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JohnG

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  1. Hi, I'm humbly wondering if there are any plans to make this compatible with Kerbalism science? The option to view unfinished science location-wise is very appealing, as opposed to the experiment-based view in Kerbalism itself.
  2. In mechjeb, you have Landing info which gives you time to start suicide burn. It works good given that your horizontal velocity is low (and thus the terrain below you is not changing rapidly). Be aware that it gives you the countdown when the root part will be at the suicide burn altitude, so if you have a long ship, you should start a little bit before zero. Alternatively, you can set up a maneuver node at the surface with the deceleration you want to perform (that you have to estimate/calculate yourself - you can find out your current altitude, velocity vector, mass/gravitational acceleration of the body you're landing on -> you're able to calculate the velocity you'll have at the surface). The node will give you the burn time and time to node, so exactly what you need for a suicide burn. Be aware that you want to perform 100 % of the burn before the node, not 50before-50after like normally.
  3. I've been just duplicating & renaming the Game Data folder. That way, you don't need to have everything twice. Keep multiple of those folders, only the content of the one with the original name is loaded, while the renamed folder(s) can contain other mod packs.
  4. Hi, I am about half-way though RP-1 with Kerbalism (and a bunch of other mods) and I am wondering whether there is a good way to find out what science experiments am I missing at what locations. I know I can view experiment info in Kerbalism directly, but if I want to know what (newly researched) science am I missing at the Moon, I need to click through every single experiment and click on the moon rollout menu. It would be much more handy to view it the other way around ("I have a contract for a Moon landing, what experiments should I pack with me?"). I found xScience should work with regular ksp, but unfortunately I cannot get it to work with Kerbalism. Are there any mods that would allow me to view a body/biome and tell me which experiments I've already done and which will still give me science? I'm running the latest version of ksp1.
  5. Hm, so even though deleting all contracts (In the cheat menu) and flight records (by hand, I might have missed some in the persistent file) didn't help on its own, changing then the parameters of the Uncrewed altitude 800 km contract to 100 km and completing it did help. Now the 3000 km downrange is unlocked, as well as a bunch of other contracts.
  6. Hi, I've relatively recently decided to start my first RP-1 gameplay, but I get stuck at a certain point between contracts. At the beginning of the career, I've completed the Karman Line quest which should have unlocked the next one, I presume - Downrange 3000 km. However, it didn't get unlocked, saying I have not "Reached 100 km" (I assume that is the Karman line quest, correct me if I'm wrong). Looking into the cheat menu I can confirm I've completed it (even the game knows it then). Still, the 3000 km downrange quest doesn't get unlocked, which means that I have only basic sounding contracts and rocketplane/x-plane contracts available. Screenshots including mod list here: https://imgur.com/a/lovely personJ3k I think there must be probably something wrong in the savefile, if there is anyone who would be able to guide me with how to edit it so that RP-1 can recognize the Karman Line quest as completed, it would be greatly appreciated. I know I'm stuck relatively at the beginning quest-wise, but I've already launched my first orbit so I would prefer not to start completely over. (I didn't realize there was something wrong since this is my first RP-1 career and all the new features have been quite overwhelming so far.) Also, I should add, this issue was probably caused because I initially started the career as RSS/RO only and after a few launches I added RP-1 when I realized the stock tech tree doesn't make much sense for RSS/RO, therefore I had a bunch of milestones (and quests) already done when I opened the RP-1 for the first time. When I start a new career, the Downrange 3000 km quest gets unlocked immediately after my first flight, so there is no problem on the game/mod side, there must be one in my savefile attached here: https://jmp.sh/iLT7yjXD. Things I (unsuccessfully) tried so far: I un-did the Karman Line quest and completed it both from the cheat menu or with a rocket. I've reinstalled the mods and verified files in the store. I un-did (removed) Uncrewed altitude records from the quest archive. I expected this to reset the records, but I am not getting any "contract complete" notifications for flying out of atmosphere. My next record to meet is still 800 km even though I deleted all of the lower records (and removed this next record from accepted contracts). I Regenerated current contracts after each of the steps above (from the cheat menu).
  7. So, I did quite a bit of digging and might have found the cause. ...if anybody is still interested/puzzled by this strange issue. Let's hope they fix it in KSP2 at least. 1) If I understand it correctly, KSP uses the spaceship in control as the origin of its reference frame to avoid errors at distant locations - most of the time everything is as close to your focus as possible. However, I suspect that since it repositions the universe around it with respect to the center of the craft, it may also reorient the universe, change the direction of the principal axes within it. 2) If the spacecraft is rotating, the universe around it is actually rotating while the spaceship is staying at rest with regards to the KSP's used reference frame. However, reading the code the game generates, the space the game works with is cartesian (at least for part placement, I assume they also use it for the game-space, but I might be wrong), meaning that any object not precisely along the principal axes (and moving in the respective direction only) need to be re-angled, which can cause quite a bit of error if large distances are considered, I imagine. 3) A rotating spacecraft will always change the direction of the principal axes of the universe around it (any slightest wiggle, mind you! Good luck with large ships..), and any rounding errors will result in objects being slightly off their original positions. Since these calculations are chained (the position in the next instant is calculated from the results of the previous one), the errors are propagating further and further, resulting in a drift (e.g. you are constantly rounding down or up, cycling around the predicted position). 4) Now, the fix... I imagine that if you center the universe on the craft but keep a fixed coordinate system orientation not bound to the craft, you may circumvent this bug/"feature", but maybe I'm missing something. I.e., make the universe translate around (e.g.) the root part of the craft, but make the craft rotate within this reference frame. This way, the universe should care only about the distances (and the angles from the craft will change only with the movement of the planets, not the craft), not the orientation of the spacecraft. 5) Or.. maybe the game is already running like this and there are small deviations in the calculation of the center of the craft (or the origin of the coordiante system) resulting in small shifts/oscillations in the repositioning of the universe around, nevertheless, any non-translational movement of the craft changes results in errors in the universe drawn around. The problem is, the errors stay there, so the adjusted "wrong" calculations that you got in the first place will only get corrected once you get closer and the game recalculates the path with a higher precision. Or, rewriting the code to use spherical coordinate system could help, as any rotation will result in the change of angles only, not all the XYZ distances of the objects. Just spitballing here. A demonstration with a tiny craft that I posted on the KSP bug-tracker: https://bugs.kerbalspaceprogram.com/attachments/59003/2023-01-28 20-55-29_trimmed.mp4 A small craft (just a small tank, small engine, and a control unit) cheated into a random non-trivial orbit and set up with a maneuver to reach a solar orbit (I tested this meanuver before recording and cut out the 30 seconds of maneuver adjusting). When the craft is stationary, the uncertainties in the predicted path are small (as seen by the oscillations of the predicted marker position by hundreds of metres halfway across the solar system), when the ship starts to rotate, the uncertainties get significantly larger, and, what is worse, the changes stay after the rotation is stopped. With a large craft that is still wiggling from the launch (and the wiggling doesn't stop completely, ever, even though it might not be visible), these errors can get multiplied if the frequencies of the oscillations/wiggles are similar to the frequency with which the game recalculates the next sample - we could call it aliasing of the calculations. In molecular dynamics, we say that the simulation blows up when the sampling interval (time step) is too small for the changes that are calculated within the system. Edit: Also, if you have the same problem as I do, when you're setting up a maneuver, use 5x time-warp (not the physics one), this keeps your craft steady and prevents any observed drifts. Although, since the errors in the calculations propagate, while you may be able to set up a maneuver to your liking, in the end you might end up missing, since the game only recalculates the trajectory once you get closer...
  8. Well, this encounter was just for demonstration of the problem. In the actual save, I cannot get an encounter, let alone to pick the altitude. I would love to get an encounter around 130km altitude, it's just that I'm unable to for the presented reasons. Well, I notice because before I'm able to get a decent encounter estimate, the trajectory moves away by thousands of km. Since you don't see any such oscillations/drifts in your game, do you know whether the calculations the game makes are done on the GPU or CPU? I will try to reinstall my drivers, but it would be nice to know where to begin and not do it blindly.
  9. Definitely, here it is: https://imgur.com/a/1iGNz49 (just noticed that I recorded it at 60fpt, but the created gif is at half the rate and therefore slowed down, sorry). The first gif shows that without me doing anything, the conic is drifting - I'm just holding the maneuver node so that it gets updated visually. Then I change the timing there and back, but the conic still drifts only one way. This is for a node created for Duna by the maneuver tool, if I try with Eve, the conic drifts away from the encounter before I manage to create the node. The second gif is at Eve where it is more obvious, after creation of the node, the delta V next to the nav ball goes crazy - even though I don't change the parameters, it is going up. resubmitting the initial burn parameters resets it, but it starts going up immediately again (it also updates the trajectory prediction so there is no longer an encouter once I do that). Once I adjust the node parameters in the slightest, I lose the encounter, because the predicted path in Sun's SOI changes so that it misses Eve. Sure, I am used to midcourse corrections when I don't perform a burn perfectly, but here, I don't even know whether I'm supposed to burn 1020, 1080 or 1800 m/s, because the values keep changing. Also, thanks again for taking the time Edit: I have tried creating a fresh sandbox game, cheated the ship into orbit and tried again - in the fresh save, I can see the trajectories oscillate a tiny bit (https://imgur.com/a/FNHuuRj), as I would expect with the discrete math the game does, but nowhere near to the extent by which they change in my actual save. I time-warped to about 150 days to the future (where my posted quicksave is) and the drifts/oscillations stayed the same, so it is not exclusively linked to the game time elapsed. It must be a problem with my particular gamesave then (or a combination of factors), as if the rounding errors there are greater by a few orders of magnitude for some reason.
  10. Yes, the save is correct, I edited the post later on to update that the same drifts were ocurring for other planets as well, not just Eve. I guess it is still waiting for approval by mods. Thank you for taking the time, l can get an encounter like this as well, one step at a time, but the cost is about double of what it is supposed to be if you eject correctly from Kerbin My problem, however, still remains, that the predictions drift and don't stay constant. I was just doing a randezvous around the Mun and noticed that it happens in the Kerbin system as well (except here it was give or take 10 metres which can be easily corrected for later, unlike with an interplanetary transfer). It seems it is a global error somewhere. Did you by any chance notice that the maneuver would change amplitude in the delta V bar or that changing the parameters of the burn there and back didn't return it to the same state? Or is it happening just with my game?
  11. If you wish, the quicksave is right here https://www.dropbox.com/t/nsRadLGmTFCEAE61, feel free to investigate (or anybody else that is interested). If I try to adjust the maneuver and click e.g. one step prograde, the click one step back to revert it, the trajectory is not the same before and after. Also, when I lower the step to the minimum, it is low enough that if you click it in any direction, the trajectory changes only one way. The game seems to be recalculating the maneuver, but the graphics upgrade only after you change something. If you delete the maneuver and then ask the tool to set it up, the delta V drift starts almost immediately and is much faster (or maybe I didn't wait long enough in the first case). No rush, I've set an alarm to remind me in a year of game time to try again, I'm running other missions in the meantime. I'm interested whether you can replicate the problem, though. Well, I haven't tried any other planets yet, I was about to wait till I have all the science unlocked, but then I got a contract for Eve (for Gilly as well, actually), so I started to plan a trip there. I'll try to set up a maneuver to other planets though, see whether I get the same problem. Edit: So I just checked, it happens with all the interplanetary transfers. With some the drift is slow (Eeloo, Duna), with some the drift is very fast (Dres, Eve)
  12. Thanks Anth12, I have now tried the maneuver tool, but I'm having the exact same issue The maneuver gets created, gives me a fly-by at about 70M m, but when I go to improve it, the encounter disappears (any change in parameters updates the new conic, which is getting worse) and the delta V countdown starts racing to some ridiculous number. I would just perform the initial burn that was planned, the problem is I can't see the remaining delta V (since it is constantly going up), only the slider and that is not accurate when it represents a 1000-1100 m/s velocity change. The delta V even starts to change suddenly on its own even when I don't alter the parameters. I wanted to upload two screenshots to show what I mean, but I cannot find a button to do it, I can only upload from URL, so here: https://imgur.com/a/St0LwJA The images are taken a few seconds apart, nothing about the maneuver parameters changes, but the delta V bar is racing up, changing the displayed prediction for trajectory - even though it was set up as an encounter for Eve, now it seems I won't be hitting it at all.
  13. Thanks for the reply and the welcome. Oh, that's unfortunate. So, how do you deal with interplanetary transfers? Should I just eyeball an escape and then hope once I'm orbiting the Sun, the floating point errors (or whatever is the cause) stop acting up?
  14. Hi, I'm quite new to the game but I feel I understand the basics. Recently I received a contract to do an Eve fly-by, so I started planning my first interplanetary mission - so far I only visited the Kerbin moons. I didn't want to complicate it and decided to do two maneuvers - one to excape Kerbin and then a correction at the descending node around the Sun to match the inclination. Escaping retrograde at about 1020 m/s dV and then a correction of about 360 m/s would give me an intercept it seemed (and an equatorial orbit more or less). However, when I wanted to fine-tune the intercept, the controls and predicted trajectories began to glitch out. First the maneuver node controls started acting up - no matter what button I pressed in the bottom left window, the distance was getting worse (clicking to add both normal and anti-normal resulted in a change in trajectory towards the same direction). Then, when I created a maneuver node at Eve and tried to drag it, the whole Eve fly-by conic started drifting away from the planet, as if the game was recalculating the maneuver over and over and getting a different result every time (it was not "jumping" back and forth, but steadily drifting/shifting when I held the node). Last, after another few minutes I noticed the burn dV bar next to the navball started to change values, the maneuver is set to 1020, but the displayed dV is constantly rising, past the 1500s now. Never seen this happen when dealing with the moon transfers. I thought it might be because the manuver is far ahead (about a year), but time-warping to 1 day before and setting up the maneuvers again resulted in the same thing. I tried restarting the game, verifying the files in the launcher, none of it helped. No mods installed, no DLCs. Any ideas how to fix this? Edit: here is a visual demostration of what I mean by "drifting" and by "the delta V meter starts racing up". https://imgur.com/a/1iGNz49
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