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mic_e

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Posts posted by mic_e

  1. Hi guys,

    thanks for keeping this mod going!

    TBH I'm still slightly annoyed that this functionality hasn't become stock yet :/

    I haven't been very active in KSP, KSP modding or the KSP forums as of late, so I hadn't even noticed that a new version of KSP had been released. I half expected the mod to keep working in newer versions as it always did, but today when I popped up ckan I noticed your "community continuation" :)

    I think the mod is better off in the hands of somebody who plays and thus tests more frequently, so have fun! I'll link you in my original thread.

    Since you changed my version number scheme, the new name (Community Edition suffix) is probably a good idea; you may use the original name if you want, though.

  2. Yes, but that requires physical assumptions about the bodies (and in practice, it's a really bad way to get this number for planets

    I'm just saying, maybe a wild guess/downscale from RSS might be better than not having any gravitational quadrupoles in the Kerbol system at all.

    Surely you mean oblate, the gravitational field from a homogeneous sphere is that of a point mass.

    Nope :P. You've spent so much time doing gravity stuff in inertial reference systems that you totally forgot about the rules that apply on the surface of rotating bodies (no offense :)). Kerbin should be oblate because it's rotating, but it is not because SQUAD simplified things. In real-life, if Earth was suddenly spherical, all oceans would flow towards the equator until Earth has returned to its proper oblate shape. This effect can be measured in-game, because the centrifugal force is simulated properly by the engine. At 45 deg N on a sphere it has equal upwards and southwards components, so the effective gravity vector is not perpendicular to the surface.

  3. Can't the oblateness of a body in hydrostatic equilibrium be "easily" "calculated" from the radius, rotation period and density curve of a body? e.g. I think you can safely assume scaled earth-/mars-/jupiter-like density profiles for Kerbin/Duna/Jool.

    I once did an experimented where I placed a ship at 45 deg N on Kerbin and watched it drift towards the equator at 7mm/s due to the forces caused by Kerbin's spherical nature.

  4. Quite strange. I have re-installed the mod, this time installing the "official" version first, and now it works... maybe you _did_ forget to package one file?

    Edit:

    Looks like the only difference, apart from some conf file changes, are the files

    > ./NavInstruments/PluginData/NavUtilLib/AI_VSILINE.png

    > ./NavInstruments/PluginData/NavUtilLib/AI_THROTTLEBAR.png

    > ./NavInstruments/PluginData/NavUtilLib/AI_RADARDIAL.png

    > ./NavInstruments/PluginData/NavUtilLib/AI_RADAR.png

    > ./NavInstruments/PluginData/NavUtilLib/AI_OVERLAY.png

    > ./NavInstruments/PluginData/NavUtilLib/AI_LADDER.png

    that have been added in your version.

    Maybe I failed when installing this for the first time, though I can't think of any way I could have.

  5. @Ser: Your build doesn't work on my system. As soon as I click the NavUtilities stock toolbar button in flight view, all GUI elements disappear. When switching to IVA, the IVA view is black, and I see the NavUtilities configuration GUI - that is, until I toggle the "show overlay" option, upon which all GUI disappears. Maybe I am missing a dependency? The KSP.log gets flooded with this:

    [ERR 15:22:23.974] Matrix stack full depth reached

    [ERR 15:22:23.975] Matrix stack full depth reached

    [ERR 15:22:23.975] Matrix stack full depth reached

    [EXC 15:22:23.975] NullReferenceException: Object reference not set to an instance of an object

    NavUtilLib.Graphics.drawMovedImage (UnityEngine.Material mat, UnityEngine.RenderTexture screen, Vector2 bottomLeftPercent, Boolean useCenterOfMat, Boolean fitToScreen)

    NavUtilLib.DisplayData.DrawHSI (UnityEngine.RenderTexture screen, Single aspectRatio)

    NavUtilLib.NavUtilLibApp.DrawGauge (UnityEngine.RenderTexture screen)

    NavUtilLib.NavUtilLibApp.OnWindow (Int32 WindowID)

    UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

    After removing RasterPropMonitor, I have some weird issues in IVA (but at least it's not black anymore): navutiliva.png

  6. I'd like to see a 'RCS d-v' read-out in the vessel section, independent of the whole staging simulation code. Just walk over all control thrusters to determine their average ISP, and calculate the monoprop d-v from the current vessel mass / current amount of Monopropellant. Do the same thing for Verier thrusters and sum up the results.

  7. Currently, this mod's page is quite confusing... it says that version 2.06 is available, but CKAN says "1.5.5", as does KerbalStuff. There's a warning not to use the GitHub download, and GitHub doesn't have the compiled plugin (but I guess the sourcecode works, and there is version 2.07 there?)... finally, buried deep in the thread, there's this Mega link, which just says "2.0"...

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