linuxgurugamer

[1.5.x] KerbalGPS Revived

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On 10/1/2018 at 2:37 AM, Zah said:

Could this possibly interface with kOS?

Not at this time

On 10/1/2018 at 1:06 PM, Anis Ben Amor said:

First Post so please have mercy. I hope this is the right place because I couldn't find anything elsewhere. I'm trying to finish the "Create a KerbinGlobal Navigation Satellite System" contract and everything works fine until I complete the second satellite. After I return to my Launcher and have to wait two orbits before releasing the third one the 5 hour timer restarts every time I stop time warping. Which makes finishing this contract impossible. It only happens with the third satellite I was able to time warp when releasing the second one. Am I doing something wrong or has that happened to anyone else before?

Thank you!

What "5 hour time"?

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On 10/1/2018 at 1:06 PM, Anis Ben Amor said:

First Post so please have mercy. I hope this is the right place because I couldn't find anything elsewhere. I'm trying to finish the "Create a KerbinGlobal Navigation Satellite System" contract and everything works fine until I complete the second satellite. After I return to my Launcher and have to wait two orbits before releasing the third one the 5 hour timer restarts every time I stop time warping. Which makes finishing this contract impossible. It only happens with the third satellite I was able to time warp when releasing the second one. Am I doing something wrong or has that happened to anyone else before?

Thank you!

I also had some weirdness with the contracts.  With the first Kerbin launcher, I had the 5-hour countdown reset on me a couple of times, but it eventually marked that contract parameter complete once I got all 3 satellites in a 1588km circular orbit. However one of the 3 was out of position due to me waiting for that 5-hour counter to expire (instead of 3 sats being roughly 120° apart, one of them was about 30° behind the second). I had more trouble with the Mun GPS contract: the target orbits had both periapsis and apoapsis set to -100,000 meters. I realized this after about an hour of trying to get more and more precise with my orbit without it being recognized, and then realizing why the target orbit wasn't showing up in map mode: its within the Mun.

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On 11/3/2018 at 10:32 PM, Lithapofevgon said:

I also had some weirdness with the contracts.  With the first Kerbin launcher, I had the 5-hour countdown reset on me a couple of times, but it eventually marked that contract parameter complete once I got all 3 satellites in a 1588km circular orbit. However one of the 3 was out of position due to me waiting for that 5-hour counter to expire (instead of 3 sats being roughly 120° apart, one of them was about 30° behind the second). I had more trouble with the Mun GPS contract: the target orbits had both periapsis and apoapsis set to -100,000 meters. I realized this after about an hour of trying to get more and more precise with my orbit without it being recognized, and then realizing why the target orbit wasn't showing up in map mode: its within the Mun.

I still haven't resolved the issue read somewhere that it might have to do with FMRS causing issues with contracts. About the Mun Contract I just did it yesterday. The Line Of Sight and the Satellites should be at 200000 km not 100000. At least the parameters of my contract say so and Resonant Orbit Calculator as well. But it was also bugged as hell. There was no Time Counter at all and after deploying the first satellite at the right orbit it would mark the whole sphere (the other two A2 and A3 as well) also as finished. But as a completionist I still did deploy all 3 in all Spheres. Now it's Minmus' turn 

Edited by Anis Ben Amor
Added

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On 10/3/2018 at 9:42 PM, linuxgurugamer said:

What "5 hour time"?

If you are on a resonant Orbit on Kerbin 1,558000/1,088000 km your orbit Period is 2 Hours 30 and you need 2 Orbits between satellite deployment so after your first deployed satellit there is a 5 hours countdown in the Contract Tab next to each satellite ?checkmark?.

PS: Sorry I missed your reply and I want to thank you sincerely for all the Lords work you are puting into this community. Danke!

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Does this work with different planet mods (Outer Planets, GPP, ExtraSolar Planets, etc)? Not sure how the coordinates are generated. I ask since there was a mention of a problem with the RSS mod.

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20 minutes ago, kananesgi said:

Does this work with different planet mods (Outer Planets, GPP, ExtraSolar Planets, etc)? Not sure how the coordinates are generated. I ask since there was a mention of a problem with the RSS mod.

 As far as I know, it should work. The only problem some aware of all with contracts, not with the mod itself.

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btw does this work when literally using at another planet?

Or is it bound to homeworld?

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4 minutes ago, Gordon Dry said:

btw does this work when literally using at another planet?

On 8/12/2018 at 2:56 AM, linuxgurugamer said:

contracts will be offered (one per orbited planet)

While never explicitly stated, it is implied by statements in the OP (such as the one above) and following posts.

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I just recognized that the module KerbalGPS of the FigaroReceiver has no block for the EC consumption, like the KNGPSantennarecvr.

        RESOURCE
        {
            name = ElectricCharge
            rate = 0.005
        }

Is this intended?

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5 minutes ago, Gordon Dry said:

I just recognized that the module KerbalGPS of the FigaroReceiver has no block for the EC consumption, like the KNGPSantennarecvr.


        RESOURCE
        {
            name = ElectricCharge
            rate = 0.005
        }

Is this intended?

Yes, because it would be useless.  Once the satellites are in orbit, they will be on rails and won't use ec

39 minutes ago, Gordon Dry said:

btw does this work when literally using at another planet?

Or is it bound to homeworld?

Any planet

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New release, 1.1.0.12

  • Added EC consumption to GPS receivers

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Do I really really need the dependencies? Ive read the functions of the dependencies but it says they have no function.

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16 hours ago, lextacy said:

Do I really really need the dependencies? Ive read the functions of the dependencies but it says they have no function.

The dependencies have no *individual* function, they exist to provide functions to other mods. So yes, you really need them.

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New release, 1.1.0.14

  • Thanks to github user @JarredAllen for this:
    • Add Support for RSS (mainly for Earth)

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