the vessel will slowly drift to L4. You know, not everything can be done by a simple Hohmann transfer.
I didn't test that and can't confirm whether it will work though...
Don't mind that @, I can't delete that on my phone for some reason
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46 minutes ago, JadeOfMaar said:
I didn't test with TWP
BTW, this is TWP's readout for Cruithne orbit version of minmus (DeltaV should divide by 2 since I'm playing 4X resized version)
That's almost 6Km/s of ejection dV!!! Don't know whether it is accurate though since it's in such a special orbit...
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11 hours ago, siklidkid said:
compatible with ksp breaking ground?
Compatibility of planet packs is basically dependent on Kopernicus, which has a version lock and haven't get updated to 1.7.1. So, sorry, not compatible!
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6 minutes ago, OhioBob said:
OK, sounds like I just need to get bettertimewarp. I installed Principia but I don't know if it's working; I don't see anything different. What versions of KSP and Principia are you using?
I'm using fatou with 1.7.0 right now. But since Principia only publishes a new version every new moon this version only has source code released, not the binary, so I compiled it myself. Version fary has some glitches and is not compatible with 1.7.0 so I did that.
If you want, I can send a copy of my binary to you because the compile time of Principia is so long, and during that time CPU usage will reach 100% and the computer will almost freeze.
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12 minutes ago, OhioBob said:
One of my problems is that I've never used Principia and have no idea how it works. I don't know how to test the stability of an orbit.
Actually, I didn't do any test. I'm not good at computer at all! What I did is only installed principia, opened tracking station, used bettertimewarp to warp some 100 years and see whether all the planets are at the place where it should be.
Maybe you can ask for help from Principia's developers about how to do an actual test. After all Principia was originally an orbit stability testing tool!
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43 minutes ago, OhioBob said:
Well, it looks like you did what I requested while I was writing that. Unfortunately I don't want to change Mun's orbit. I'd like to find a way to stabilize Minmus without changing Mun.
I remember someone mentioned somewhere that retrograde/resonance orbit helps with stablizing planets. Actually I don't want to move mun either, because JNSQ is a 2.7X planet pack, which is meant to bring realistic difficulties to KSP, and Mun's distance to kerbin is proportional to real-life Earth to moon distance. Did I guess that right?
43 minutes ago, OhioBob said:Is there anyway you can try decreasing Minmus' orbit until you find something that's stable? If so, I'll change it for the net update. Your help would be appreciated.
Unfortunately I don't have my laptop in my hand right now. I'll try tweaking minmus's orbit a few hours later, lemme see whether I can get a non-weird looking stable orbit!
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@Kopernicus:FINAL { @Body[Minmus] { @Orbit { @semiMajorAxis *= 0.75 } } @Body[Mun] { @Orbit { @semiMajorAxis *= 0.5 } } }
Well, I did this and the kerbin system is stable again. The cause of minmus drifting away is simply it is too far away from kerbin, because now mun is at the place where minmus was at before.
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1 hour ago, ssd21345 said:
how well does it work with star system packs(like Other World Reboot)?
My guess is that it will be compatible, but since this is a 2.7X resized planet pack, so those planets from other planet packs will look disproportionly small; and if tho star is too close to Kerbol, maybe two systems will overlap with eath other.
And I ran this planet pack with principia just now. Guess what planet become unstable? It's Jool's moons again? It's newly added planets? No, it's Minmus.
Seems Minmus is too far away from Kerbin, it just casually drifts away and starts to wander around Kerbol. Suprisingly except minmus, all the other planets are stable.
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Oh no I accidently clicked 4 star instead of 5... WHAT HAVE I DONE I WANT TO KICK MYSELF IN THE FACE
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55 minutes ago, Phineas Freak said:
And you are assuming that this was an assured fix for that bug. Note how i said "try and see" instead of "add this and it will fix it".
IKR, my English is just not good and I think I didn't express what I meant precisely. I was just mentioning it doesn't work because nobody mentioned whether this works or not
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On 4/5/2019 at 2:56 PM, Phineas Freak said:
Try and add the following two parameters to the RSSVE RSS patch and see if they fix it:
%cam00FarClip = 1251.0 %cam01NearClip = 1249.0
And yes, you guessed correctly about the far clip plane.
Sorry, it seems not working for me, I still get the weird blue tint when switching to ScaledVersion
I'm playing 10X rescale with some code from RSS's watchdog.cs so the effect should be same as RSS
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
in KSP1 Mod Releases
Posted
Well, recompiling directly with 1.7.2 seems to work for me
Can you try this?
https://github.com/Real-Gecko/KSP-SimpleLogistics/files/3317417/SimpleLogistics.zip