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vipAvoS

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  • Location
    Minsk, Belarus
  • Interests
    KSP, WoWP
  1. Thanks for the tip. Perhaps this is what did not allow the MJ to land the booster stage, which I talked about in my previous post. + Unfortunately disabling Max Q when landing did not solve the problem. MJ still turned on the engine late.
  2. I'm sorry, but could you briefly explain what the Max Q parameter is for? I see how this limit works for a while during takeoff, then I turn on the acceleration limit, and Max Q turns off. So I don’t understand what this parameter has to do with landing. + In addition, all MJ settings are global and are applied immediately. If you open the "lifting assistant" and change this parameter there, then it will be applied for landing as well. ++ Moreover, you can create a custom window in which you can add this parameter and others you need, both informational and control.
  3. Извини, действительно забыл сказать.
  4. Попробуй удалить игру физически с диска. Это первое. А второе - это косяк какого-то мода. Я как-то пробовал ставить RP-1 Realistic Progression One. Там автоматом ставится туча модов. И в итоге результат был как у тебя. Так что переустанови игру (после физического удаления оной с диска) и ставь моды по одному. Это займёт много времени на проверку, но как по другому вычислить виновника я не знаю...
  5. I agree with AtomicRocketBooster, something broke at MJ. I previously filmed an auto landing video in which MJ did a brilliant job. If interested, this excellent work can be viewed on YouTube (_https://youtu.be/EM493tsV7tk, time 07:00-07:55). And more recently, I came across the fact that the MJ is late with the start of braking. This is shown in a YouTube video (_https://youtu.be/kIt_sXdE3i8, time 03:55). And it can only be cured with Landertrons (same video, time 06:30, 13:30, and all three landings, time 13:57). At first I thought it was because of the large landing weight of the ship, 13.6 tons, but the landing of a light ship, about 5 tons, ended the same way. Something broke at MJ... + And further. Earlier, when entering orbit, the MJ also worked perfectly. The difference between the apocenter and the pericenter was a maximum of 200-300 meters. And now it reaches up to 20 kilometers! Nightmare...
  6. Works almost fine for me. But "landing somewhere" very often ends in disaster. And further. I have never seen a "landing assistant" use parachutes.
  7. Здорово! Только для неграмотных - а куда эти тэги пихать?
  8. linuxgurugamer, I sincerely thank you for the explanation. I didn't quite understand why I had 996 patches before. Now I am smarter, thanks to you. I would like to take this opportunity to express my respect to you for your work in creating such wonderful mods!
  9. Thank you very much for your answer. Only I didn't make a bug claim. It was just a bewilderment about adding so many dependencies! I did this: I deleted this mod via CKAN. Only one dependency was removed with it. And when loading the game, there were 1026 downloadable patches. This already says a lot. As for linuxgurugamer, most of the mods I have installed are his mods. Thanks again. Now I will do an experiment. On a clean game I will install the mods I need, including FMRS, not one at a time, but at once with the whole package. If you are interested in the result, then I can report the result here. .png after removal
  10. Hello. In the other thread on Mechjeb, I saw a post about this mod. Decided to try. I installed it via CKAN, launched the game, quickly made a suitable rocket, launched it... Everything turned out to be simple and clear. Useful mod! But. I only ask you to explain the following to me: before installing FMRS, I had 996 patches downloaded, and after installing this mod, there were 2456 of them!!! Where does such a quantity come from? And this leads to a problem. The game loads for a long time, and then the computer just freezes for a few minutes! If no one can tell me how to fix this, then I will have to go back to the previous module configuration. Already without FMRS. PNG
  11. Once again I want to express my admiration for your knowledge!!! I just checked the above statement and I can honestly say that you were right! At an altitude of 150 MJ, I immediately set the ship to maneuver and did not apply any more adjustments! Fantasy!!! Excuse me for being too enthusiastic. Moreover, I also, purely by chance, discovered another wonderful property of this mod. I have not seen any mention of this feature before, so I will tell you about it in my video on the channel https://www.youtube.com/channel/UC_kEcllvH6r9XMpwCx7up3g/featured Please note - all the best is born only in close cooperation!
  12. Thank you so much for such a comprehensive answer! I am impressed! I will definitely test the situation at altitudes over 120. However. If this problem? or feature? is known, it’s still not clear why you need to maneuver twice? In my opinion, I do not pretend to be true, it would be easier to start the acceleration of time and turn the ship to the desired position a few minutes before the maneuver. And, of course, I completely agree, it is necessary to take into account the ship's ability to maneuver. What one person can do in a couple of seconds, another may take more than a minute.
  13. This is absolutely understandable. But, if it's obvious, then why do it twice? Isn't it more reasonable to "become a maneuver" only in the immediate vicinity of the very point of maneuver?
  14. A very simple question. I create a maneuver in the "maneuver planner". Create and execute. Immediately MJ begins to become maneuverable. After that, it accelerates time, makes 3-4 orbits, turns off the acceleration of time and again begins to become maneuverable. Question - why? Why perform the same action twice? It just wastes time...
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