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Bobe

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Everything posted by Bobe

  1. First of all, forgive me if this has already been discussed. I know there will be a lot of threads about various things, but I couldn't see any about this. The new assist abilities given to pilots seem to behave strangely. I expected them to work identical or similar to MechJeb in the sense that it calculates the halfway point between the current orientation and the desired orientation and applies torque in the opposite direction at that halfway point, resulting in smooth and precise movement (depending on ship stability). However, the pilot assist seems to just apply torque in the direction of the desired node and upon reaching that node applies the opposite direction, making the ship sway back and forth, though usually only once. Is this intentional? Is the precision of the assist based on the pilot's experience? Or are Squad's methods just not as good as r4m0n's? As a side note; often the vector holds are very unstable and just shake erratically. This is all using the Mk1 pod.
  2. From what I can gather from the thread, it's an octagonal part with external RCS blocks, which isn't really what I'm after.
  3. From my experience, orbital insertion upper stages don't use flywheels for orientation, but rather small RCS ports just above the engine. For clarification, here are some examples: Would someone be willing to create a very low profile inline part that provides low thrust RCS capabilities? I think only 1.25m and 2.5m versions would be necessary. Naturally it would contain a small amount of monopropellant. If it's not clear, the part would consist of four two-thruster blocks, providing two thrusters for each direction of pitch and yaw, like this:
  4. If you had a 10 t ship, applying a force of 2000 N would result in an acceleration of 0.2 m/s2, which seems close but slightly less than what I see for a docking of a ship of that mass (roughly ÃŽâ€0.4 m/s). However, if you had a 1 t ship, a 2000 N force would result in an acceleration of 2 m/s2. To me those numbers don't quite seem to reflect what happens in the game, but I could be mistaken. The magnetism time is usually less than a second and I never see the relative velocity go over 1 m/s.
  5. I assumed the f defined the value as a floating point number. Maybe the value itself refers to the acceleration, so it's effectively 2.0 m/s2? I'll have to keep an eye on the ship's acceleration next time, though 2 m/s2 seems a bit high.
  6. Seems to work exactly as desired. Thanks.
  7. Well there were no errors, but it didn't seem like it worked. I think there was a subtle difference, though that could just be a placebo effect, but the craft still ends up hitting the port at about 0.4 m/s, making it bounce before linking. I tried a few times docking at 0.1 and 0.05 m/s, I even changed the multipliers in the config to 0.01, but the result was consistent. I'm curious, where do those acquireForce and acquireTorque attributes come from? They don't appear to be in the part configs, are they buried somewhere in the core files?
  8. Module Manager detected an error in the file. Does it matter where it's stored within GameData, or is it just a syntax error? Should there be a second closing square bracket in the first line?
  9. That's perfect, though I would prefer to be able to edit them in flight as well. For simplicity's sake, is there a way to create a simple plugin that just reduces the magnet force of all docking ports to say 10% of base value? Similarly I wanted to be able to tone down reaction torque by a similar value. I just thought it would be easier to apply a standard reduction across all parts rather than having to micro-manage each part.
  10. Is there an add-on that reduces or eliminates the attraction of docking ports? The sudden acceleration can often produce some hazardous motions, especially on stations. Some docking ports aren't even able to link at that speed and they just end up bouncing through each other for a while until a safe relative speed is met. If I'm approaching a docking port at 0.1 m/s, I want the speed at docking to be no greater than 0.1 m/s. If anything, the magnetism should be reversed such that the relative velocity decreases as relative distance approaches zero.
  11. Really? I don't understand why I've been able to play this long without having any solar panels break while under fairings until now. It's not like I installed an obscure part pack and then the panels from that pack started breaking, it just started happening randomly. I even launched a few of the same rockets with the same payloads, and the panels did not always break off. May be coincidence, but changing the number of nodes from two to four seemed to prevent payload damage, though not for every case.
  12. For some reason my fairings have decided to just stop acting as physical objects. They no longer protect the payload from atmospheric resistance and my solar panels break apart at liftoff. This is very strange because I was launching a series of rockets, all with similar payloads carrying solar panels, and after the first few flew without issue, suddenly the panels started breaking. I even swapped them out for the 1x6 encased panels and they just snapped open. Any idea what may be happening here? Not using FAR/NEAR, Deadly Reentry or anything that modifies aerodynamics.
  13. I just installed v4.2 x86 Basic and the game runs at over 3.5GB with the following addons: 000_Toolbar ActiveTextureManagement AnimatedDecouplers BoulderCo (Astronomer's Visual Pack - Edge of Oblivion 512k clouds, no optionals) Chatterer CrossFeedEnabler EditorExtensions EnhancedNavBall EnvironmentalVisualEnhancements Firespitter (plugin only) Hydrogen NTRs JSI KerbalJointReinforcement KWRocketry MechJeb2 MechJeb2 Embedded by Dennis6492 NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NothkeSerCom NovaPunch2 (only one part) PlanetShine ProceduralFairings QuantumStrutsContinued RealChute SDHI SelectRoot ShipManifest StationPartsExpansion TriggerTech (KerbalAlarmClock and KSPAlternateResourcePanel) ModuleManager.2.5.1 Is there no spoiler tag? In previous versions I would be able to play for a bit, but normally a scene change would cause it to crash. However, now it basically crashes once I load the save game. Did I miss a step or do something wrong? I had no memory issues with a similar setup in 0.24. Running i5-2500k, 8GB RAM, Win 7 64-bit (launching game in 32 bit). If it helps any, my textureCache folder is roughly 720MB. I tried Aggressive, textureCache ~500MB, and it crashes consistently while assembling a modest rocket in the VAB. Similar memory usage.
  14. Quantum Struts Continued is what you're after.
  15. Does anyone ever run into an issue where the launch clamps left on the launchpad still count as part of the vehicle, resulting in the spacecraft always having local control? It may or may not be related to using the optional replacement clamps in KW Rocketry.
  16. Is there a reason for that? I thought it would be a simple thing to make ready and it would be immensely valuable in the event of an anomaly.
  17. I almost would prefer a dedicated mod manager whereby you can have greater control over how you incorporate each mod into the game. For example, it'd be nice if mods were parsed in such a way that parts could be included or excluded simply by opening it in the manager into a hierarchical navigation window and checking/unchecking specific parts folders. This would simplify the process of stripping down a large mod by manually deleting folders and would make it easier to restore them if you decided you want them back.
  18. Same. If you need additional parts like batteries, extra monopropellants or a MechJeb unit and you don't want to attach them to the outside, just grab nothke's 6S Service Compartment Tubes. If you and sumghai say so, I'll probably check it out. I just tend to avoid addons that don't explicitly specify latest version support, because wasn't there a significant change to parts configurations in 0.24 or 0.25?
  19. I didn't know that's how the flight computer worked. I thought it was just similar to MechJeb. That could've saved me the hassle of performing an extremely eccentric LKO insertion.
  20. Maybe it was the straw that broke the camel's back, but I experienced some weird issues after installing BoxSat. Many part icons went missing as well as the background of the part context menu. In any case, that dish wouldn't really work because it just extends out rather than flipping up. I guess the DTS isn't too bad, after all I don't really need RCS blocks on all four sides, I can just have two lateral blocks with a linear port on either side.
  21. I don't imagine they should, although I always jettison fairings at about 60km. Is this the first satellite you're trying to put in orbit? How far downrange is the circularization burn?
  22. Yeah I was just thinking that throttle was a poor choice of word. I know solid boosters can't be throttled, what I was really after was if the boosters' thrust profiles degrade. I don't want to be able to change the thrust of a solid booster using the in-game throttle, I just want their thrust output to adjust automatically to fit a simple decreasing profile.
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