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  1. I still can not dock. It is driving me crazy, and confining me to the kerbin system. Whenever I get an encounter around 5km (Yes, I'm terrible), I can get my relative speed down to 50 meters per second, but not any lower, and my target zips by. How do I get this lower? Am I doing the whole thing wrong and their is some "Special way of getting an encounter" other than slinging my orbit around? How an I even supposed to know where to point to kill my velocity?
  2. I've just recently gotten to the point where I can somewhat reliably achieve an orbit reasonably close to my target altitude. I've been taking all the contracts for ferrying tourists into space that I can get, to build up the coffers for some much needed upgrades. Then I see one requiring me to rescue a fellow Kerbonaut from orbit. Sounds tricky, so off to YouTube I go. A couple hours later, I feel like I have a rough handle on it, so I set to building a rocket purpose built for it (thanks quill18 and Mike Aben, you guys rock!). Mk1 Command Pod Dual radial mounted Mk2-R chutes Mk1 Crew Cabin for the rescued pilot Heat shield Terrier engine for the orbital stage FL-T800 Fuel Tank with a LV-T45 Swivel engine for my sub orbital stage Enough solid boosters to get me off the launch pad and up to about 15km or so I launch, get to space, burn the last of my sub orbital stage fuel and dump that stage. I fire off my orbital stage to establish my orbit, and...nothing. It then occurs to me how much the Mk1 Crew Cabin looks like a fuel tank. /foreheadsmack #1 I correct my...ahem..."design oversight" and head out again. I establish my orbit only to realize that I had forgotten to time my launch for when my target was in the right position in its orbit. That leads me to make many laps around Kerbin, to bring them back around, warp too fast, grossly overshoot and have to repeat the process (it did occur to me after that I could have just pushed my apoapsis out and minimized the number of orbits required). I have a lot of trouble lining up my intercept point and have to settle for a little over 6km. What the heck, I figure, I'll give it a shot. Upon reaching said intercept point, I leave map view and start my maneuvers in a little game I've come to call "nav ball rodeo". Seriously, that thing seems to have a mind of its own. Couple that with the fact that I keep fumbling with the controls, hitting the wrong keys over and over, trying to line up the target marker on the prograde/retrograde markers, as I fly past my target multiple times. Finally I settle down, taking a much more deliberate approach, creeping along ever so slowly and closing the gap. "Hey, I'm starting to get the hang of this," I thought, just prior to realizing that one tap of the SHIFT key sometimes requires TWO taps of CRTL to reverse it. I'm going to have to start treating it like I do time warping and hammer the stop key like I'm playing that old arcade game, Track and Field. I go to spin about for another approach, and...the ship doesn't respond. Tap, tap, tap...nothing. I had run out of charge. /foreheadsmack #2 Back to the VAB. Again. This time I take some tips from one of the videos I watched and add a service bay behind the crew cabin with a couple rechargeable batteries in it and tack on a few solar panels. I also recall that the last time I was actually able to return to Kerbin in this vessel (the memory was beginning to fade by this point), the trip wasn't exactly smooth with some instability due to my center of mass being a bit too centered. Rather than address the concern in any sane manner, I decide to just slap on another heat shield, upside down on the nose of the command pod. It ain't pretty, but it works, when you don't know which end is going to end up pointing forward. Seems like the Kerbal way, as they say. So BACK to the launch pad. BACK into orbit (remembering to time my launch this time), and upon throwing down a maneuver node, nudging the retrograde handle showed an intercept point of 2km. Nice. After some adjustments, I am able to get it down to a little over 200m! That's with around an 8-degree descending node value (still getting the kinks out of my launch and ascent sequences). I think I could try this another 100 times and not get it this close. Boom, quick save, and away I go. Upon reaching the intercept point, I see the target about 170m away. I've learned by now that the key is slow and steady with minimal control errors - not my forte. Still, I manage the approach fairly well. After a mild fender bender with the derelict pod, I switch to the pod and EVA the pilot, Mirbald. My excitement is building. However, my kerbal isn't moving. This is my first space walk, so I don't realize that jet packs have to be activated. I hit ESC, do a quick web search and I'm back in business...sort of. My jet pack is shoving me around like it's possessed, but I get the hang of it before too long and am able to latch onto the ladder on my command pod. Score! I'm already planning ways to minimize risk on reentry with the additional weight and general ship imbalance. I hit ...and I'm told I can't enter the command pod because it's full. W...T...F...?! I try again...and again...as if the game at some point is going to say, "Oh, wait, nevermind. I had that wrong. Go on in, now!" I crawl around on the crew cabin. No means of ingress. A quick ALT-TAB and another web search showed me that there appear to be two doors on the crew cabin, but they are ON THE ENDS. Not helpful. The crew cabin is great for space tourism, not so much for a Kerbonaut on the outside wanting in. I'm starting to sweat, now. It's 12:30 am and I have to be up at 6:00 for work. Poor Mirbald is stuck on the outside of a rocket hurling through space. A thought occurs to me. Maybe I can access the rear crew cabin door through the service bay. I open the bay doors and get as close as I can, try different angles, but no joy. The batteries are in the way, I guess. In a last ditch effort, I jam Mirbald's face into the bay and close the doors. Maybe she can ride home in the service bay. As the doors swing shut, her helmet clips through the door, and her body shifts around like she's going to pop back out. To my surprise the boarding prompt pops up and I smash the key. She's in!!! I think Kerbal God must have felt I had been through enough, as the reentry was uneventful. What's more, Mirbald was so grateful, that she decided to leave Research & Development Department and join my crew. The benefits aren't as good, the pay is lousy and the risk is exponentially greater, if I'm being honest. However, I promised that, unlike her former boss, I won't leave her stranded in orbit...probably...maybe...well, I promised her that's not the plan, anyway. While I had tried all manner of clicking on Jeb's portrait, trying to get him to move to the crew cabin, I later learned that I could have just right-clicked on the command pod and transferred him that way, allowing Mirbald to board the command pod (thanks /u/mildlyfrostbitten for that heads-up). /finalforeheadsmack
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i5-11400F @ 2.60GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 16GB After launching a ship and a lander together connected via docking ports, the two craft will behave strangely after undocking and attempting a rendezvous. The craft will shift around in a nonsensical way making a re-docking nearly impossible. RCS will also not work properly sometimes i.e. some thrusters not firing at all or firing in a way that makes no sense. Craft parts may also become jumbled after reloading game. Included Attachments: rcsshiftlog.log rcsshiftbug.mp4 dockedshipslaunch.json Rcsshiftingwhiledockingsave.json
  4. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB Not sure how to fix it, and it's appeared a few times for me but I don't know how to repro reliably. Completely non-breaking, seems very low priority but maybe it gives insight into the disappearing map lines bug. t
  5. I'm having some weird problem with making an orbital rendezvous. 1 - I get into orbit. The ship I want to dock with is in a low ~80km orbit around Kerbin, so I find myself with a close encounter right from getting into orbit. 2 - I refine my orbit so that we will come within 18km of each other on our next encounter, and 0.6km (600m) for the one after that. I quicksave and wait for the second encounter. 3 - Our ships are getting close now, about 5km apart. Our relative velocity is about 30m/s; should be easy enough to counter. 4 - At around 2km apart, our relative velocity suddenly skyrockets, shooting upwards of 600m/s within a few seconds! My attempt to counter it only succeeds in lowering my periapsis below the surface of Kerbin. 5 - I reload my quicksave and wait for the first encounter (18km apart). This time I'm able to counter the relative velocity fine, but it keeps going up by 0.1m/s as soon as I stop my engines. My repeated attempts to keep it at 0.0 eventually push the retrograde marker to the side of the navball, at which point my engines start pushing my periapsis down. What am I doing wrong? Is this a bug? How do I fix it?
  6. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-11700K | GPU: 3070TI | RAM: 32 When trying to rendezvous two spacecraft around mun at 20km orbit. If I exit time warp when my ships are about 2000m apart with about 12 m/s difference in speed originally, my controlled ship spins rapidly and changes into a ballistic orbit about 100 dV away from my original orbit.
  7. I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
  8. Even after about a four month experience with the original game before I got ksp2, I still do not understand how to rendezvous. I need help on understanding how to do it, because I feel like its a skill I have been lacking for a while now. I can do landing rendezvous easily, just got to get your craft's trajectory almost right next to the icon on the surface. However, orbital rendezvous seems... complicated. Could anyone give me a simple demonstration weather it be by video, image, or text? It would be a huge help.
  9. What it does When the ship is in vacuum and on a collision course with the ground, it will automatically show time-to-impact, and the estimated burn time to kill your velocity at ground level. When the ship is in orbit and has an upcoming rendezvous with a target ship, it will automatically show time-to-closest-approach, and the estimated burn time to match velocity to the target. When the ship is on a course to enter or exit atmosphere in the next few minutes, shows time until the transition. For closest-approach, it shows a countdown indicator to tell you when to start your burn. When the ship's orbital period is close to geosynchronous, shows a time-delta-from-geosynchronous display, to make it easy to set up synchronous orbit. When the ship has a target and its orbital period is close to the target's, shows a time-delta-from-target-synchronous display, to make it easy to synchronize orbits. SRBs display their burn time. It's shown on the part tooltip in the vehicle editor, as well as on the part's right-click menu in the editor and in flight. What this means for landing on vacuum worlds: No more messing around with ground-level maneuver nodes to figure out when to start your retro-burn. What this means for target rendezvous: If you can set up a rendezvous that will take you within 10 km of the target, you'll see an estimated time-until-closest-approach, and an estimated burn time to match velocity with the target. What this means for setting up communications networks: It's really easy to set up synchronous satellites (either geosynchronous, or synchronous with each other). Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code Notes The "countdown" indicator For closest-approach, the mod displays a "countdown" indicator. This is a little row of green dots, immediately below the estimated burn time. This row of dots counts down until it's time to start your burn: when the last dot disappears, start the burn. The display is logarithmic. The last three (biggest, leftmost) dots are in seconds: 3, 2, 1, go. After the first three dots, it's 5 seconds, 10 seconds, 15 seconds, then it doubles for each dot after that. Note: No countdown indicator is currently shown for the "time to impact" indicator; this is because "when should I start?" is more complex, depending on a lot of factors including your descent angle, TWR, etc. This feature may eventually be added, but until then, you're on your own. If you don't like this indicator, you can do any of the following (see mod page on SpaceDock for details): Customize its appearance Make it numeric rather than graphic (e.g. "Start burn in 43s" or "Burn-43s" or however you like) Turn it off completely The "insufficient fuel" warning Normally, the mod displays estimated burn time like this (48 seconds in this example): Est. Burn: 48s If the mod decides that you don't have enough dV to do the specified burn, it will display the time like this instead: Est. Burn: (~48s) Note that it won't do this if you have the "infinite fuel" cheat turned on (since then you always have enough dV!) The time-to-impact indicator Under the right circumstances, the mod will display a "time until impact" indicator (instead of "time until maneuver"), along with an estimated burn time which is how long your engine would need to kill your velocity at ground level. All of the following conditions must be met for this indicator to be displayed: The impact tracker isn't disabled via settings (see "Settings", below) The planet/moon whose SoI you're in has no atmosphere. (Someday I may release an update to enable the impact indicator when it's in atmosphere, but not right now. It gets ugly and would significantly complicate the calculations.) You're on a trajectory that intersects the surface. You're falling by at least 2 m/s. The time of impact is no more than 120 seconds away (though you can tweak this with settings, see below). Note that the time-to-impact is based on the assumption that you don't do a retro-burn and just coast to your doom. So if you're figuring out "when do I start my retro-burn to land," you'll generally want to wait a little bit after the point at which time-to-impact equals estimated burn time. The time-to-closest-approach indicator Under the right circumstances, the mod will display a "time until closest approach" indicator (instead of "time until maneuver"), along with an estimated burn time to match velocity with the target. All of the following conditions must be met for this indicator to be displayed: The approach tracker isn't disabled via settings (see "Settings", below) You don't have a maneuver node set The impact tracker (see above) isn't displaying time-to-impact You have a target, which is a vessel (e.g. not a planet) Neither you nor your target is landed You have an upcoming approach within 10 km distance The closest approach is no more than 15 minutes from now You're not within 200 meters of the target and going under 10 m/s, or within 400 meters and going under 1 m/s To slow your craft to a halt when it's close to the target, you should start your burn when the time-until-closest-approach is about half of the estimated burn time shown. The time-to-atmosphere indicator If you're imminently about to enter or exit atmosphere, it shows time remaining. The atmosphere tracker only shows time until transition (there's no burn time or countdown dots). Note that for time-until-exit, it assumes a ballistic trajectory and makes no attempt whatsoever to account for drag. There are config options for this feature in config.xml. If you don't like the default behavior, you can adjust how far ahead of time it displays the warning, or turn the feature off completely if you prefer. The synchrony tracker If you're in orbit, and you're reasonably close to being in synchronous orbit around the current celestial body, the mod will display a "geosynchrony tracker" that shows how close you are to perfect geosync. The tracker displays a time delta (positive or negative) showing how far off your current orbital period is from perfect geosynchrony. It shows hours/minutes/seconds until you get within 10 seconds, then switches to milliseconds display. (The transition point is configurable, see below.) If you're in orbit and you have a target, then you get a "target synchrony" indicator, that works the same as the geosynchrony one, but shows time delta relative to target rather than relative to the celestial body's rotation period. This makes it easy to put satellites in synchronous orbit. If the value is negative, thrust ; if positive, thrust . Goal is to get as close to zero as possible, for synchronous orbit. All of the following conditions must be met for this indicator to be displayed: No other tracker is currently active. You're in a stable orbit (e.g. not suborbital or escaping). The period of your current orbit is within 5% of the current celestial body's rotation period (this is configurable, see below). Your ship has been "idle" (defined as, no throttle and no control inputs) for less than 10 seconds (this is configurable, see below). In addition, this tracker also supports an override key that allows manually forcing it to display, even if the above conditions aren't met, as long as no other tracker is active. By default, the override key is the right Ctrl key (this can be changed via config). Also, by default, the override is only active while you're actually holding the key down; however, there's a config setting that lets you make it "sticky" (i.e. press once to turn on, press a second time to turn off). When the override key is active and you're not currently in a stable orbit, it will just say gsync ~. If the override key is active and geosynchronous orbit is actually impossible for the current celestial body (because the needed altitude would be outside the SoI), then it will say gsync X. (These are only shown when the override is active, since if it isn't, in this case the tracker's not shown at all.) See the "How to configure" section below for a list of these configuration settings. The SRB burn-time indicator SRBs display their burn time, in the following places: On the tooltip in the parts pane in the editor On the part's right-click menu (in the editor) On the part's right-click menu (in flight) (Note that the burn time calculation takes thrust limiter into account.) Caveats A few things to know about how the mod works. Summary presented here; please see the README for full details. It doesn't know about staging. It assumes that all fuel will be consumed by your current stage. Therefore, the burn time estimate and dV warning indicator may be inaccurate if you're going to be staging in the middle of the burn. (After you stage, though, it will immediately update itself.) It doesn't know about fuel flow. It assumes that all your fuel will be available to all your engines throughout the burn. Therefore, if any of your engines are going to run dry before others during the burn, the time estimate will be optimistic. (After the engines run dry, though, it will immediately update itself.) It ignores electrical supply, so make sure your ion engine has enough power. Time to impact is very simplistic. It looks at the elevation directly under the ship, and at your current vertical speed. It corrects for the acceleration of gravity, but nothing else. This means that if you're flying over rough terrain, the time-to-impact indicator will be irregular (it will suddenly get shorter when you're flying over an ascending slope, or longer when you're flying over a descending slope). If you're hurtling horizontally and about to smack into the side of a mountain range looming up in front of you, the mod has no clue. Be warned. The time-to-impact estimate takes into account your current velocity and the acceleration of gravity, and that's it. It deliberately does not take into account the acceleration of your engines, if you're firing them. It's an estimate of "how long would I take to smash into the ground if I turned off all my engines." So when you're retro-burning to land, the actual time to reach the ground will be longer than the displayed estimate, depending on things such as your TWR, throttle setting, angle of approach, etc. So if you want to time your burn so that you reach zero velocity right when you get to ground level, you'll need to wait a little bit past the point where the estimated time to impact equals the estimated burn time. How to configure After the first time you run KSP with the mod installed, there will be a configuration file located at under this location in your KSP folder, which you can edit to adjust settings: GameData/BetterBurnTime/PluginData/BetterBurnTime/config.xml Specific settings listed in spoiler. A historical note The original impetus for this mod was actually something that no longer is part of the mod! Before KSP 1.5, the stock burn-time indicator for maneuver nodes was... suboptimal. It had a variety of shortcomings that made it less useful than it could have been. BetterBurnTime was originally created to address those shortcomings and make the navball's burn-time indicator "just work better". That was the original purpose; that was originally the only thing that the mod did. Over time, I added some additional handy functions-- the landing, rendezvous, and atmosphere-transition information. Then, KSP 1.5 drastically improved the stock navball, and basically did all the improvements that BetterBurnTime was originally created to do. Yay! So that's stock now, which means I removed that functionality from BetterBurnTime after KSP 1.5. However, the additional functions are still convenient, and still not in stock, so those remain-- and are now what BetterBurnTime is about, since its original purpose (maneuver nodes) has become moot. If you're running a pre-1.5 version of KSP and want better navball functionality, you can run BetterBurnTime 1.6.1 and get the enhanced maneuver-node functionality. Acknowledgments Thanks to @FullMetalMachinist for the excellent suggestion of using a row of dots to show the countdown-to-start-burn. Ask and ye shall receive! Thanks also to @Gen. Jack D. Ripper for usability suggestions on the countdown timer's appearance.
  10. It's difficult posting in this thread of topics. There are so many great tutorials out there that it's difficult to put out content that meets that standard of awesome. Well, this is definitely not your definitive "tutorial to end all tutorials" on rendezvous maneuvers. It's rushed, not completely comprehensive, maybe it has several errors... but it has dramatic music and large friendly easy to read letters, so It's got that going for it. I don't use maneuver nodes when time isn't an issue. A few laps in orbit and a few well placed burns will eventually get you in-line with your target. This is that method. I hope you enjoy! FLY SAFE!
  11. It only took me 81.5 hours of KSP2 to do...
  12. RSVP RSVP is a kOS library that finds orbital launch windows then creates maneuver nodes to make the transfer. The acronym stands for "Rendezvous s’il vous plaît", a playful pun on the regular meaning of the phrase. This library enables players to make automated low delta-v transfers between two planets or vessels in-game, either directly from their own kOS scripts or from the kOS console. It provides a script-able alternative to existing tools, such as the excellent web based Launch Window Planner or the snazzy MechJeb Maneuver Planner. Features Integrates with your kOS scripts. Creates departure and arrival maneuver nodes. Supports rendezvous between vessels, planets, moons, asteroids and comets. Adapts to planetary packs such as Galileo's Planet Pack, Outer Planets Mods and JNSQ. See these features in action: Links Download Documentation Dependency: kOS 1.2.0 or greater Source Code GPL-3.0 License Quickstart Acquire latest version of rsvp.zip from download link. Unzip into <KSP install location>/Ships/Script directory. This step adds the library to the kOS archive volume, making it available to all vessels. Launch a craft into a stable orbit of Kerbin. Run this script from the craft: set config:ipu to 2000. runoncepath("0:/rsvp/main.ks"). local options is lexicon("create_maneuver_nodes", "both", "verbose", true). rsvp:goto(duna, options). This will find the next transfer window from Kerbin to Duna then create the corresponding maneuver nodes necessary to make the journey. Additionally it will print details to the console during the search.
  13. I was trying to plan an orbital rendezvous, when at ten thousand meters away from my target, the markers showing me how far I am from it. Disappeared. I'm pretty new, so I'm not sure if this is meant to happened, but it makes it hard to play.
  14. I had a weird one today. Contract Mission to "Explore Kerbin" but was actually a rendezvous mission over Kerbin. But that's not the weird part: Note: both ships had a boot file designated on their scriptable modules. I launch a satellite with a docking port and a scriptable module so that I can use my kOS script for launch/circularization. Launch goes as planned and once firmly established in a 120km circularized orbit, the kOS prints its little "script complete" message and I close the kOS terminal. I put the satellite in a retrograde attitude and... I jump back to the VAB and put together a second vehicle - manned this time - but also with a docking port and a scriptable module. Again launch perfectly follows the script (90km orbit this time) and I close the kOS terminal after the "script complete" message appears. Over what seemed like 100 hours later, I finally wrestle my active ship to within sight of the satellite, but the satellite's kOS terminal comes within range of my ship, pops up its terminal on my ship and tries to run its script on my vessel, and that's when things went to hell in a handbasket. When I approached the satellite to within 1km, the supposedly dormant satellite suddenly performs a full power retrograde burn, making me shoot so far past that by the time I realized what was happening the target was at 50km and opening. It seems that the satellite kOS reactivated the launch/circularize script when it detected my ship was in range. This would explain the full power retro burn. Was there some setting I missed that allowed the satellite kOS to rise from the dead and run again?
  15. I'm starting to pull my hair out at this point: Can someone PLEASE explain how to set up orbital rendezvous using the current maneuver planner? I used to do it all the time in KSP1, but now I'm seeing multiple intercept points for intercept 1 and intercept 2 at the same time on different orbit paths. How can the Target Position @ Intercept 1 be in two places at the same time?? I'm losing my mind!
  16. I've got to be missing something here because when I go to do a rendezvous I can't figure out how to get SAS to display the target option like relative plus and minus. Without them I don't know which way to thrust to slow down near the other craft. HELP! lol I also had another weird thing happen when I started my rendezfail attempt. The target craft I left in LKO stopped updating when I launched my second craft. It literally was hanging over KSC as if it was in geosync orbit... but it was only at 110k. Switching to the other craft and back to my docking craft woke it up but then I got the problem I described at the beginning of this post. No SAS target options. KSP2 is going to need some TLC for sure to get it working right. I've been telling people that the game is in Early Access and that it needs loads of bugfixes... but missing essential funtions is kind of strange. But like I said to others who are hammering the game atm... Early Access Launch doesnt actually mean playable. It just means you get to watch a product (hopefully) improve over time and even get the option to influence its development.
  17. I am getting a malfunction when doing a surface rendevous. It has been 100% so far with Minmus as the target planet. I decided to embark on a series of missions to "have a gathering" of kerbals in a certain location on the surface of Minmus. I landed 5 kerbals there with no issues. On the second mission, with the next 5 kerbals aboard, I began my approach and descent. I had the first vessel targeted, and everything seemed normal until I was very close to it. I saw the blue letters indicating its name and distance, but I never sighted the vessel. On my final descent to within 100m, the blue letters began indicating that the target vessel was now on the move directly into the surface of Minmus. Heading directly towards its center. I then landed and watched the indicator. I looked up the radius of Minmus as 60km. But my indicator disappeared at 50km precisely. I then switched to the Tracking station and saw that the vessel still existed, so I hit the control button. It had a velocity of 56870, and was still on a straight line trajectory, but at this point still in the SOI of Minmus. Scrolling in and out on map view, I noticed it did not have any orbital line visible. I gradually accelerated time, and it kept moving. At some point I received a notification that it was "out of communication range", it kept moving and I turned in map view and watch the kerbol system recede. Then at some point it disappeared. All 5 kerbals were still pictured, and I tried to EVA one, but the EVA did not function. I switched to the Tracking station again, but the vessel was no longer being tracked. These kerbals were never heard from again.
  18. KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB How KSP1 does it: https://www.youtube.com/watch?v=03QODlQXYxE&t=10s How KSP2 orbital data is being hidden: https://youtu.be/J-yWXUzjN-c Additional Information: This issue makes anything to do with a maneuver node very difficult to do.
  19. This happened with an unmodded install as well. Happens extremely frequently: 1. Have a tracked object (relay, station, etc. etc.) in stable orbit around an SOI 2. Burn for that SOI from another SOI (eg. Shuttle from Kerbin->Minmus enroute to Mint Chocolate Shipyard, Minmus) 3. As part of step 2 or a correction burn, set up your transfer flight plan so it intersects with your target 4. Set up your rendezvous/intersect burn (which also slows you down from a transfer flight path to a stable orbit around the new SOI, eg. Minmus 5. Now crashes begin happening, usually when you begin your rendezvous burn, sometimes right after you plan your rendezvous burn, sometimes when you warp to the maneuver. Crashes straight to desktop without error. Not related to proximity to target (eg. not tied to the pop-in from 2.2 km away) Workarounds tried: -force-OpenGL (spelling?), -force-d3d11, lowering conics limit - the only thing that seems to work (however frustrating) is unselecting the rendezvous target until a stable orbit is achieved in the SOI, ie. i. start your rendezvous maneuver, ii. When your maneuver achieves your earliest stable orbit, you can re-set the target iii. Burn retrograde to target for final stop The other other workaround is, of course, to circularize at the destination SOI before attempted to set target or rendezvous but this adds extra burns, time, and delta-V costs. The problem seems to be that the back-end is getting some unhandled exception trying to calculate your intersect 1 & 2 with target as well as your new orbit data as you are both transitioning to the new SOI orbit and meeting your target. I'm not a programmer per se but it seems like it gets very upset performing that math especially during the burn as the values change violently. Any better workarounds or fixes for this bug? EDIT: Been playing around with such a burn/crash, and it looks like I can consistently trigger the crash by looking at the Intercept Info Tab in the Maneuver Data Panel (bottom left of screen), the crash does not happen if looking at the Orbital or Advanced Orbital tabs. Something about having the intersect tab open while you're burning and not in a stable orbit yet/still on track to leave SOI. If I don't look at this tab, the burn happens successfully but can we not fix this bug?
  20. I do all the things the tutorials say, I play with my maneuvers, and no matter what I do I can't rendezvous.
  21. I've been using Mechjeb 2 for orbital construction. Saves a lot of time. My latest project seems to have a problem. Any manouver I select, it sets the DeltaV required at 10,000 m/s, and the 'time to begin burn' at 20 seconds, and then the numbers do not change. At all. Even when I set a manoeuvre node manually, it has the same numbers, no matter how large/small a correction it is. Is this something I've screwed up, something to do with the mod, or something unrelated?
  22. I'm searching for a mod that could rendezvous 2 craft with a reasonably low relative speed. Docking i can do myself, but i'm really bad at making a good rendezvous. So please, if you know a mod that could do that respond to this post. Thank you.
  23. rendezvous have always been my least fun activity. i know exactly how to use the docking port alignment indicator, the difficulty is not the issue. what's annoying is this (exactly what i've been doing the last hours) "rendezvous on minmus" "oh. now rendezvous on mun too" "nvm go back to minmus and exchange crew there" i can imagine how the next 3 milestone missions will look 2x kerbin for rendezvous and another exchange on mun i guess at this point i dont even wanna play anymore because i know that i have to do the same nonsense for every other celestial body too.
  24. A.S.E.T. Industries presents a work in progress [Pre-Release] the ALCOR capsule, "Advanced Landing Capsule for Orbital Rendezvous". (v. 0.9.7) (clickable) It is loosely inspired by the Apollo landing module, and uses a lightweight frame-based design with very thin walls. It is meant to be used for both single-stage and two-stage vacuum landers that fit in 2.5m+ fairings as part of an 1.25m stack. Made from the finest cardboard composite materials, no effort has been spared in making an attractive, sensible and very flimsy container for your victims pilots, packed tightly between computing and scientific hardware. TOTAL MASS - 1880 kg! Warranty void if subjected to atmospheric reentry, hit particularly hard or sneezed at. A.L.C.O.R. Advanced IVA (clickable) Extra Part: External Camera (Radial-mounted, vertical) You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ARCHIVE VIDEOS HERE ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: You NEED to delete the old version before installing this one, or you get a mess you aren likely to sort out. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency ALCOR 0.9.7 required: none recommended: Module Manager 2.7.5+ supported: KIS KeepFit CLS ALCOR Advanced IVA 0.9.7 required: ALCOR v 0.9.7 Module Manager 2.8.0+ RPM v 0.29.2+ ASET_Props v 1.5+ recommended: MechJeb v 2.6.1+ ScanSat v 18.2+ VesselViewer Continued Docking Port Alignment Indicator v 6.7+ Astrogator v 0.7.8+ supported: TAC - Life Support USI Life Support Kerbalism ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: ALCOR 0.9.7 (Spacedock) ALCOR Advanced IVA 0.9.7 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Made with Mihara's research and support. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer @chimpbone @Dragon01 @lazar2222 @simtom @Zapo147 @lennie @PhantomC3PO @Chaumas @Mecripp @panarchist @Ghosty141 @Lo Var Lachland @sebseb7 @harrisjosh2711 @Falco01 @>The Amazing Spy< Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt , @Dragon01 and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "ALCOR" and "ALCOR Advanced IVA" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 26/11/2017 - v 0.9.7 ALCOR: *optimization and various improvements ALCOR Advanced IVA: *All switches changed to new modular ones. *Revised instrument layout. *Greatly extended MechJeb support. *Added CommNet, Astrogator, Kerbalism, USI-LS and Chatterer support. *Added the ability to adjust seat height for female Kerbals. 08/02/2017 - v 0.9.6 ALCOR: *overlay mesh is added *interior model is improved, now it completely matches the exterior model *the “ModuleAnimateGeneric” module is used instead of the “ModuleKrAnimation” *support for the KAS, KIS, KeeplFit and others is made with the separate MM-patches *minor optimization of the textures ALCOR Advanced IVA: *the new power supply panel *solar panels and fuel cells control *throttle limit *G-force monitor *exterior cameras image gain feature *breaks control and stress indicators for the landing gear *emergency radio beacon 22/07/2015 - v 0.9.4 [B] 0.9.4 update[/B] DDS textures [B]IVA Patch:[/B] [LIST] [*]Navigation lights was reworked. Now strobing light works as it was intended. [*]Little changes in the IVA. [/LIST] [B] ASET_Props:[/B] [LIST] [*]All props working algorithms was reworked to match the last RPM 0.21. [*]Now all instruments stops working if the g-force is higher than 8 g (with dramatical flickering animation:D) [/LIST] [B]New props:[/B] [LIST] [*] [*]Temperature indicators [*]Throttle control buttons [*]Buttons for the new MechJeb Smart A.S.S. functions [*]“Engine Flame Out†indicator [*]Special separate display for the TAC Life support [*]Fixed the bug with the sound disappearing after switching props lightning. [*]Fixed the configs that used old resource names. [*]Ground Proximity Warning System (GPWS) now can be turned off, I added buttons to control it. [*]Altitude Voice Annunciator System (AVAS) now can be turned off, I added buttons to control it. [*]Low Altitude Warning is now can be setted for the different altitudes (100, 200, 300) or even be turned off. [/LIST] [B]MFD[/B] [LIST] [*]New “Landing†page, look to the User Manual for the additional information [*]New page “Graphs†[*]PFD was optimised for the RPM 0.21 [/LIST] - Removed separate MM-patch to support plug-in "Reflection". 05/05/2015 - v 0.9.2.3 [B] 0.9.2.3 update[/B] [B]External:[/B] - Nodes fixed - Attribute maxTemp changed - Changed the textures of the external model - Reduced Reaction Wheel Torque - Dry weight of the pod has been increased to 1800 kg - Added separate MM-patch to support plug-in "Reflection". Now you can make ALCOR even more beautiful by adding reflections on the windows and other elements. [B]New in ALCOR IVA:[/B] - Added SAS control modes - Changed layout of the middle (pilot's) panel - Completely redesigned layout of the the panel of flight engineer - Refined cabin interior, added a few new props - Materials has been optimised - All devices and tools now require electricity to operate. Without electricity cabin becomes entirely "Cold and Dark"! - Changed work logic of many indicators - Added indicator "MASTER ALARM " - Instead of a single indicator "RCS" now has two indicators: "RCS ARMED" and "RCS ACTIVE" - Added gauges for all stock kinds of resources: LF, Oxodizer, Solid, Monopropellant, Xenon Gas [B] MFD:[/B] - New main font for all MFD - Finalized the design of MFD pages - Added support for DPAI plug 30/06/2014 - v 0.9 [B]0.9 update[/B] [B]External:[/B] Collider has been corrected so it no longer falls through planetary surfaces. [B]New in ALCOR IVA:[/B] - All props updated to work with RPM 0.17. - All external lighting (NavLights, Docking port spotlight, Airlock lights) will now consume Electric Charge. - Emergency power generator added. It consumes 0.1 units of Monopropellant to produce 1.5 units of ElectricCharge. - Small improvements to the interior and certain props. - New notifications for GPWS added, but the problem with volume levels remains. [B] MFD:[/B] - FLIGHT/LNDG page can now select between onboard ALCOR cameras and exterior camera number 1 (ExtCam1) - 'Standby' page now displays the current version of RPM. [B] Third party mod support:[/B] Active Texture Management, Connected Living Spaces and Timmers’ KeepFit are now natively supported. 19/04/2014 - v 0.8 [B]0.8 update[/B] Capsule exterior: [LIST] [*]Diffuse and NormalMap textures has been improved. [*]New Nav lights setup [/LIST] IVA: [LIST] [*]MFD interface has been improved. [*]Many MechJeb functions are now callable directly by clicking buttons. [*]Vessel View 0.4 plugin is supported. [*]Stage lock switch now actually manipulates the global UI stage lock. [*]Engines of the current stage can be turned off with a button. [*]Reserved resources (i.e. the ones with flow toggles in the rightclick UI) can now be unblocked. [*]'Clear Nod'e and 'Clear Target' buttons. [*]Internal cameras are now switchable between horizontal and vertical orientation. [*]For use of the capsule in a rover, there is now a ‘brake’ switch. [*]Voice notifications of current radar altitude for 10, 20, 50, 100, 200, 300, 400, 500, 1000, 1500 and 2500 meters. [*]Capsule interior has been redesigned and is now (partially) textured. [*]Numerous new props. [*]New internal lights setup. [/LIST] 11/02/2014 - v 0.7.5 [B]0.7.5 update[/B] Capsule exterior: [LIST] [*]A completely new collider that precisely follows the visible shape of the capsule. [*]ReactionWheels power reduced to 7 [*]Exterior model now has more detail. [*]Builtin exterior lights: Docking Spotlight Airlock Floodlight Strobe signal lights (currently won’t actually strobe, but hopefully will with the next RPM version) [*]A new texture for the exterior model. [/LIST] Interior: [LIST] [*] [*]MFD models and page configurations have been updated. [*]More autopilot functionality (requires MechJeb to work) [*]Improvements to the central panel. [*]New gauge -- Propellant monitor, which shows the current propellant resources for the current stage and in general, the propellant expended per second, and dV (only reliable if MechJeb is installed) [*]A new Terrain profile monitor page (on the right monitor with the keyboard) displays changes in terrain relief underneath the lander. [*]Internal lighting improved. [*]Interior model improved. [/LIST] 10/01/2014 - v0.7 A huge update! The most important change is that from now on there is only one pilot seat. The pilot sits in the middle of the cockpit, to improve the view of the flight instruments. The positioning of the instruments has been completely redone. The other two kerbals are now just passengers. The windows on the internal and the external model now match exactly. Lots of new indicators and new display data were added: [LIST] [*]Satellite map. [*]Orbital map [*]Targeting, reference part selection (the one that you select when you “control from hereâ€Â) and undocking menu. [*]Certain autopilot (MechJeb) functions are supported if MechJeb is installed. [*]MFD monitors are improved and now have even more buttons. [*]Reference information about planetary bodies -- the same kind you would get in the map screen when you press the ‘info’ button -- is available on one of the pages. [*]Visual and sound alarms indicating various dangers (danger of tipping over due to lateral velocity being too high, ground slope too high, collision with ground too fast) as well as expected touchdown speed. [*]ALCOR now has builtin external cameras providing full 360-degree visibility -- two new cameras on the sides were added. [*]Most cameras can now pan and zoom. [*]You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type ‘AG<number>=<text>’ where ‘number’ is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won’t fit on the label.) [*]Current stage only resources are displayed. Warning, KSP likes to lie about those. [*]Full information about the temperature and internal atmosphere of the pod is now displayed. [*]Like the 0.23 stock capsules, the pod now has 20 units of internal monopropellant storage, which increases start mass to 1680kg. [*]Doubleclicking on the airlock will make the currently controlled kerbal EVA right from IVA. [*]The pod has a mission flag prominently displayed both inside and outside. [/LIST] 25/12/2013 - v0.6-0.23FIX ( Maintenance release ) The outdated version of RasterPropMonitor plugin has been removed from this package while the previously published patches to enable SCANsat support in the monitors have been included. 24/11/2013 - v0.6 - Added more equipment in IVA (indicators, MFD/PFD, Alarm-lights) - Added sounds ( ambients, alarm, click) - Re-arange internal layout - Added new Part - 'External Camera (RV)' - Added 2 Displays for viewing custom external views 12/11/2013 - v0.5 - Crew capacity increased to three -- total dry mass increased to 1.6 tons - Added five monitors of two different sizes , a set of buttons and switches to control basic functions like RCS, SAS and custom action groups and cockpit lighting are now included - 'RasterPropMonitor plugin' is required and included in the package 25/10/2013 - v0.4 - Added part to the research tree (see http://i.imgur.com/50U3cwm.png) - Node fixed __________________________________________________ __________________________________________________ ___
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