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docfish

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    Bottle Rocketeer
  1. I'm running into problems purely when I try to transmit data (either gathered from this addon's UI or manually). This is hardly this dev's fault, it didn't happen in 1.0.4, so it's just as likely one of my 24 other addons that have updated to 1.0.5 that's causing something to go sideways (sciencedata.transmit doesn't exist as a function is more or less what I'm getting in the logs). I've got some theories about which one but I'm commenting here in case someone else finds themselves in a similar boat and comes looking. Removing/installing/restarting ksp is too exhausting at this time of the evening, but should I narrow it down more I'll update here and the other addon.
  2. I'm sorry, I don't know if this is the right forum but I had to share it somewhere because holy cow I feel for them. How many times have I accidentally engaged thrust on things docked to carefully orbited structures? It's impossible to be sure but I'm pretty sure I don't have that many fingers (and maybe not that many toes) I can save you a lot of troubleshooting guys, someone accidentally hit left shift. It happens, don't do it again, we like these astronauts more than our Kerbals (http://www.dailymail.co.uk/wires/ap/article-3117478/Glitch-shifts-position-International-Space-Station.html)
  3. I've had no problems (besides things complaining it's not compatible with this version) using it in 1.0.2 myself. Though I haven't read the entire thread I'll be honest, so some might be.
  4. And here I go again, so right clicking and activating totally worked... the first time. I gobbled up a craft and got 850 metal out of it. Then I realized the design was flawed and sent up a different ship recycler ship. It gobbled up the first one leaving a total of .... 850 metal? So I got nothing for the craft itself. So I sent up other things, it is gobbling them up quite handily, but no matter if I save & exit, reload whatever, the only way I've gotten any more metal (even for a 50t craft with little fuel weight) is by accidentally recycling 2 kerbals which hitched a ride and I forgot to transfer before recycling. I've tried deactivating & reactivating, basically everthing I can think of. I even paused mid-writing this to launch a 3rd recycler & target for recycling. Still the same results, craft vanishes but I didn't get drop of fuel from the half full boost stage I mulched up. Any ideas what I'm doing wrong now? The fact that it's vanishing but not giving me anything is really confusing.
  5. You know I think I right clicked it in the VAB, checked it for options for an action group but I don't honestly remember if just right clicked it while flying >.< Well I'm not in front of my computer to confirm that fixes it but yay for the little fixes!
  6. I see some people successfully using the recycling bin, and from the sounds of it with even bigger ships than I. However when I bring another ship in to bump the recycle bin, ships just bounce off each other. I've tried with the recycler as the active vessel and with it not as the active vessel. I put box struts on one to make sure that it had a small enough front end to fit into the recycler and not just impact on the surface around it. I've got empty space but it is possible I don't actually have enough empty space to recycle it, but from skimming the source it looks like excess material is just discarded. It really seems more likely I'm just Doing It Wrong but as far as mods I've got newest kethane, interstellar, b9 and a half a dozen smaller ones. What do you think Sirs?
  7. I've made it a point to do all of the things manually a few times before I switch to using MJ to automate them, it seems a reasonable progression for career mode. People figure it out, teach the computers to do it with less hassle. Sometimes I manually set up burns and then just leave it to MJ to run them because it'll always be more precise on that part than I or because I have to walk away or it's after a long time warp (or often times all 3). I'm often playing these days with a 7 month little girl sitting on my lap who *loves* to type on the keyboard like daddy. That makes manually flying darn tricky (especially ascent's) because her favorite key to hit is the spacebar. And yes, it's lead to some epic yet frustrating reloads (I actually set up a sandbox for her with a couple ships that do nothing bit spin and/or explode enthusiastically when staged, she loves it lol). In the end if you view it as a mission planner/controller simulator instead of a flight simulator I hardly see that it'd matter if you actually manned the keyboard for every m/s, even without signal delay NASA probably wouldn't have someone sitting at a keyboard manually typing commands for every maneuver
  8. EDIT: *sigh* should have clicked the link to see what you meant, sorry late at night brain broken. Well what comes after this won't be precise enough to be of any use seeing as how precisely you'd need to position it all. Still I'll leave it in case someone else runs across this and actually wants to do what I thought you wanted (which rereading it again... man how did I misread your request so badly lol) So again, yeah this won't help you across multiple planes like that. One trick I've used to do triangular satellite deployments with multiple launches might actually work with some fiddling (I'd never considered the 2/3 orbit thing, may have to try it sometime), it'd probably take someone smarter than me (or a few trial runs) to turn it into a working plan. I'd put my first satellite up in it's final orbit, then put the next one in a lower parking orbit, then when directly across the center body from the lower one (phase angle 180 yes? sorry it's late and I'm a little fried), I'd burn for the higher final orbit before circularizing. Obviously this wouldn't do exactly what you want, but while I was tweaking that I experimented with burning before that point and got what might actually be usable for what you want. Granted at the time it wasn't what I wanted at all, so I didn't really make a point to do it repeatedly lol. Unless someone can give you something more precise (and lets face it, it can hardly be less precise than what I sketched out), quicksave is your friend, as is rotating to facing down in map view to eyeball the results
  9. Ah ha! Yeah I understood that on the launch pad it was easy, I just didn't realize it'd eventually balance out in space, it *does* make sense now that I know it's intended behavior. When I was seeing my waste heat building up a lot higher than I was use to so I'd revert thinking that I'd screwed something up (No sense making it to another planet if you overheat by the time you get there and are left with a floating brick). Apparently instead it was just me not reading the change log closely enough, oh well hopefully I'll spare someone else that error with my original post Thanks!
  10. Man I love the promise of the later stages of this mod, I've finally sticking with a save long enough to near unlocking some coolness, but I've hit a snag. Ok after much fiddling I believe I might be able to say I've run into a bug with my radiators. Specifically, they radiate just fine before launch, but are nearly ineffective in space. In a sandbox game I chucked 3 big solar panels and 3 small radiators up into lowish orbit (after cleaning out all my other mods to make sure it wasn't my own fault ), I found that the small radiators rated for nearly 18mw were radiating 0.002mw each. Only the two sun-ward panels open, all 3 radiators out and I still was managing to accumulate waste heat (very very slowly though). I'm 0.23, and the screen shots below are without any other mods going, I even fired up steam and had it validate the game cache. I'm at a loss here, in my campaign I'm pretty much ground to a halt because any reasonable amount of power racks up heat so quickly I won't make it to another planets SOI even if I launch right before the window. Oh and one last thing, I deleted interstellar (and it's dependencies) and re-downloaded it, the screen shots are from a sandbox game from after the other mods were removed. Now if I've done this right, here's a couple screen shots to show the condition I left my test save in: This is the first time I've run across something that I actually believe to be a glitch worth reporting to anyone, so if I've left any information out or should try something new by all means chime in, I'm desperate to keep flying so I'll try most anything. PS. I realize it seems to be saying there's no change to waste heat in that picture, but I opened the radiators *before* the solar panels, which means there shouldn't have been any accumulated (at least that's what past experience has suggested) and the radiators are rated for so much higher than the panels are putting out they should be able to wipe that much in less than a second, and that's after a few minutes.
  11. FYI, if anyone's Kethane scanner isn't scanning or showing the grid and has SCANsat, I had to delete scansat to get the kethane scanner working. However it just occurred to me while at work to check for a new version of scansat (yeah dense I know lol) and there's a new build for 0.23 that might fix it. Just figured I'd make a note in case anyone else ran into the same thing
  12. Check out Kerbal Alarm Clock, it doesn't stop the burn automatically but one of it's options is to entirely pause the game, you're still looking at it running real time but you could at least make sure you didn't overshoot your time frame. Also, to take it the same angle as the last commentor, there is a programable auto pilot already, kOS. You've got to write it yourself, and I admit I've not done more than read up on it, but it looks pretty powerful
  13. antbin, I know I'm responding to an old message, but I actually went into my config files and figured out how to make the bigger docking ports rootable: edit GameData\Squad\Parts\Utility\dockingPortLarge\part.cfg, change the attachRules value to 1,0,1,1,0 and poof, they can be root on the next launch.
  14. Short version is? When I should have been working on converting it from php to javascript and cleaning up other oddities (don't hate, I just didn't want to deal with browser anything, just raw calculations), I was scattering innocent rockets across the surface of Kerbin, and I'm too tired to get into it now. Now for the long version: Ok I got a bit overzealous on my calculations, I noticed an inconsistency between my #s and mechjebs, deciding mine were most likely at fault, I traced it back to the weight of my struts & decouplers + a "magic number" that appeared to increment on mechjeb's side one per every stage. Likely a result of one of us rounding differently than the other, but I adjusted for the parts I could explain and figure the rest... 1 dV at sea level, even by 3 stages (when it was cumulatively 6) isn't worth figuring out. Of course then in my first full test where I set out to figure out what would be needed to throw a full orange tank into low orbit, I realized how little even the struts mattered to the real world... as my rocket that should have thrown 1 full tank up, actually threw up 1.5 tanks, plus skipper engine (dV was calculated for sea level, which I knew was going to be below worst case, but wow was it a long ways below worst case). Then it was followed by a series of ignoble failures with the exact same rocket that may have been related to the program crash at the end of the testing run. I admit, I'd love to be able to scale the ISP for altitude between 1 atmosphere & vacuum, but well, then I'd have to know how the throttles will be set the entire time to scale thrust, oh and does ISP at the same pressure stay the same for different throttle settings? That's about when my brain revolted, crawled out my nose and slapped me hard for even considering simulating a game to play a game that is a simulation to that degree. If you look purely at 1 atm dV even to orbit, you'll do better than you need, if you look at the vacuum... maybe that number should be ignored unless you have a stage you know will be for later maneuvers.
  15. I threw together a script that calculates delta-v for an asparagus staged lifter (with ability to specify static mass of cargo to adjust for that). Seems to nearly perfectly line up with mechjeb, I'm debating cleaning it up enough for others to use but since it's a bit rough wanted to ask if anyone was interested before I did so. Screen shot of current interface: http://imgur.com/EGzCWzx
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