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Overheal

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  1. Thank you I used the Cheat menu and before I could even figure out if the Longitude of Ascending Node fix would work I noticed the teleport doesn't even really uhm, work great. eg. if I teleport to 700km/700km, apoapsis/periapsis, I instead get teleported to something like 700,001/699,995. What in the world?
  2. Alright I've still gotten no response about this, could someone help me, I don't care if it's manual JSON editing or a mod etc. but how do I get to editing/fixing my triangle orbits, because either through reloading bugs or floating point error and bad precision with the KSP2 maneuvers system, my triangle orbits dont stay in place/triangle. I just need help knowing what to edit what values to put etc. so I can just go and manually correct these orbits in my save file to be at the same altitude, circular, and 120 degrees apart from one another thanks in advance.
  3. Can we explain these terms like I'm 5? I'm trying to figure out if this tool is helpful for fixing my triangle orbits for my commnet, many of my satellites have fallen out of formation because KSP2 is not very precise at high orbit, then there are floating point errors. So I was hoping to go edit the values for these in my save file, but I don't know how to set these values correctly or to get my relay formations at phased angles 120 degrees apart from one another in the same orbits. Thanks
  4. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD 5600X | GPU: AMD 6950XT | RAM: 32 GB IDK if this is floating point error but its darn annoying after setting up perfect triangle orbits etc.; I made sure the polar and equatorial relay probes were all in perfectly circular orbits with 700,000m apoapsis and 700,000 periapsis. I shut off RCS, and I point them radial-in. I can time-warp the game for a while and they will hold their orbits seemingly on rails. But whenever I reload the game, they spit out new orbits with error. Sometimes the error is small, 1-2 meters, other times larger, 3 m or more or so. Not always additive either, I had some orbits go down to 699,997 m, up to 700,003, 700,000, 700,001, 699,999, etc.; I also have a wider 60,000 km triangle orbit at the equator but it's hard to tell how far off those are because the game doesn't even show me precision past "60,000 km" so for all I know they are hundreds of meters off. Included Attachments:
  5. This is a very annoying bug - they still haven't fixed this yet?
  6. Looks good Nate. Also looking forward to a barebones game/contracts/science structure. Similar to colonies perhaps I missed it but will there be additional features for space stations to differentiate them from just craft in orbit? I mean, a suitably large construction it's not going anywhere, that can build interstellar craft.
  7. PXL-2 "Shelter" Deep Space Module from one of Nertea_01's near-future/stockalike station parts. - it has 30 inventory slots. This is you know, fine, but when you right click the part during a mission you get 30 empty slots on screen and all your other options shoved to the bottom of the screen. So I can only transfer 1 crew out of the part at a time (it holds 6 or 8 I think) and only the first crew member listed, which is a bad experience. This is because the EVA/Transfer pop-up always has to generate at the bleeding bottom edge of my computer screen. Unlike a Kerbal's inventory, which can be collapsed, the root inventory cannot. Is there a mod for the game to let me collapse the inventory in the menu, or a way to edit the part so it has much fewer slots? Or perhaps a way to force the EVA/Transfer pop-up to appear somewhere more sensible? edit: or a way to add a transfer button to the portraits in the bottom right?
  8. This happened with an unmodded install as well. Happens extremely frequently: 1. Have a tracked object (relay, station, etc. etc.) in stable orbit around an SOI 2. Burn for that SOI from another SOI (eg. Shuttle from Kerbin->Minmus enroute to Mint Chocolate Shipyard, Minmus) 3. As part of step 2 or a correction burn, set up your transfer flight plan so it intersects with your target 4. Set up your rendezvous/intersect burn (which also slows you down from a transfer flight path to a stable orbit around the new SOI, eg. Minmus 5. Now crashes begin happening, usually when you begin your rendezvous burn, sometimes right after you plan your rendezvous burn, sometimes when you warp to the maneuver. Crashes straight to desktop without error. Not related to proximity to target (eg. not tied to the pop-in from 2.2 km away) Workarounds tried: -force-OpenGL (spelling?), -force-d3d11, lowering conics limit - the only thing that seems to work (however frustrating) is unselecting the rendezvous target until a stable orbit is achieved in the SOI, ie. i. start your rendezvous maneuver, ii. When your maneuver achieves your earliest stable orbit, you can re-set the target iii. Burn retrograde to target for final stop The other other workaround is, of course, to circularize at the destination SOI before attempted to set target or rendezvous but this adds extra burns, time, and delta-V costs. The problem seems to be that the back-end is getting some unhandled exception trying to calculate your intersect 1 & 2 with target as well as your new orbit data as you are both transitioning to the new SOI orbit and meeting your target. I'm not a programmer per se but it seems like it gets very upset performing that math especially during the burn as the values change violently. Any better workarounds or fixes for this bug? EDIT: Been playing around with such a burn/crash, and it looks like I can consistently trigger the crash by looking at the Intercept Info Tab in the Maneuver Data Panel (bottom left of screen), the crash does not happen if looking at the Orbital or Advanced Orbital tabs. Something about having the intersect tab open while you're burning and not in a stable orbit yet/still on track to leave SOI. If I don't look at this tab, the burn happens successfully but can we not fix this bug?
  9. I installed the mod by hand, version 1.11. I did not notice the dependencies previously, thanks for pointing it out. Click blocker and toolbar manager are working but not the waypoint manager, unfortunately. Is there something else I can try to complete the mission? Let's for the moment assume that it is in fact underground, even if we can't directly read the waypoint info.
  10. And yet.. Suffered through 2 fantastically long steam cloud syncs to reinstall the mod just to allay your incredulity. Anyway, the active contracts are nuked by the mod install, consisting of simply dropping the mod folder into Game Data. Subsequently useless for trying to pull the waypoint of a contract it disappears.
  11. Deleted the mod, reset all my active contracts initially, managed to get back to my quicksave which appears stable. ... is there some other way to check the position of the waypoint marker?
  12. Tried that, broke my game, all my contracts are now gone... help
  13. Except that the waypoint is appearing in the map view and on the navball. It's just not mentioned in the contract as a note. Rebooting the game and doing the space center/tracking station trick doesn't fix the issue.
  14. What am I missing? I came, I fixed, I drove to waypoint, and am now smack dead on the waypoint, but the mission is not completing? Added probe core and solar panels. It just says "move the rover" and I moved it, drove it 2 km to the waypoint. What gives
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