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Everything posted by Bit Fiddler
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Bit Fiddler replied to Nertea's topic in KSP1 Mod Releases
Does Kerbal Atomics change the JoolianEngine from the Joolian discovery mod to use LH2 rather than Liquid Fuel? I just had a bunch of satellites in my career game get wacked by a change in the engines. suddenly all of them are out of fuel even when the fuel tank is still half full of LF as they now want LH2. -
[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
Bit Fiddler replied to severedsolo's topic in KSP1 Mod Releases
WAIT!?!?!? so I am to gather that without this mod my carefully constructed "Kessler Shield System" is not protecting my planet from invasion? any ships will just ignore my "Orbital Defense Units" and not collide with them? -
I assume this contract came form this mod so ill post it here. you can see that the craft has the 2 required parts and has indeed performed the science and sent it home. however the contract does not think they are on the satellite. and also you can see the orbit information shows I have the eccentricity and inclination set as well. but again the contract does not think so and thus my timer will not start ticking. any ideas?
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[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
Bit Fiddler replied to severedsolo's topic in KSP1 Mod Releases
ah thanks... i'll try over there for help.- 131 replies
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[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
Bit Fiddler replied to NecroBones's topic in KSP1 Mod Releases
some mod that is on my system just changed the JoolianEngine to use LH2 rather than LF... and I have a career game with about 50 of these engines in it as I have used it on ALL of my communication relays and constellation satellites. so I have said 50 some odd craft en-route to various moons and planets and now all of them are space junk as some mod made the engines all switch to LH2. does anybody have any ideas what mods will change the fuel type? -
[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
Bit Fiddler replied to severedsolo's topic in KSP1 Mod Releases
realizing if this is a bug it will probably not be fixed... but anybody have any ideas? I assume this contract came form this mod so ill post it here. you can see that the craft has the 2 required parts and has indeed performed the science and sent it home. however the contract does not think they are on the satellite. and also you can see the orbit information shows I have the eccentricity and inclination set as well. but again the contract does not think so and thus my timer will not start ticking. any ideas?- 131 replies
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@drtedastro the easiest way to get there.... if you can follow me.... 1. place yourself in an equatorial orbit with Ap/Pe where they should be (not required but helps visually) 2. move the camera until you are looking at the planet from the equator and directly at the An/Dn of the target orbit. 3. place a maneuver node on the orbit inline with the lowest/highest point on the target orbit. (these will not necessarily be Ap /Pe so some camera rotation and maneuver node adjusting may be required to see the spot and get the node positioned) 4. set the node's normal/anti-normal until your orbit matches the plane of the target orbit. and execute with MJ. (be carful here... some other adjustments may be need to keep you on a safe orbit. be sure to look and see that you do not crash) 5. now use MJ to plan the rendezvous or if you need to get to a specific orbit 5. if you are trying to set up an orbit and need the Pe or Ap to be exact. now do the Argument of Pe maneuver to set your Pe to the desired value. 6. in any case weather you did step 5 or not you can now burn at Pe to set your Ap at your desired value. 7. burn at Ap to set your Pe to the desired value This will not work for a specific Geostationary orbit (such as a geo stationary orbit directly over KSC), as that requires dealing with the rotation of the planets as you set your Ap/Pe as this sort of setup needs you to be at a specific spot on the orbit at a specific time. this type of orbit is much more difficult to achieve, however the set argument of apsis maneuver planner will get you there if you adjust for the planetary rotation. and I would love for MJ to have this in the maneuver planer for us. "Set Geostationary orbit at specified Longitude" I hope this is more clear as I realized I misread your post. I thought you were trying to set a sat in a specific orbit. did not realize you were trying to dock or what ever and needed to actually rendezvous with another craft.
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inclination only talks about the angle of the orbit to the equator. You also need to fix your argument of periapsis. I believe MJ has a function that does this. it will set your argument of Apsis "after 1 orbit" so that when you get back to where you are you will be in the right place to burn and set your apoapsis and then subsequently your new periapsis. I hope all this is clear... lol if needed I could try to write a longer post with better explanation. EDIT: oh and I forgot to mention the Longitude of your ascending node / mean anomaly. this is quite a complex process to do. but once your orbital plane matches that of your target then MJ can plot your rendezvous for you.
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Missing crew portraits
Bit Fiddler replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
@linuxgurugamer there was a mod once upon a time that if a part had no internal defined it gave it a generic black background for an internal so the crew would show up and be able to EVA etc. I do not recall what this mod was called but I am searching for it again myself. EDIT: found it... -
I do match planes before the intercept burn, my CoT is aligned with the CoM, and all of this worked fine in previous versions of KSP/MJ. so I was thinking something must have changed with the way KSP or MJ is doing things. I noticed all this because I have a career game going and I made some communication sats to send to the Mün and Minmus. it is the exact same sat for both and I had launched 1 to each body as a proof of concept before the 1.3 switch and everything worked perfectly. and now fast forward to the present... I am now ready to try and begin the exploration/colonization of the Mün and Minmus. so I am sending the rest of these sats to finish my constellations and the burn now no longer gets me to the desired SOI change point. it is not missing it by a small amount either, it is missing it by about 500Km. I know other mods that have updated may be causing this change in performance as well, but I figure I would ask here first, as it is the most obvious place for a change to have been made.
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Hohmann Transfer does not seem to work correctly. The planner will setup the burn, and the map will show the resulting orbits, with the SOI change. yet after warping to the SOI change the orbit does not actually intercept the new SOI and last second burns are required to make the new orbit. this is of course very wasteful of the fuel as the burn is not optimal at this time. this is as far as I can tell happening 100% of the time I try to use the transfer to get to the Mün or Minmus.
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Oh yes. I understand all the problems with that craft and the video. it was purely to show the poster @Madeiner that tilt rotor aircraft are possible, and that transition from VTOL with TCA, to Aerodynamic with Kramax is really quite simple. the problems sown in that video were intentional to point out the things that a player would come across in designing something similar. I was not trying to point out any shortcomings in TCA, just problems to think about in design. like how to synch the rotor tilt and the TCA enable to the gear switch etc.
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both the cockpit, and strangely enough, the engines have reaction wheels running.
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Ok I have not flown this Glider in quite some time so the launch is FUBAR. however as you can see it flies fine. It recovers from that crappy launch and then flies as expected with no issues.
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Video showing some of the pros/cons of a tilt rotor aircraft. as well as some weird shenanigans where I assume the 2 autopilot mods are fighting each other. However it does seem that TCA is trying to "Stop" or "Anchor" the craft even when the buttons are not selected. this causes the craft to do weird loops and such trying to negate the lateral motion. and for some reason cruise mode does not work either. it seems the same thing that tries to stop lateral motion in free flight also kills cruise mode. however as you can see in a few spots, when it all works out, the transition from VTOL to Aerodynamic flight is very smooth. If you press all the buttons in the right order you can easily transition from VTOL to Aerodynamic flight models.
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I will go load up the glider I made that uses these folding wings and see if they are working for me.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Bit Fiddler replied to sumghai's topic in KSP1 Mod Releases
I do use procedural or stock fairings for this.... I was just saying this is why someone would want these on the avionics part as well. maybe there is some case where these work better. without seeing his craft we can't say what is better or worse. -
this is odd as I have never seen this bug, and I do the tourist missions. however this being said I have always loaded the tourists into the ship while in VAB/SPH. I have never loaded them "from the runway" like you mention here. I did not realize it was literally asking me to load them while in "flight mode".
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- contract configurator
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Bit Fiddler replied to sumghai's topic in KSP1 Mod Releases
unless you make the "service trunk" from other parts, and want this fairing to cover that setup, rather than use some procedural fairing thing. -
the folding wings require the retractable lift surface mod yes? do you have this installed?
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Ah, my mistake. I thought you were German... any way never mind then. I was going to ask about that show and if it was any good, as the American guy David is my mother's brother. So was just curious about what the show was like.
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ah ok, so I can just look for the DumpExcess in all the converters .cfg files to see if any of them will waste a resource. thanks
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Question about the Nom-o-Matics. if all of my supply containers are full does the Nom-o-Matic continue to operate? as in will it continue to use up the fertilizer supply and then just dump the supplies overboard? Asking because i really do not want to have to micro manage all the parts in a long term / permanent base on the Mun or in orbit somewhere. if I have to constantly go back to each part in a base every few hours to be sure that it is not wasting a resource that just makes it tedious and removes all the fun. so I guess this goes for any "converter" in the USI family. do any of them require micro management or are they all smart parts and will shut them selves down if not needed?
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Bit Fiddler replied to Papa_Joe's topic in KSP1 Mod Releases
Yes this is indeed part of the problem and I agree 100% it is a bug, or if intentional it should be changed. as the text in the tweak menu beside the button reads "CLS Passable: No" or "CLS Passable: Yes" this implies the current state is set to this.