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Everything posted by Dolin

  1. Unfortunately, no. I refactored my script to take in a configuration file for which parts to look for so it could work with SOCK and DECQ alike, and that worked out fine. Then I tried adjusting the RO cfgs for SOCK and the control authority limiters trying to maintain yaw authority to no avail. It could be that the RCS is underpowered. I did many tests which got me nowhere, I got a bit frustrated and lay it aside as things to do IRL got the priority. EDIT: I should mention that another reason I got frustrated with it is that I only really signed up for adapting my script, not really for getting the RO configs to work.
  2. Refer to minute 10:00 of the video I made : When you select a runway end, the program calculates two HAC points some distance away from the threshold, to the left or right side of the centreline. Left and Right are intended looking down along the direction of the runwya you chose, obviously if you switch to the opposite end it reverses. You will most likely come in with enough energy to do the overhead bank approach that the real Shuttle did, meaning that you will choose the end of the runway furthest from you. So you need to draw in your head the same kind of picture I showed in the video and pick the left or right HAC based on where you are.
  3. It's right in the front page of the Git repository. https://github.com/giuliodondi/kOS-ShuttleEntrySim
  4. I have no trouble controlling the Shuttle manually without Atmospheric Autopilot so there must be something amiss. Are you sure you're reentering with OMS fuel nearly depleted? Did you set the control surface deflections to the values in the README? Are you sure you're not using the airbrakes wrong and stalling out?
  5. Hi, a few pages back I read your discussions on how to pilot this Space Shuttle during reentry and landing. I have spent several months on perfecting a kOS script that can automate most of the work and achieve an accurate and controlled reentry in RSS/Realism Overhaul If you're interested you can have a look at https://github.com/giuliodondi/kOS-ShuttleEntrySim and this demonstration video I made:
  6. I see, as a part-time KSP modmaker myself, I can only relate. Cheers!
  7. Hello, my question is not strictly related to your great mod, however may I ask where the Saturn parts visible in one of the front page screenshots are from? Is it a publicly-available mod? Thnak you very much.
  8. Thank you for your quick reply, Following your comment I was inspired to convert every texture to .png and see if the orbiter mesh plugin in Blender was able to map the UVs regardless of the format. Luckily it seems like it was, and working with .png only enabled me to use part tools succesfully. Thank you. Dolin
  9. Hello, I'm in need of some help with this Parrt tools error upon saving the model + textures: File error: Cannot cast from source type to destination type. at KSPPartTools.BitmapWriter.Write2D (UnityEngine.Texture texture, System.String newPath, TextureType texType) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteTexture (UnityEngine.Texture texture, System.String path, System.String filePath, KSPPartTools.TextureDummy tex, System.String filename) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.WriteTextures (System.IO.BinaryWriter bw) [0x00000] in <filename unknown>:0 at KSPPartTools.PartWriter.Write (System.String modelName, System.String filePath, UnityEngine.Transform target, TextureFormat textureFormat) [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) KSPPartTools.PartWriter:Write(String, String, Transform, TextureFormat) KSPPartTools.PartToolsInspector:DrawWriterGUI() KSPPartTools.PartToolsInspector:OnInspectorGUI() PartToolsEditor:OnInspectorGUI() (at Assets/PartTools/Editor/PartToolsEditor.cs:18) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) The models are Orbiter 2010 meshes whcih I'm trying to import into KSP. They're .fbx imported from Blender along with the embedded txtures which are .dds. I could surmise that the problem could be related to that <filename unknown> string but I have no idea how to deal with this. I hope this is enough information and not too vague a description. Can anyone suggest anything? Thank you very much indeed. Dolin
  10. Quite the contrary: I'm concerned about in-game performance. I'm using RSS with a ton of mods and I see a noticeable difference in performance with and without Principia. In the case that everything (planets and vessels) is thrown into the integration scheme, I thought that maybe the motion of celestials could be completely solved before the game even loads for say a thousand years, with an arbitrary timestep, and the results stored on file. Then the plugin would update the celestials' positions by reading them off a file, and the live integration would be reserved only for vessels. Trajectory predictions would only need to be updated live for vessels as the motion of planets is already assumed known. I think this would be advantageous since in most cases all planets and moons make up half or more of all the gravitational bodies in game, which entails quite a few computations thrown away. I think I've heard that asteroids are in fact treated as vessels in KSP, so it should still be possible to build a gravity tractor. But we could take this a step further and neglect the influence of vessels on other vessels, no gravity tractor in this case but even more compitations skipped. If, otoh, Principia already does something like this then there's not much room for improvement, hence my enquiry
  11. A question: does principia integrate the complete n.body motion of EVERY massive body in game (celestials and vessels) or do you somehow differentiate between the integration of planets and vessels? In other words, does principia, at any point, neglect the influence of ships on planets and therefore shave off some computations? Thanks for the insight.
  12. I second this request, if it's not of any inconvenience. A few of us still use 1.1.3 bc a few mods still haven't been updated for 1.2, having your awesome shuttle in 1.1.3 would be a real treat .
  13. I apologise for self-bumping, but could anyone help me with this?
  14. I've tried making a bigger than 8k texture for Earth using tiled textures for space simulators (i.e. Orbiter or Celestia). I've succesfully made a 16k Earth texture and it would be possible to make 16k textures for the Moon, mars and maybe a few other bodies. I've run into problems with 32k textures and above because Photoshop refuses to export them as .dds, for some reason it always gives out a "image width and height must be multiples of four" error, even though the image size IS indeed correct.
  15. Hello, I'm using KSP 1.1.3 and the latest RSS, RO and other mods. I'm trying a moon landing and I seem to be having "terrain issues", which is the reason I'm posting here. Basically, no matter how carefully I zero my velocity, as soon as my lander legs touch the ground the lander starts bouncing and hopping slightly, and so it "slides" sideways at about 5 m/s until it loses balance and capsizes. There is no way to actually settle down and stop on the ground once it starts doing this. I've edited the presistent.cfg to change the suspension parameters and I've come to the conclusion that they're not the cause of the problem (i.e. the lander doesn't bounce because the legs are too rigid). My terrain detail is set to high, by the way. Thank you for any assistance. Dolin
  16. Hello, I'm trying to place a few statics with the editor in an RSS sanbox game and when I hit "save", KK doesn't seem to actually save them, and in fact they disappear upon game restart. I've looked in the KK gamedata folder and the configs in the savegame folder and I don't find any written instance of the static I've placed, which leads me to think that either KK doesn't write anything at all or it writes the file somewhere it isn't supposed to. I should mention that KK is perfectly able to load instances already specified in the static cfgs. I should also mention that in the savegame folder I find the following cfgs: -KK -KKBack KKFacilities KKFacilitiesBack Ann judging by what's already present in the files themselves, none of these files seems to be dedicated to instances. So, where is KK supposed to save newly spawned instances? Can anyone help me work out how to actually save? Thank you Here is my current system condition:
  17. May I ask you what entries you modified in order to make it work? Like increasing mass, crash tolerance and what else? I remember I tried to make the crawler into a usable platform back in 0.90 (when MikeNZ's shuttle was still a thing) by editing the configs and I kept on having "floating and exploding" issues with it. The outdated crawler itself is, by the way, still available for download over on the SSU threads.
  18. Hello, I've had a quick go at a TLI in RSS and I have to say this is a true game changer, from someone who is considering a career in astrophysics after graduation, I bow to you. If I may suggest a possible feature in the next version, Bunyakovsky, it would be a true help if we could edit any manoeuvre node at one time; for people who, like myself, are accustomed to eyeballing their sequences of burns until they look right, it would enable us to add or adjust a previous manoeuvre point on the go for best results. Of less importance, but still useful, would be a periapse-apoapse indicator displaying altitude, measured to the surface of the parent body selected in the frame of reference window I apologise if these are already in the works or if they've already been suggested, and I overlooked. Thank you very much!
  19. Hello, I just wanted to report a possible problem with the SSTU configs. I've been using the Apollo capsule and I cannot seem to manage to dock it with anything, the docking port just doesn't seem to be functional. The standalone docking ports provided with SSTU are not scalable and thus do not match the one placed on top of the apollo capsule by default, and it doesn't work with the clamp-o-tron-based docking ports either. Not a big deal after all, one could fix the issue by sticking a different port on top of the already present one, I just wanted to let the appropriate people know.
  20. Is there a version working in windows x64? I've tried both the win32 and the linux versions from Espernet IRC and, unsurprisingly, principia doesn't work. No crashes, it just works as normal KSP. Is there a way or should I try running a ubuntu distro? (i really don't want to roll back to win32) Thank you for your time. Dolin
  21. I confirm it does not freeze upon loading HOWEVER now ksp crashes randomly after a few minutes in the VAB, I haven't been able to test it further to see whether it's SSTU or other things, though
  22. Thank you very much! i've seen that today, with update 10.9.1, came "further SSTU improvements", does this mean that now RO is compatible with a version of SSTU later than 0.3.28-pre5? Thanks again!
  23. Hello, I'm asking for your help because I've been trying long and hard to make SSTU work in 1.0.5 RO and it always freezes on loading once it starts sorting the SSTU parts. I've tried with the updated RO patch downloadable from github and I've tried downloading old versions of SSTU (which are stored on their own github directory) but to no avail. Anyone who managed to make this work in Realism overhaul, could you instruct me as to which version you use? Thank you very much indeed.
  24. Hello everyone, I've recently updated my system hardware and thus had to reinstall KSP (1.0.5) I applied the x64 workaround with Unity 4.6.4, and in a vanilla configurations it seems to work fine. If I install RSS (and kopernicus), however, I manage to get to the main menu, start a new game and then it immediately crashes. I'm using the latest RSS (10.4.1, compatible with 1.0.5) installed via CKAN, I also used x64unfixer and it showed the realsolarsystem.dll as unfixed. Does anybody have the same issue, or could help me with this? I can post either the error or output logs, whichever may be required for analysis. I do thank you for you time. Regards, Dolin
  25. Neither, I activated it via right-clicking and then "activate engine", I do this because sometimes the staging sequence gets buggy and won't stage unless I press the spacebar 1000 times (IMO because the game is busy rendering the vessel, the rescaled universe and what not) and I don't want to risk not activating the engine before the ullage rockets run out, lest I get the "vapour in feedlines" message preventing me from turning it on. I take it that I ought to activate engines via the action groups?
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