wmvanvliet
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[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Thanks heaps for that @linuxgurugamer! Sorry to be so slow on the uptake. I've not touches KSP in a long time. But now, with the hype for KSP2, I'm looking at it again. I've released version 0.51 with your bugfix in it. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
I haven't tested it, but it should be compatible. The Planetary almanac is built dynamically: all bodies that happen to be in the game will appear as global variables. Fresh new version out in collaboration with Thorulf Neustrup. You can now define multiple maneuver nodes from a single function. Maneuver nodes are now specified in the same manner as output variables. Check this out: maneuver: first "The first maneuver to execute" maneuver: second "The second maneuver to execute" # Computing first maneuver: apply 50 dV prograde 45 seconds from now first = [50, 0, 0, 45] # Computing second maneuver: 5 dV normal and 20 dV radial in an hour second = [0, 5, 20, 360] -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
I'll see if I can install KSP 1.42 at some point and investigate. In the mean time, please try all versions of Kerbulator. I always compile against the newest version of KSP and lately there have been some changes that will make the mod no longer work on older versions -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Thanks for the feedback! Based on this I did some more debugging and found that you were right. I missed two important scenarios where I should have unlocked the clickthrough prevention lock but did not. We live and learn. New version 0.46 pushed. Could you give that a try and see if things are now working properly at your end as well? -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Recompiled for KSP version 1.9. Nothing changed otherwise. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Thanks for making me aware of this. Fixed! -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Just a heads up. I've recompiled Kerbulator against KSP version 1.4.4. I also finally fixed the clickthrough bugs. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Unfortunately, I no longer have any time to work on it (or play KSP for that matter). Having kids will do that to you Anyone willing to work on it is extremely welcome to submit git pull requests! Is Kerbulator still running on the new versions of KSP? -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Calculating multiple maneuver nodes in one function is not a problem, you can return a list of values like this: [x, y, z]. However, the interface currently doesn't allow for the automatic placement of a list of maneuver nodes. I've make a ticket on Github for it. I may get to it at some point https://github.com/wmvanvliet/Kerbulator/issues -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Thanks for reporting this. I'll take a look. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Thanks for the heads up that click-through has a viable solution now. It's been a while since I've looked at Kerbulator. I'm still looking for ways to solve the enter and cursor keys not working in the editor, which is a real pain in the ass. Just so you know, you can assign labels to input variables like this: in: some_var "Label for variable" The description appears in a tooltip when hovering above the corresponding input textbox. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Fixed. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
You'll have to use your own math. A Kerbal day is 6 hours (not 24 like an Earth day). One hour is 60 minuts. One minute is 60 seconds. Do the math! (not sure how many months go in a Kerbal year) -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
Recompiled Kerbulator for KSP 1.3. Nothing should be broken. -
[1.12.x] Kerbulator: use your own math!
wmvanvliet replied to wmvanvliet's topic in KSP1 Mod Releases
You got the wrong math symbol. The ∧ symbol means the logical 'and' operation, while the ^ symbol means taking the power. The ∧ symbol is a recent addition to Kerbulator. It hadn't occurred to me yet how similar it is to ^. The last line should read: T = (2 * π * √ (a^3) / μ) / 60 Note that your formula will give you the orbital period in minutes (you divide by 60).