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Everything posted by Drew Kerman
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Drew Kerman replied to Gameslinx's topic in KSP1 Mod Releases
I'm getting endless nullref spam when I just launch a kerbal in a mk1 pod to the pad and switch to map view, even stripped down to stock & dependencies in 1.10.1 logs- 3,126 replies
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The Kerbal Space Agency: To Be Continued...?
Drew Kerman replied to Drew Kerman's topic in KSP1 Mission Reports
Our operational year ended yesterday and Kerbin II was returned to the surface intact (mostly) this past week as well after more than 84 days, 15 million km and 3,000 orbits. Click the image for more info on the Ops Tracker. Be sure to catch up on anything you may have missed over the course of this year and even prior via our Ops Summaries What do we hope to achieve in 2021? Here's a peek at our main goals, in rough order of operations: Ascension Mk3 debuts with launch of Kerbin III into high-Kerbin orbit to study the radiation belts & test new vacuum LF/O engine Progeny Mk8 debuts, first flight of rocket guided only by thrust vectoring. Payload mission TBD Mk1-B capsule completes qualification trials, heads to space on sub-orbital test flight atop an Ascension Mk1 WildCat-V engine completes qualification trials for integration into Ascension Mk3 Commander Valentina or Specialist Bob become the 1st kerbal to orbit Kerbin CommSat Network begins launch of 3 satellites into low-Kerbin orbit for continuous ground coverage up to 70° latitude Progeny Mk8/Ascension Mk3 unkerbed short-term missions to Mun and Minmus under Extremis program. Maybe orbit? Additional, longer kerbed orbital flights, possibly a space walk Extremis I flagship mission attempts first interplanetary exploration of Eve, Jool and Plock over the next 3 years KerBalloon continues operations in later half of year with extended expeditions supported by commsats Iterative design continues to work towards an Ascension Mk4 (full TVC) and Progeny Mk8 Heavy Future Extremis flagship missions for 2022 and beyond planned Thanks to everyone who has and continues to support us! Stay tuned for 2020 recap infographics coming at the end of the month -
nice. Also here's some "IRL" results for you! De-orbited my Kerbin II satellite today: End of plot is where the chutes were calculated to deploy at 1.2km and the red spot is where the satellite actually splashed down. Not too shabby!! In fact, the discrepancy is most likely due to the chutes pre-deploying at ~30km and this extra drag is not factored in, which is why the LVD plot goes a bit further. I did a "simulation" where I just Hyperedited the satellite to 80km and had it drop straight down while logging in FAR to get a rough Cd curve. Imported that then I used my drag area technique from the wiki, plugged in the re-entry trajectory orbital deets from MA where I calculated the maneuver - and viola! Well, almost. I did screw up and forget to unload the propellant from the default spacecraft tank in LVD, so I originally got the result I showed in my earlier posts. Ooof I know you guys have procedures to avoid simple mistakes like this and I still have to work on mine!!
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this is really cool. Is it possible to use also in the pop out figure window? Although if not, at least the LVD window can be resized now to make the figure almost as big
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Yep, I felt there was one dropping soon Also, I am a FRIKIN IDIOT HAHAHAHAHAHAHA I figured out what the problem was. Guess what happens when you move the time slider to the end where the vessel is supposed to be at that time? *sigh* This does present an interesting question for Mission Architect though, where I'm not sure the planet textures serve any real purpose because at what point does the surface texture relate to the orbit given that you can't actually see the vessel's position? It's useful in LVD and Mission Animator, but for the default Mission Architect view you're just as good with the original shaded bodies. However if there's no performance impact to having them textured then I also see no harm in the textures being used
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yes that helps, thank you. I'm going to try and recreate this on the next PR and see what happens
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Ah, so here is the root of the problem then? I guess I am actually changing Kerbin's synodic rotation rate. Here's the patch I use: @Body[Kerbin] { @Properties { // return Kerbin to old pre-v1.0.5 rotation period %rotationPeriod = 21651 } } I know Kopernicus is working because the new default is 6hrs to match sidereal rotation and the sun will stay in one place if I forward time. Using Hyperedit I can increment the game UT on a week/day/hour basis and clicking repeatedly on the Day+ button the date increases but the sun position does not change after disabling this patch. When I restart the game with my patch again enabled, clicking the Day+ button makes the sun move across the sky. As I noted in my original post, I made this change so sunrise/sunset times would change from day to day. My understanding of sidereal vs. synodic time however is still not that great in application so maybe I'm just barking up the wrong tree on this issue?
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Possibly? I thought this issue sounded familiar so I did a search for 21651 and turns out I actually raised this question last year: If you follow the posts after you asked for a MAT file and I provided one but I don't see a response referencing it. Seems we both let this one fall through the cracks! So for this entire time has my .ini file exported from KSP failed to report the proper rotperiod?
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nope, still an issue you mean you want the actual LVD case file? You can grab it here. Images in my prev post demonstrate the issue. When I plug in the lat/lng from the Final State position it shows up on my Kerbin map where I planned for it to be, but in LVD the trajectory *appears* to end too far east due to the improper texture position. I use Kopernicus to change my Kerbin rotation to 21651s (it's the slower original Kerbin rotation period before the 6hr synodic day change in v1.0.5)
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@Arrowstar I can't use the included bodies.ini file because I have Kopernicus messing with Kerbin's atmosphere and spin rate. I tried to generate a new .ini but the texture feature was not included in the file. I placed the Kerbin texture lines in myself and that works but was not able to adjust the rotational offset. I tried using surfTextureZRotOffset but not sure if that's what that is for as it didn't seem to make any difference. I made sure to not only reload the .ini file after editing but also never saved my LVD file after load which means it would again convert it to the new .ini data. Here is the discrepancy: LVD: Where the trajectory is supposed to end, plugging the lat/lng into my online map Ahhh, I was just about to post this and had another thought. Did some experimenting and yup, I see what's happening now. The surfTextureZRotOffset is working as intended, each time I edit it and load up LVD the default view of Kerbin changes as the texture is rotated. I didn't really pay attention before just loaded straight up into my case file. So okay the conversion is not using the currently-loaded .ini file it's converting based on the .ini data already in the case file. So then you're either a bit off on the offset calculation to account for a different body rotation speed or forgot to account for that altogether during the update.
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Yea, precision in this case is not the goal and you have the text box for that. Also a related UX suggestion - if it's possible to assign the scrollbar arrows tooltips, have one pop up containing the current warp factor setting so people make the connection on the behavior OMGGGGGGGG that's awesome now I don't have to use ground stations to try and figure out what part of the planet my ship is over Will it work in Mission Animator as well?
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if warp factor is set to 1000x then one click = 1000s. It would just be easier for stepping through things one. bit. at. a. time. to really make note of position/change, etc then have it all fly by in animation
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@Arrowstar just thought up a feature request for the Mission Animator - tie the scroll buttons to the warp factor. So a single click = warp factor. Pressing play/stop works okay but does also always advance two steps instead of one. If it's not simple to tie in the scroll button the play/stop method works fine, but only for advancing forwards. I know you can scrub with the scrollbar, but depending on the scale of the timeline getting tiny movements can sometimes be difficult. Also can the "sec" field allow for using the UT time dialog?
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no problem it was just an idea I had as I was typing my response, never actually even considered it before
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Oh I know, I just don't really see the point of doing that. I figured doing the roll in LVD wouldn't have any major effect on the outcome and it doesn't have inputs for engine vector or fin steering steering limits so it can't actually tell me how long it will take the rocket to roll (future feature? eh, maybe at least for engine gimbal but either way not a big deal IMO). So why bother when the rocket will be otherwise heading straight up anyway? if it were pitching while rolling, that may be another thing. Please correct me if my assumptions are wrong! No comment on your other tips, I will work to apply them and update you on progress when I hit a wall at some point
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okay @Arrowstar work with me here on this ascent plan, due to launch in early Feb 2021, I want to try a direct injection to 300km circular orbit. I have everything setup for staging and for the initial launch, which will roll the rocket from 45° to 90° (can't launch 90° due to how its launch platform is setup). I don't bother actually rolling it in the script I just know based on game testing it takes ~10s to complete the roll so I have it fly straight up for that time. From that point I want to start pitching over. Although you said the tangent steering model wasn't best for an atmosphere, could I use it to just get an initial ascent path? Then from there make note of the alt/pitch and manually create several pitch events that recreate it with some leeway in optimized values and let the optimizer go to work? How should I set up the constraints? I know I would want an objective function to maximize LF/O but should I use ap/pe constraints or an altitude + ecc constraints? Speaking of objective functions, it's possible to have more than one but you can't change the optimization type for each? So I can't have maximize LF/O and minimize ecc objective functions? Finally, still not completely sure how to use the Scale Factor for constraints - is that based mainly off the Jacobian Heatmap or do you have some intuitive approaches to it? Thanks
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hey I noticed that recently too, and I have no idea what happened to it either! Been waiting for it to pop back up maybe it's contextual but so far no sign of it
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sorry, I guess I should have just tried it to see! What threw me was the default setting of 1 instead of -1 so I thought that was the current value, which matches up to the integrator's Initial Step Size
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so is this only really usable for bodies without atmosphere? OH!! Also I forgot to remind you that the Integration Step Size global control is not what I had in mind. What I was asking for was a way to globally set the step size for the integrator output
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@Arrowstar oh sunofa*** when I went to check for errors I opened an error log I saved from a previous problem that was underneath the *actual* error log file, which is indeed empty. This was coupled with the fact that I thought I had actually built an ascent in this file not just the vessel data. But I guess I didn't? Okay. Sorry @vitorboschi thx for the dbl-check
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@Arrowstar BTW I don't really need that file so if it's a pain to fix then don't bother. Just hoping it can lead to preventing any future issues
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R2020b: R2017b: Win10 Pro x64 i7 4790K @ 4.2GHz 24GB RAM Also, something happened to this LVD case file and it won't open. I rolled back all the way to 1.6.4 since I forgot when I made it but couldn't load it in anything. I know it ran fine the last time I used it so not sure what the heck happened to it
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CommNet Ground Station Editing Mod
Drew Kerman replied to Drew Kerman's topic in KSP1 Mods Discussions
It's now a thing that's possible with the CommNet Constellation mod -
And well used also. Smart Timer in particular for me remains essential as the only part that can "wake up" my probes on deployment so their flight computer boots up and phones home to begin their mission. Cool to see more of the old-timers stopping by lately...
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Try this. Not sure if it will work but it's the folder from my 1.3.1 install that I have archived - http://www.kerbalspace.agency/misc/Diazo.zip
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